Archive for the ‘fluff/inspiration’ Category

yams, 1cp each

Friday, August 27th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Apparently, among the important staples of ancient and medieval West African diet were palm oil and yams. These are foods I never eat. Nevertheless, in the book, there is, for instance, a big map of Africa with a dotted line showing the “yam zone”. This got me thinking about food exoticism in D&D and fiction generally.

Re-inventing common objects and foods is a worldbuilding rookie mistake. In a novel, it’s annoying if the main character drinks k’jinn instead of milk. It exoticises the main character and distances the reader. In RPGs, it’s even worse. If you say, “In my campaign world, milk is called k’jinn”, players will not start saying “Legolas takes a drink of k’jinn.” You’ll be lucky if you get “Legolas takes a drink of ka-spoon, or whatever milk is called.”

There is, however, a place for exotic foods and names. If a drink has a made-up name, that should mark it as exotic to the characters. If the PCs travel to a new continent, and everyone who meets them offers them a glass of k’jinn, this might make them feel like they’ve actually traveled somewhere.

every book’s a sourcebook: African Civilizations: Ethiopia

Friday, August 20th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

I love Ethiopia, and not just because Ethiopian restaurants are my favorite restaurants. In ancient times, they had a nation-state with gold, silver and bronze coinage, grand architecture at the same time that the Greeks were building the Parthenon, a queen of Sheba who was rockin’ out with Solomon. Also, Ethiopia lasted continuously and independently until the late 20th century, and they were the longest-lasting Christian nation in the world (converting in the 4th century). Not until the 70s and 80s did they suffer the violence and famines that gave them the reputation as the poster child for third-world misery.

The existence of a powerful Christian nation in Africa may have influenced the medieval Europe myth of Prester John, the magical African king who ruled a land filled with gold and gems where there was no poverty. Apparently envoys to Prester John occasionally delivered their messages to a king of Ethiopia, to his confusion.

Ethiopia has an interesting geography: it’s largely highlands, and the elevation means that there are a lot of climates very close to each other, from Alpine to temperate to swamp to desert to seashore (if you count Eritrea as part of Ethiopia, which it was until the 90s). A campaign set in an Ethiopia-like area would put the PCs in a few day’s travel of almost every terrain type that has its own map icon in the D&D Expert set.

Ethiopian Adventures

Here are some ideas I have for adventures in an Ethiopia-like environment.
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D&D: vikings with ewers

Tuesday, August 17th, 2010

Inspired perhaps by Greywulf’s badass Thor cleric build from the D&D Essentials cleric preview, I’ve decided to run our Essentials trial game in the viking/Beowulf milieu. Somehow, I have never actually played in a viking game, although it is so 80’s D&D, as illustrated in the following Venn diagram:

With the Essentials Starter Set leaning on the early-D&D nostalgia button (reintroducing the terms “thief” and “backstab”, for instance) I think it’s time to pump up some Viking metal and prepare to journey from the frozen North.

Speaking of 80s nostalgia and Vikings, take another look at the cover of the D&D Essentials Starter set (which uses the same art as the 80s red box).

D&D Essentials starter set

D&D Essentials starter set

Look at that guy fighting the dragon. Look at his horns. They’re like 2 feet long. That guy is a viking. If you’re not playing viking D&D, you’re Doing It Wrong.

This illustration is so classic 80’s D&D that it should really serve as a road map to my Viking adventure. Besides the viking, we have a dragon – a strange-kneed dragon – and the setting is a dungeon floor of tumbled stones, with a vast treasure piled in the rift. Classic!

Take a look at the composition of the treasure though. The predominant treasure type is gold… glittering gold. As it should be. Then there’s what looks like a potion… a chest… and no less than three jugs.

click to zoom in

Are they jugs? Pitchers? Vases? Decanters? I think when they’re in treasure, they might be called ewers? Anyway, there are an excessive number of ewers in this dragon’s hoard.
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every book’s a sourcebook: African Civilizations: Ballana

Friday, August 13th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Last week I mentioned that I used a tomb from the Nubia chapter of African Civilizations by Graham Connah as the centerpiece of a dungeon delve. I recommend you do the same.

(The illustration is below.)
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sea dungeons

Tuesday, August 10th, 2010

A nautical map – one with depth markings on it – can be a disguised dungeon setting.

Like a dungeon, it has constricted travel. If your ship draws 15 feet, you can’t sail through 10-foot-deep water. Those are like dungeon walls.

It’s a dungeon, though, where the walls are in different places for everybody. If your ship draws 20 feet, you have more walls than a ship that draws 10 feet.

I really should run a ship-to-ship combat among some reefs, where instead of drawing walls, I write depths on the battlemat (or just use a real nautical map). The larger, faster ships would have to sail around some obstacles that the smaller ships could ignore.

I have everything I need to run a pretty good sea combat. I have some “Pirates of the Spanish Main” ship minis, including a few galleys; and an 8-sided wind die, marked with the cardinal directions (N, NW W, etc.)

The die came with something called “Yachting: An Exciting Game” which turned out not to be exciting and in fact is only a game in the way that Candyland is a game. In yachting, apparently, the journey from the Atlantic to a port in Cape Cod is one in which the skipper is a powerless passenger at the mercy of the cruel winds which, 7 times out of 8, run the hapless ship aground. I think this might be a misrepresentation of yachting. Cute die, though, except when I accidentally roll for damage and get “Northwest”.

random fantasy book generator

Thursday, August 5th, 2010

Recently I mentioned my criteria for fantasy books I wouldn’t read. I’ve expanded that into a random fantasy title generator:

Actually, some of these don’t look that bad. When paging through, for instance, I saw Kings of the Dead, which, I don’t know, I might take a look at.

If you see any title that you might actually pick up, leave it in the comments!

what not to read

Tuesday, August 3rd, 2010

Let me say this up front: I have pretty bad taste in fantasy novels. I say this because later on I’m probably going to say something bad about a book you like.

I really like sword-and-sorcery novels and sword-and-planet novels. Some S&S/S&P fiction is well-written; that is, however, not a requirement for me. I like pulp axesploitation Conan and Burroughs pastiches from the 60s and 70s. I will buy almost any book if its cover has a painting of a sweaty barbarian.

Extra points for each of the following:

  • barbarian is being fondled by a woman wearing a gold bikini
  • barbarian is astride a headless snakeman
  • bracers or torques are in evidence
  • barbarian is next to some braziers and/or thrones
  • behind the barbarian: a planet surrounded by stars! Extra points for a rocket ship
  • the barbarian has a super ugly face

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Mazes and Monsters retro-clone 3: meet the characters

Monday, August 2nd, 2010
This entry is part 3 of 34 in the series Mazes and Monsters

After last week’s extremely informative introduction to the game system, we get a shot, from one of the players’ point of view, of a character sheet and a corner of the game board.

character sheet

Unfortunately, it’s nearly impossible to read the character sheet. So much valuable rules information, lost, just because of lousy screen resolution! Squinting, I can sort of convince myself that the second word on the character sheet (after the character’s name?) is “strength”. The fourth word seems to end with “ing” (cunning?) and the fifth word looks like it ends with “ge” (courage?)
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every book’s a sourcebook: African Civilizations: An Archaeological Perspective

Friday, July 30th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, African Civilizations: An Archaeological Perspective, by Graham Connah, is practically a literal sourcebook. It has dozens of maps of tombs, temples, and villages, as well as pictures of ancient treasure. And the best part of it is, because it details the non-Egyptian civilizations of Africa, this stuff is familiar to exactly NOBODY YOU KNOW. Some of the civilizations of Ethiopia, Nubia, and Zimbabwe were big, rich cultures, with impressive architecture, coinage, standing armies, and the rest of the trappings of powerful ancient and medieval kingdoms. Since they didn’t interact with Europe much until the colonial period, they are about as familiar as (or less familiar than) the kingdoms in a fantasy novel you haven’t read yet.

I’ve been slowly reading this book for a while. A few months ago, I used a map and a description of a queen’s burial chamber as the centerpiece for a dungeon. Today I was struck by a passage about the ephemeral nature of archaeology. Archaeology, after all, is what PCs do (at least, the Indiana Jones style of archaeology).

Because of the extensive excavation of the Aswan High Dam, we probably know more about Meroitic life in Lower Nubia than in either of the other two provinces.

That got me thinking about the plight of archaeologists, doing hasty, non-methodical excavations on a site that was going to be covered with water and totally destroyed. Unlike normal archaeology, you don’t take your time, catalogue, dig with a spoon. You dig up everything as fast as possible. Whatever you miss is gone forever.

Transfer that kind of pressure to a dungeon. Prepare a big, sprawling dungeon with lots of monsters, traps and treasure. Now place that dungeon in the bottom of a valley that’s about to be flooded forever: maybe one of the ancient dwarven dams is about to break. Make sure the monsters who live in the dungeon are nonsentient or eeevil, so the PCs don’t have to spend their time conducting an evacuation. The PCs have a limited time, say a day, to loot whatever they can from the dungeon. Heck, let’s make it an hour. That should turn up the pressure.

How can you structure this dungeon differently from most? You might be able to stock it more richly with treasure than most, because the players won’t have time to get to every part of it. When they stand on a nearby hill, watching the waves crash over the dungeon forever, you want them to be thinking regretfully of all the loot that’s still in there. To that end, you might want to tell the PCs exactly which of their wishlist items are fabled to be in the dungeon.

This would be an ideal dungeon to use some old-school, first-edition-style dungeon timekeeping. Determine how long it takes to search a room, how long to pass through a room, and how long to run a combat. I don’t like counting rounds, so I’d establish rules of thumb: every search check takes a minute; every combat takes a minute. In 4th edition, a short rest takes 5 minutes; that’s a pretty significant chunk of time if you only have an hour to explore.

Now that time is a resource, we can use it in ways we normally can’t. Normally the PCs can spend as long as they want on a task. If it takes 20 minutes to gather up all the silver pieces from the floor, the PCs will spend that long. But with the sand slipping through the hourglass, PCs will have to judge the possible benefits of skipping the silver.

You can also put something interesting in nearly every room, something that would repay careful investigation. Normally it’s not much of a roadblock for a PC to say “I keep on searching till I find something”, so hiding something is approximately the same as giving it to the PCs. Not so here.

Other ways to monetize time:

  • There’s a huge gold statue, but it’s so heavy that you’re slowed when you’re carrying it. If you have to find some way to pulley it across the chasm, that will increase its time cost.
  • A tunnel ends at a cave-in. There’s a small gap, too narrow to crawl through, beyond which you can see gleaming gold funeral masks. The gap could be widened with time.
  • A one-minute search check reveals a hidden lock that will require multiple Thievery checks to open, each of which will take a minute.
  • Every fight will eat up 1 to 6 minutes. If time is running short and the players haven’t found the Holy Avenger yet, maybe they want to bypass the skeleton guardian standing atop a pile of gems.

And then, of course, you dangle a big treasure before the players right as they’re planning to leave. If they take the bait, that will lead to more delays, and finally, a wild dash to safety pursued by a roaring tidal wave.

Every Book’s a Sourcebook: Mossflower

Friday, July 23rd, 2010

Mossflower is a young adult fantasy about some mice on an adventure. The two main characters are routinely described as “the warrior” and “the thief”, so you don’t have to look far to find the D&D roots here.

An interesting difference between mice and human heroes is that mice don’t have the sense of entitlement that comes with being on the top of the food chain. Humans expect to be able to kill any monster, even dragons; but there are a lot of predators that mice, even mice warriors, flee.

At one point, the rodent heroes fight a crab. They’re forced to flee because the crab’s shell makes it impervious to their attacks.

Obviously, Mouse Guard is the appropriate system to model such a battle, but as a D&D battle, it could still make a memorable encounter. A fight with a creature with an unreasonably high AC could potentially be more like a puzzle than a traditional battle. How can the PCs triumph if they can’t hit? The AC would have to be very high, though: if it were just, say, 5 points higher than average, the PCs probably wouldn’t change their strategy. They’d just bang against the creature for turn after turn, missing on a die roll of 15 or lower, and blame the DM for a boring encounter.
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