Showing posts with label wurld building. Show all posts
Showing posts with label wurld building. Show all posts

Wednesday, March 8, 2017

Dungeons and Dungeons (potentially, part the first)


Since Shieldhaven brought it up in the comments on this post, I should talk a little about what I do when it comes to dungeon-running.

I grew up playing my dad's AD&D games, which were always dungeons. I think I've only run one game that was not a dungeon, and that one was a one shot for a single player. Contrariwise, except for my dad's game, I don't think I've played another D&D game that has been primarily dungeon based. So I guess it is still a little odd that for me, when I am running a game, dungeon exploration is pretty much everything. Which isn't to say that the world above doesn't matter-- it certainly does. Just that the players won't typically be interacting with it directly; at least, not for some time.

The part that can be chalked up to laziness is where I like the constraints that dungeons put on the party's immediate actions, at game start. There's this map, see? There's only so many directions they can go. I don't suddenly have to gen up a bunch of stuff I'm not prepared for (unless I haven't read my notes in a while, which has certainly happened), or come up with a more artificial way to use something I'd planned. What's there is there.

That said, no one really wants to go through another boring hall after boring hall, fighting incongruous monsters and improbable traps that don't seem to have any reason to be there. Also, there's the problem where you find a bunch of loot that is difficult to impossible to spend, because there's not a ton of good shopping in the underground. Usually. So here's a list of things I think about when I'm preparing a dungeoncrawl campaign.


Thursday, April 28, 2011

Not-Roundup #4 -- Also, Changeling-Stylez.

So, haven't played much of anything for the past couple of weeks apart from Spiral Knights and Portal 2. I have a couple of larger projects in the works for this blog, both of which I've mentioned here and there, so we'll see if any of those actually get done.

In the meantime, I will post instead: The Kingdoms and basic synopsis for the Theoretical Changeling: The Lost game I've been considering and considering:

Players are all Changeling-types who live in a place of a Thousand-Thousand Kingdoms, all embodying some sort of idea. Seven of the Kingdoms are available to players, as they tend to be clustered in groups of seven neighbors, even though they don't all get along. For purposes of meshing with Changeling, the Kingdoms are all located in what is more-or-less the Hedge, with Arcadia, or Avalon, as an adjunct realm, and The Kingdom Right Proper, or the mortal world, on the other side. Belonging to a Kingdom will be more-or-less analogous to belonging to a Court in the Changeling rules.

More or less Below the Kingdoms are the Shadowcities, which are reflections of things in the Many Kingdoms, and in the Kingdoms right Proper, though among its many other differences, Arcadia casts no shadow.

The Adjacent Kingdoms:

The Kingdom of Thieves -- inhabited by sneak-thieves, traps rogues, confidence men, gamblers, ragpickers, safe-crackers, card sharps, Marks who've been conned into living there, and assassins. They are exactly what you expect, for the most part, and when talking to Marks they call their Kingdom Innisfreigh. They are best aligned with the Kingdoms of Masks and Manikins, are neutral with the Kingdoms of Mendicants and Wrights, and don't get on at all with the Kingdoms of Knightly Vows and Locks and Eyes.

The Kingdom of Masks -- Also known as the kingdom of Artifice, the Masks are liars, actors, dramatists, dancers, puppeteers, stage-duellists, quick-change comedians, tightrope walkers and acrobats. They are best at seeing things that are hidden, and understand lies better than truths. They get on fairly well with the Kingdom of Thieves and the Kingdom of Mendicants, they do frequent business with the Kingdoms of Manikins, somewhat less with that of the Anvils, and are violently opposed to the Kingdom of Knightly Vows and to a slightly lesser degree, the Kingdom of Locks and Eyes.

The Kingdom of Knightly Vows-- also known as the Kingdom of True-Spoken words. The Knights are Chivalric lords, paladins, champions, honest courtiers, statesmen, judges, keepers of records, poets, and idealists. They represent the perfect ideal of a Kingdom of Paragons, and deal fairly with those about them. They mislike deceit, save in service to an oath. As one might imagine, this puts them at odds with the Masks and the Thieves, and aligns them just fine with the Watchmen and the Mendicants. They have a great deal more use for the craftsmen in service to the Anvil than the makers of Manikins, but don't seriously object to either.

The Kingdom of the Anvil-- Also known as the Wrights, these are largely craftsmen, smiths in metals and workers in wood and stone. They build things for use-- they are carpenters and tinsmiths and blacksmiths and architects, makers of tools and builders of castles, miners and lumberjacks, sculptors and shapers of clay. They are very workmanlike and dream on grand scales. They are kin with the Kingdom of Manikins, though they consider them less useful than they. They have no real alliances or enemies, though they frequently receive custom from the Watchmen, the Knights, and the Thieves. Though in the case of the latter, they always check their purses after. They have little use for the Mendicants.

The Kingdom of Manikins-- Inhabited by makers of little crafts and clockworks, they shape things into man-shapes. They are scientists and theoreticians, inventors of gadgets, locksmiths, clothiers, dollmakers and toymakers, builders of simulacra, alchemists, witches, scroungers and carvers in wood and stone, they make idols and fetishes of straw, feather, and clay, the latter medium they share with their siblings of the Anvil. Like the Anvils, they have no real alliances or enemies, though they have a particular friendship with the Ragpickers of the Thieves. They welcome the patronage of the Kingdom of Masks and betimes the Mendicants, welcome the protection of the Watchmen, and are generally ignored by the Knights.

The Kingdom of Locks and Eyes-- Those who dwell here are called the Watchmen, and they are the vigilant protectors of the Kingdoms at large. They are spies and police officers, private investigators, clerks, builders of traps, marching soldiers and honest guardsmen, vigilantes, seekers of security, builders of walls, commanders of fortresses, and other seekers of justice. They are very good at ferreting out wrongdoing and, as one might imagine, are fundamentally opposed to the Kingdom of Thieves. Their best allies are the Knights, and they tend to offer their services to the Mendicants, the Kingdom of Manikins, and the Wrights, though in the latter case it is largely in trade. They don't really get the Masks, and as such, do not trust them at all.

The Kingdom of Mendicants-- Also known as the Kingdom of Seven Tongues, it is a Kingdom of superstition, myth, and many, many temples. Here might be found supplicants, pilgrims, lay brothers and sisters of a number of Orders from every Kingdom, oracles, tellers of fortunes, mystics, readers of cards, casters of runes, bishops and cardinals, acetic monks, vestal virgins, sacred prostitutes, storytellers, lore-keepers, dervishes, Ecstatics, revivalists, and other worshippers of one god, faith, tradition, superstition, word, or another. They are also the keepers of what little Lore which belongs to the Kingdoms alone, the Rules of Other Worlds, of which there are Seven. Every Kingdom has something to serve here, and something that makes them a bit uncomfortable. They frequently operate on gifts and offerings, which is pretty much all right with everyone but the servants of the Anvil, who trend against superstition, and dislike parting with the work of their hands except to receive coin.

The Kingdom of Shadows-- Beneath all of the Realms except Arcadia, where the Faeries live, there lie Shadowcities. That said, the people of the Kingdoms do not themselves cast shadows, by and large, when light is shone upon them. Only mortals cast shadows. In the Kingdoms, Shadows dwell in their cities when their light-halves in the mortal world are asleep, or away from light. There are ways to sever a Shadow from its light-half as well, but this "freedom" for the Shadow often leads to other, more unfortunate vulnerabilities. In many kingdoms, severed Shadows are kept as indentured servants.

Arcadia, where the faeries live-- The term fey or Faerie in the Kingdoms refer only to what in the Changeling rules are called 'True Fae'. These beings dwell in Arcadia, by and large, although they frequently come into the Kingdoms for revels, or to conduct business, or whatever other reason takes their fancy. They are ruled by one queen with two faces, called Mab on the dark side and Titania on the light side. She has seven daughters, seven sons, and any number of consorts.

Monday, February 7, 2011

Go through the motions of exploring the familiar.

In my last post, I mentioned This Post of Shieldhaven's, and now Wombat's gone and responded here. So now, I must needs venture my opinions on the topic.

I have an odd position in the groups I game with, in that I'm generally the only Person of Color(tm; also, unless you count the Angry Cuban in our AE games). Incidentally, until having the conversation with Wombat (who is white, but a jew), I was also the only person who generally felt that the presence of humans was okay, sure, but not necessary in a game world.

So, how this conversation even started:

Shieldhaven was talking about the new races he'd created during his late night maundering, and mentioned that, in order to have people actually pick his classes, perhaps he should strip a game with them in down to just humans and the new races. To which my question was, "Er... why include humans?"

Now, as implied above, I realise that my question and feelings on the matter are solidly in the minority. Anyone who knows me even a little will not be shocked by this. Shieldhaven felt, at base, that giving the players something understandable and familiar-- i.e., humans-- was important, so as not to lose them. I marked that the new races-- the Veytikka in particular-- were written in such a way that they kind of did not make sense unless you had another, baseline race to compare them to. The Beruch as well, and the Rindari have not been written yet, but-- they were all designed to be minorities. And while this was not, from talking about it, a conscious decision on Shieldhaven's part, it was... curious to me.

And here is where I will dispense (for the moment), with the issue of player investment and whether or not players will buy into a game setting where there's no human baseline. I, personally, would like to play a race in the context of what they're like internally, _without_ comparing them to a human genero-culture. As is pointed out in both of the posts I mention, there's sort of a problem with humans-- they typically wind up with their racial trait being, "generic". Of course we know what humans are like-- we are humans, aren't we?

Thing is, as game designers are themselves human, apart from some physiological details, and a pointed attempt to make the things that they feel, do, or care about completely unrelatable, any new race is going to be some variety of "like humans, but..."

Take the Veytikka. They have certain physiological features (claws, snout-like faces) that make them inhuman and change the way they interact with their environment, but as far as their attitudes and actions go, they're actually pretty darn human, but...

...They eat carrion. They're well designed for it, and for them it is the right and proper thing to do. Thing is, a human culture could just as well do that, out of some philosophical inclination, and then we get into trickier issues of intra-species race. Apart from that, the racial culture is given as tribal, and they are suited to some specific classes, like most D&D races. They're statted to fit into 3e and 4e D&D, so they'll be further colored by the rather familiar expectations of the classes they choose. Tl;dr, the text already explains the ways that Veyttika differ from humans in the context of the player's own person and culture, so why would there need to be humans in play to underscore the difference?

As part of my objection to the philosophical part of the "people need a familiar race to be the point of reference" is actually the "point of reference" part. Because I am human, I will automatically be thinking of how this race is different from a human. It bothers me, to then have to, in play, be ever conscious of my character in the context of, "I am different from this other group, which is normal."

I realise that this does not address the issue of turning off players through an excess of difference, but I feel that that aspect of the question is dealt with at length and better elsewhere, and I'd like to deal with the aspects so avoided, which are, frankly, relevant to me. Let it also be said that I don't blame anyone for choosing not to deal with stickier issues and assumptions when it comes to race in gaming, but... well, I think that it's just possible that part of the reason for my preferences in story telling and roles therein might have something to do with my own background, and the same for other folks. This doesn't say anything about myself or anyone else as people, but is objectively interesting to me.

Let me use another example, which has about an equal chance of refuting or supporting my point: the 4e race, Wilden.

Wilden are supposed to be a new race just out of the feywild, terribly curious and eager to learn about new cultures and races. They're a tablua rasa, looking for things to ape so they can learn how to be actual people. They have a hatred of abominations, but apart from that... well, they're plant people.

And let me tell you, they're hard as hell to play, esp in the party I'm in.

I picked one up in Chessenta as a power gaming option-- I wanted to play a Protection Shaman, and they had the best stat options, and were also something I've never played before. Now, I am in a party with two humans and an Orc-- fighter, avenger, and rogue. Given that my racial MO seems to be, "try to be like the others you're around," how do you suppose I play my character?

Answer: Well, like a bear shaman. Because that's what I'm actually doing, leaves or no leaves. The role of the Shaman is much stronger than the role implied by my race, except in the (hasn't actually happened yet) incidence where I need to use a racial power. And the same is true for humans, actually-- except in AE, where humans are marginalised as compared to Giants, I generally see human players playing the trope for their class. Only Grish, the Orc, plays a racial trope to any extent, and even that is second to his outstanding thievery. Well, and Ullentarni the Dragonborn, but that's because his racial story was supported by the game, and the circumstances in which we encountered him. For the rest of us, race doesn't actually matter, or much inform how we play.

So... what does all of that mean for the presentation of a game, before and during play?

First of all, I have the strong temptation to strip stats from races, and give them basically the human stat choice. If including humans in the game, I'd be further inclined to write specific racial abilities for them which were something other than, "I'm so generic, I can do anything with my generic self," depending on the setting. That is to say-- If other races have specific, geographically or otherwise bound cultures, it makes more sense in a given setting to have the humans be so too, than otherwise. In my game, I get around it by having most races be pretty much ubiquitous-- only races of a fey or outsider sort of origin are in any way concentrated, or have cultural norms outside of the norms for their region. I did not go so far as to change up races that much, mostly because my game is at least partially about teaching 4e to its players. But I think next time, I might, so as to make the race choice more purely about preference, vs. optimization.

And I'm tempted, especially if offering a setting where it makes sense to do so or I am offering all-new races, to just not have humans in the game. Now, it's at this point that the Player Investment issues come to the fore. We'll go ahead and take it as read that players dislike having high barriers to entry, and/or having to do a lot of reading in order to play a game, or understand their characters, unless doing said research was their idea in the first place. So let's think about how to address this.

1) First of all, sticking to a well known system, OR a system where everyone is expecting to do reading because it is all new. Personally, I prefer the former, partly because I like D&D so well and well... I am used to it. This could, however, work okay in a system where the expectation of newness is working for you. Nonetheless, I think that changing as little as possible about a system that the players (assuming all the players are familiar with said system) know, and explaining early on the conciets of the setting, you'll probably have a better chance of not throwing them off. In particular, I would not introduce any new classes, but have everyone stick to existing stuff.

2) Keep written material to a minimum. At most, I'd keep the info about the size of any racial write-up in a character creation book. If the setting is such that it demands it, include info about how the race fits into the world, how they behave amongst themselves, and what, if any, prejudices and assumptions they have about the rest of the world. This is the part where you're pretty much highlighting what makes them different from humans, what sorts of stories they are likely to have as a race. In all other ways, it should be clear, or at least safely assumed, that they are just like any other people.

3) Support the races in-world. Once you're in the game, the structures and social constructs of the world should reflect the people who live in it, and the GM's job is to convey this to the players in as seamless a manner as possible. Players are likely to look to NPCs for clues on whether a thing is common or unusual, good or bad if they have no other guide, and a couple of lines of dialogue can speak volumes about how the players should feel about a given situation or people. It's all right for there to be minorities and marginalized groups, or majorities that are not generic, but it's important for the world itself to convey that that actually means.

The example I can think of at the moment is actually pretty problematic-- Karnath, in the Eberron setting, specifically as run by Wombat. This is a place where Undead Soldiers are the norm, and the whole country supports that construct pretty completely. If we, the players, had been playing all Karnathi, the world did a very good job of playing this particular social construct up as normal, and we'd have had to do some twisting to not be at least tolerant of it. As it was, we all played people from elsewhere, at least one of whom had character reasons for objecting strongly. My character, being from a country that had formerly allied with Karnath (and which no longer exists), didn't really have an opinion one way or the other until very late, though she had some very strong in-game pressure to find the Karnathi Military Structure pretty darn appalling. I am marginally curious as to what would happen if we _had_ all been playing people who were raised to accept this situation as normal.

Permit me, for a moment, to refer to a thing that I mentioned earlier, about my problems with a culture that can only be viewed through the lens of a somebody else. That can be done well, and the ways in which it is done, interestingly, change the "point of reference" race/culture. Let's look at the Veytikka, for example. In a world where this race is common and reasonably accepted, it'd make a certain amount of sense for some non-Veytikka races to say, be all right with having established places to dispose of their dead, for Veytikka to come and clear away, in a symbiotic sort of way. Or to have some shady characters try to scoop up all the dead things before the Veytikka can get to them, and try to sell them back at a profit, controlling their food supply. It all depends on where you want to go with them, and if you're having the Veytikka be hunters who kill and eat their food raw, or if they say, disdain hunting and prefer finding as a cultural Thing.

But anyway, there is a certain point to be made there about the usefulness of humans-- it is easier to change them, and the way they see things or act, to accommodate their relationships to other races, than it is to do the same for races where one's understanding of them is learned. When we're talking about human vs. non-human, that's pretty much all of them.

I'll save this topic as it relates to non-European-based cultures amongst humans in Sci-fi/Fantasy/Gaming for another post, as this one has gotten really quite rambly and long.

Monday, January 17, 2011

So, more about my game... custom gods and feats.

In the company of Such Illustrious Game Designers (by which I mean thems what has actually found themselves paid for this sort of thing. Whereas I have only been paid for the heartless crushing of dreams), it is with a little trepidation that I offer up my humble efforts in this realm for scrutiny. Nevertheless, it is perhaps of interest to some few of you to see the ways in which I have potentially broken my D&D game horribly with a few extra Divine Feats.

To explain. In the setting I have created, a world called Liel, the most prevalent form of religion is called the Giedame. In this faith, each worshiper claims a personal pantheon of six gods, which may be any god in this setting, or any other setting for which rules exist in 4e-- and if rules/feat choices did not exist for a deity a player of mine wanted, I promised to make some up. As for setting deities, I provided the local pantheon of Ar'Siva, the island continent where the main of the game takes place. Entering the worship of each god allows access to that god's feats, which may be taken at any level. In the interest of avoiding tl;dr, I'll break this up into groups. So here's the first bunch:

The Hero-Gods (Atailan)

The Hero-Gods, Begaren, Vai'Varin, and Pi'kati, are called thus because of their roles in various myths and stories. It is not known whether they were once people who lived and were later deified, but the stories treat them as if they once, indeed, lived in the world like men.

Begaren

-- The God of Honor, Valour, and Nobility, his worship is common to warriors and those who value codes of honor above all else. In Ar'Siva, he is a favorite god of Military Knights, though his worship is more common in the other countries. His worship suggests proficiency with all manner of heavy (not thrown) swords and/or shields. His symbols are a sword cutting through tendrils of dark energy coming from below, or a shield with a hand and three orbs upon it, parting a wave of dark energy from above. Those who consider themselves Dedicate to Begaren may choose from the following divine Feats:

Shield Brethren

If you have shield proficiency, grant +2 to a defense as an immediate interrupt, once per encounter to one ally who is adjacent to you, or adjacent to the attacking enemy.

Sword Brethren

If you have proficiency in light or heavy blades and have a sword equipped, +1 to attack rolls for flanking allies using melee weapons.

Vai'Varin

-- The God of Humility, this god is never himself depicted, though like Begaren, he is considered a hero-god, and spoken of as such. His symbol is a common household item-- a shoe, a kettle, a broom, et al-- held singly, or on a plain field. Leaders benefit most from the worship of Vai'varin, and many warlords serve him. He is a common household god on Ar'Siva. Those who consider themselves Dedicate to Vai'Varin may choose from the following Background Feats:

Helping Hand

Adjacent Ally gains a +3 bonus to their surge value when they spend their second wind, +5 at 11th level and +7 at 21st.

50 Feet of Rope

You may spend your move action to grant one ally an extra 5 move before the end of your next turn. Allies who start a climb or a jump adjacent to you gain +2 to their Athletics check.

The Best Cook Ever

During an Extended Rest, you may sacrifice a Healing Surge to add +2 to all Allies Surge Value, as you are up cooking the entire time.

Pi'kati

-- the God of Tricksters and Rogues, he is a god widely worshipped by people in all walks of life. He is especially popular in Ar'Siva, in the country and among the proleteriat. It is not uncommon, apart from those who are of the Rogue or Bard profession, for someone to feel themselves Pi'kati's in Soul, and honor him thusly. His symbol is a four-holed flute with one hand open and one hand closed; sometimes with his grinning Face behind it. Those who consider themselves Followers of Pi'kati may choose from the following Divine Feats:

Unassuming Pickpocket

+2 to stealth and thievery or you may also treat Stealth and Thievery as trained skills, even if your class does not permit it. Once per encounter, you may make a bluff check as a minor action to gain combat advantage over an enemy within close burst 10.

Made You Look...

Once per encounter, as a move action, you may shift from a square adjacent to an enemy to another square adjacent to the same enemy. You have cover from enemies until the end of your next turn as long as you remain adjacent to that enemy.

Coming next: The Gods of Ascension and the Gods of Detriment.

I will also note that thanks to DDI, adding custom feats and making them apply correctly is really bloody difficult, and thus a hard thing to have 4e players do. Also, I have not really dealt with Divine Power dailies for these gods, except for Vai'Varin, as my Cleric and my Artificer worship him (The Rogue and the Avenger primarily worship Pi'kati). Still, the most efficient way of breaking one's game is through handing out utterly stupid custom magic items. But more on that later.