(***Note***: credit for a great deal of this material must be given to other sites and bloggers, to say nothing of all the stuff that I've ripped off from common literature. I am chiefly indebted to the work of Matt Stater, over at Land of Nod; please check him out, and buy his stuff on Lulu.com...)
Friday, February 3, 2012
Innauguration Day II
(***Note***: credit for a great deal of this material must be given to other sites and bloggers, to say nothing of all the stuff that I've ripped off from common literature. I am chiefly indebted to the work of Matt Stater, over at Land of Nod; please check him out, and buy his stuff on Lulu.com...)
Wednesday, January 25, 2012
Sandbox vs. Linear... Ready... FIGHT!!!
When I started this current effort, I was presented with a dilemma – which approach will give a group of extremely imaginative (but completely inexperienced) gamers the most satisfaction: a linear, adventure-module-type campaign, or an open-ended sandbox?
It’s probably not too shocking to find that, so far, I’m doing a bit of both. I started out, however, by going hard in the “sandbox” direction.
Using Land of Nod as a guide, I stuffed a ton of adventure seeds and hooks into my 400mile x 400mile region of the world; all told, it was easily forty or so, not including more complex locations like cities. It was, frankly, a bit overwhelming for me as the DM… I could only imagine what it was going to be like as a brand-new player, being inundated with an avalanche of material to pick through…
At present, as I said, I’m doing a bit of both: I’m stitching together a couple of long-term storylines using modified versions of boxed adventures, but I’m peppering the environment with a selection of adventure hooks that can send the PC’s off on flights of tangent.
I have also found that there’s a third option. As a fan of Jungian synchronicity, I’ve been delighted to discover that random encounters can be made to fit a wide range of storylines if you’re willing to throw caution to the wind and embrace the madness. Dire wolves are no longer just a range of numbers on a chart; to the players, they automatically become obvious agents of Evil Genius X (whether or not that’s true, of course, is borne out over time). Taken to an extreme (and using suggestions such as Daddy Grognard’s that involve the tracking and mapping of major random encounters), you effectively have a sandbox environment that generates itself…
This is all undoubtedly “old hat” to a lot of folks who might read this blog, along with much of the material that’s going to be posted here. All I can say is that this is all either new or fresh to me, so I hope it’s interesting to read about somebody progressing through the various stages of discovery…
Thursday, January 19, 2012
Inauguration Day
{At the time of this writing, some of my guys haven't really committed to character names. As a result, I'll have to go back and add them as I go along. For now, they are Napoleon, Hoko Goldma, Furok, and Nyatar.}
I feel very lucky, since everybody basically chose a cornerstone archetype and went with it: ranger, thief, mage, cleric. I was so afraid that I'd be dealing solely with barbarians and assassins and druids, but my fears were unfounded.
The action starts with young Nyatar, the half-orc cleric of Horus, the lawful god of vengeance and storms and war. (No, it's not the Deities & Demigods version of Horus, it's Land of Nod entity of the same moniker...) He's from a very warm climate near the equator, in the city of Ibis in the region of Uban. He is a newly-minted novice, eager to prove his worth to a skeptical heirarchy. His father, a gypsy, had dropped him off at a monastery outside the city, and he has been raised as an acolyte of Horus with every expectation that he'd fail. Not only did he refuse to fail, but he flourished under the scrutiny and is now being sent out to assist the priest of Horus that attends a diplomatic mission in the far northwest of the continent (think Juneau, Alaska, meets low medieval York).
After a sea voyage of two months, he arrives outside the whitewashed walls of the city-state of Lyonesse. Upon entering the city, he discovers the the head of his order has succumbed to a quickly-acting wasting disease. The head of the Ubani delegation must send away for a new head cleric, for which a conclave must be called; all told, it might be two months or more before Ken's new superior arrives. In the meantime, he's left to acquaint himself to the local culture as best as he can. He decides to take a spin around the city, while deciding what to do...
After a few petty actions and relatively harmless larcenies committed among the stoic elven neighbors, Napoleon and his companion decide it's time to explore the wider world beyond their isolated enclave, but his fellow traveler leaves him behind in order to skip town early. He's finally able to book passage to Lyonesse (seeing a pattern here?); on board, he befriends an old hand named Jake who's seeking better fortunes among the burgeoning metal- gem-strikes of the far north, collectively known as The Faces.
The ship arrives outside the beautiful white-washed walls of the Jewel of the North on a clear late-spring day. He gets into line with dozens of other hopefuls, seeking to pay the fare and enter the city. Once inside, he begins making various fruitless inquiries until the siren song of a town crier reaches his ears:
(***Note***: credit for a great deal of this material must be given to other sites and bloggers, to say nothing of all the stuff that I've ripped off from common literature. I am chiefly indebted to the work of Matt Stater, over at Land of Nod; please check him out, and buy his stuff on Lulu.com...)
Wednesday, January 18, 2012
Tinker, tailor, soldier, mage...
I picked a free fractal terrain generator (I forget which, at the moment) and worked up a planetary biosphere. I found a series of tables for generating a large-scale history somewhere on the interwebs, and proceeded to mold my world. The randomness of both types really plays to my taste for Jungian synchronicity: I just generate the random elements and trust my imagination and improv skills to provide the links. Love it...
Anyway, I worked up a basic cosmology founded on principals of fundamental elements gradually becoming more fractured and complex, and voila!... It not exactly the Silmarillion, but it'll do. I'm pretty proud of it, actually.
For specific cities and sandbox elements I'm heavily indebted to Matt Stater over at Land of Nod, one of the smartest and cleanest blogs out there. (My players are advised to ignore this paragraph, upon pain of... um... pain.)
Throughout this whole process, I've only had one major concern: over-thinking everything. I'm sorely tempted to stuff all kinds of details into the plans of a session, and then beat myself up for leaving something out or not anticipating something. I've seen it written elsewhere, and I now consider it to be the cardinal rule of GM-ing: Just Have Fun. Do your prep work, but remember to enjoy the game. You're playing, too...