Thursday, November 18, 2010

Treasure Junk (Part 2)

Here, I introduced you to the Chinese treasure junk, massive ships that existed in the 15th century AD.  This post is a continuation of that one.

One of the reasons that I like the idea of a big ship is that it makes a bigger location to explore. I like location based adventures: I am a fan of dungeons; I am a fan of megadungeons. While no ship could be a megadungeon, it could make a very nice sized dungeon.

Previously, with my belief that the biggest ships of the day were perhaps 100x35 ft (and with 2-3 decks (levels) at most), I didn’t feel that there was enough room for exploration. Even when some of my PCs bought a ship for nautical exploration, and I was able to draw a floor plan for it, I was underwhelmed by the result.

BUT, when you have a ship that is 450x175 ft (and with 4-5 decks), you are looking at a large area to explore, as big if not bigger than the largest ‘published’ dungeons out there.

Here are some other possibilities for adventuring in such massive ships.

What if the ship moved while the PCs were exploring it? Say, for instance, a large, seemingly-abandoned ship appears on the coast of the realm where the PCs are based. The PCs find themselves sent out to explore it (pick your hook). They sail out (or fly out, or row out) and enter the vessel. After some exploration, they decide that they need to return to their home base for resupply, healing, etc. But as they exit the ship, they realize that it is no longer located where they entered it: Perhaps it has only moved some distance down the coast that they are familiar with; perhaps it is sitting off a coast that they do not recognize; perhaps it is in the open ocean with no means for the PCs to return home. [While the last might be a form of railroading, at least it is more believable than some other methods of doing so.]

Let’s say that you are not a fan of location-based adventures. Use it as you would a small town or a fort, where the social interactions, the conducting of daily business, etc become the fodder for interesting adventures. A ship of the size that I am referring to could quite possibly be larger than the smaller villages that occur in many of our games. All of those “village life” adventures could occur on a location that moves, en mass, from place to place.

And I will probably develop that idea further in the next post…

Wednesday, November 17, 2010

Treasure Junk

Have you ever heard of these?  Even better, go watch the 1-2 minute video to be found here.  Wow--that blows my mind.  Can you even imagine that?

So why are those ships a big deal?  I've spoken earlier of my interest in naval campaigns, i.e. whole campaigns centered around exploration of seas and oceans.  (A fantastic Greek Isles would make an amazing campaign--obviously!)  But I've always felt that such a campaign would seem 'small' in some way--typically as a result of the small size of the vessels of the day.

Most D&D campaigns that I know of exist in that pseudo-historical period between 1000 and 1450 AD or so.  And to my knowledge, before coming across the above, most common sea going vessels were shorter than 100 feet long and 30-35 feet wide.  While I could easily imagine larger and even much larger ships in my fantasy settings, they didn't seem realistic (used in the loosest sense of the word) enough to warrant existence.

I realize that the entire above paragraph might rub some people the wrong way.  (It's fantasy for goodness sake!)  But I have always felt that some level of reality or at least verisimilitude was appropriate.  Now that I know that wooden ships as long as 450 feet and almost 180 feet wide actually existed in the world in that time frame, I feel freed to include them in a campaign.  Of course, the possibilities are endless.

But that is a topic for another time...

Sunday, November 14, 2010

Map Roundup - 14 November

Another map roundup.  This one covers ground stretching back quite a ways.  As I find it, I will catalog it.

Aeons & Augauries, 10 Nov: As long as JD Jarvis is going to keep posting maps from his playing past, I'm going to keep linking to them in these roundups.  Especially when they are as awesome as this little, hand-drawn castle map.

Swords & Dorkery, 04 Nov: This post proves that sometimes you really have to work to get to the map.  This is a post that includes the write-up for a small dungeon that it links to.  The map, which is actually located on a Dragonsfoot forum posting, is of a small copper mine.  It is hand drawn and has a nice 3D layout.  Not a traditional "gridded" map, but a very nice one.

Some King's Kent, 14 Nov: A blog of which I've only just become aware.  I'm linking to this post first, because it was the first that I came across, but I'm going to include others following in their chronological order.  This one is about maps and megadungeons.  What more can you ask for?

Some King's Kent, 19 Dec 2009: I like these cavern systems mainly because they look more "natural" than what one typically finds in gaming today.  I also like the brief history of the caverns.

Some King's Kent, 18 Feb: It is Europe, but then, it really isn't.  It might be better!  And I really dig the black map with colored features.  Bravo!

Wheel of Samsara, 07 October: A nice meditation on mapping in games and possible different styles than what we (here in D&D land) might be used to.  It even includes an image of that awesome boardgame from TSR.

Wheel of Samsara, 07 October: As a three-year resident of London, I enjoyed this post.  And it makes some good points, too.

Savage Swords of Athanor, 11 October: Taking the challenge offered up at the Wheel, here comes an original map in the style discussed just above.

Wheel of Samsara, 12 Nov: Lanhkmar and geomorphs.  Amen.

Thursday, November 11, 2010

Mertwig's Maze

Does anybody (besides myself) remember this game?

Now I realize that no serious gamer would have played this little gem when there was real D&D to be played, but I have to admit that I wasn't always a very serious gamer.

I didn't even own it; my cousins from Michigan owned it.  I only saw them once a year or so, so there was a period of 2-3 years when I hoped that they would bring it each time that they came to my place--in addition to all of the normal gaming material.

Cheesy?  Yes.  Corny?  Yes.  Childish?  More than a little.  But I LOVED it.

Frankly, sadly, I don't even remember that much about the game, other than that you had to travel around and overcome a bunch of different obstacles in order to win.

It was always good for an hour or so of light hearted enjoyment.  And it is the perfect game to play with some little ones.

Sunday, November 7, 2010

Map Roundup - 07 November

I am going to continue doing these little map roundups, because I found them to be pretty useful to me.  I like looking at maps, reading about maps, seeing things related to maps, etc. so I started doing them as a way to keep track of things that I saw that I liked.  Unfortunately, I'm not so happy with how they are working out.

When I first started, I would write a small blurb, sometimes just a single sentence that cryptically explained the link.  Over time, the amount of "commentary" that I attached to the posts increased, because the bare-bones approach just wasn't working for me.  Afterall, if these are going to be useful (at least to me) by allowing me to review old roundups looking for something, I needed to include more information.

I have now come to the conclusion that they still lack enough detail.  So from now on, I am going to include the name of the blog and its posting date for each entry on these roundups.  What good are they if I can't quickly look at a post and find what I am looking for?

So, in the new format:

Aeons & Augauries, 04 Nov: An old, hand-drawn map and accompanying adventure by JD Jarvis.  I love looking at older homegrown material.  Perhaps I need to pull out some of my own then scan and post it.

Huge Ruined Pile, 04 Nov: Some maps of Scott's (I believe borrowed) game world of Thool, and lot's of good information from his previous campaigns.

Newbie DM, 06 Nov: A home-made map by the Newbie, it is his personal world.  Also nice because he links to the Cartographer's Guild--one of my favorite websites of all time.

Rather short, I know.  Hopefully, the next one will be more substantial.

Friday, November 5, 2010

Gods, Demigods, or Godlings

Over the past few days, there have been some posts about gods in gaming worlds.  Here Scott listed descriptions for a bunch of gods in his game world.  On the same day, that guy over at Planet Algol had this to say on the subject.

Turns out that Planet Algol was the last blog that I read on my trip through the blogosphere last night, so as I lay down to my night's rest, my mind immediately started racing with ideas for "little" gods for a game world.  Then I started thinking, maybe I could write up a little project like that...

Anyway, I present one of them for you here, with others to follow in the coming days:

Chadek-Hadek
(Also known as He Who Bleeds)
(Also known as Rent-by-Daggers)

Chadek-Hadek always appears as a man, seemingly pummeled by a long and harsh existence.  He walks with a limp; his cheeks, covered with salt-and-pepper stubble, are scarred from countless battles; his right arm shows the remains of several tattoos that appear as if he has tried to remove them--they are no longer legible as anything other than smears and random lines.  He wears trousers and a thick woolen cloak.  Beneath his cloak, he wears no shirt, and his chest and stomach are (except when he makes the effort to hide them) bare.  Most shockingly, three daggers, buried to their hilts, penetrate his chest and abdomen; the wounds ooze and bleed, and thick and dark scabs surround them.

Chadek-Hadek is often prayed to by those who have suffered great wounds but who are too poor seek the assistance of the local temple or healers or, for whatever reason, are desperate for help.  They would have to be, because the help that he offers is often exactly the opposite.  If he appears to one who prays to him, he will typically examine the wounded individual and pass judgment.  No one knows (or at least, no one is telling, and he certainly does not) the scale by which he judges someone, but upon making his decision, he pulls one of the three daggers from his body and strikes the wounded supplicant.  The act of pulling the dagger from his own body is obviously agonizing, as he grits his teeth, shudders at the pain, and typically does not handle it well.

Depending on the dagger that he draws, the effect of his attack varies:

The dagger that is buried just above his left hip will cause 1d6 hp of damage to the individual.  (Obviously, quite possibly enough to kill the average 0-level person.)  If the individual survives the strike, they will sink into a coma for 1d20 hours.  When they awake, they will be completely healed of all damage, however, their hit point total will permanently decrease by one.  (If the individual had only one to begin with, the drop will not occur.)

The dagger that is buried in his abdomen just beneath his right rib cage will cause 1d6 hp of damage to the individual.  If the individual survives the strike, they will sink into a coma for 1d10 hours.  When they awake, they will be completely healed of all damage, and their hit point total will permanently increase by 1d4+1 hit points.

The dagger that is buried between two ribs on his left side will inflict one hp damage.  If the individual survives the strike, they will sink into a coma for 1d4 days.  When they awake, they will experience a change described as follows.  To determine the effect, the DM shall roll 2d6.  The first die will determine which character attribute is affected (STR, INT, CON, WIS, DEX, CHA).  The second die will determine how that attribute is permanently changed (+3, +2, +1, -1, -2, -3).

Chadek-Hadek will only "treat" someone one time in that person's life.  If he is prayed to in order to benefit someone that he has already treated and he chooses to appear, his reaction is often violent and random, quite often including attacks against whomever else is around.  Of course, if the person is lucky, He Who Bleeds just won't appear.

If he is encountered when he was not prayed-to, he will typically appear impatient and anxious to be on his way to somewhere.  If combat with him should ensue, he will attack with only his fists--thick fingered and with bulbous knuckles.  He can strike twice each round, and his fists do 1d4 damage each.

...

During a break from typing that, I came across this post from James over at Grognardia.  Sounds like his little project is going to be pretty nice.

And it also sounds like he has beaten me to the punch.  Perhaps my little project will go by the wayside, and I could contribute to his.

Wednesday, November 3, 2010

Map Roundup - 03 November

There were times in the past where it would take me days to find enough map-related posts to actually post a map roundup.  Well, the below crop of mapping goodness comes to you from one single foray into the blogosphere.  At first I thought that was a good thing.  Now all I think it means is that I've missed a lot of good stuff floating out there.

This post would deserve mention in a map roundup merely because it contains an image of a map.  But it is a map of one of the best kinds--that taken from an adventure: an old D&D module, and one of my faves.  Lots of good things can be said about the module, but this post says them so I'll not belabor the point.  Enjoy!

Not a post about maps per se, but when I look at the first image, I see what could be a map.  It is a map that depicts a place that I would definitely enjoy adventuring in.  How could that place not be fun to explore?!

Here are two posts from the abiding mule that really got my juices flowing.  The first mainly because it contains a map that I really dig.  But it is actually the second that I found very interesting.  The discussion was interesting between the various 'participants.'  Even better were some of the links that led to other nice mappy things.

This post contains a map made pre-D&D, by the author's father no less.  How awesome is that?

Until next time.

Wednesday, October 27, 2010

Now THAT'S a Vampire

In addition to enjoying rpgs, I'm also a big movie fan.  More than that, I like reading about them.  One of my favorite internet sites is Ain't It Cool News.

I was about to turn off the computer when I came across this little gem.  Ignore all of the commentary if you choose, but take a look at that picture.  SURELY, there is some roleplaying inspiration in that photo!

Map Roundup - 27 October 2010

It has been a LONG while since I've done one of these, and I know that I have missed a lot of wonderful map-related posts out their in the blogosphere.  I am going to try to rectify that.

First, let's start with a post from the Greyhawk Grognard about some City of Greyhawk maps.  I really like the look of these.  Simple, black and white line drawn--right up my alley.  And here, he talks about a game called Tactics II, which I admit to having never heard of.  BUT the post does include numerous photos of a map of that game. 

Zak S is working on a new project and has started doing maps for them.  Here are two posts with some nice maps included: One and Two.  Better yet, he then goes on, in this post, to describe why he thinks maps like these are useful.  He doesn't say anything that hasn't been said before elsewhere, but his points remain valid.

A decent map will show the relationships (whether spacial or temporal) between locations in an adventure.  A better map will describe the relationships between locations.  The best maps will show those relationships as a baseline and include other information to make using them even easier!

Grognardia has a post about maps, specifically maps that may or may not have been created by Dr. J. Eric Holmes.  My only wish is that the maps be larger for actual viewing.  Oh well...

...

And now for something completely NOT about maps.  This really great blog has just come across my radar screen, and I really dig it.  I think that I'll be spending some time there, perusing the images.  Really cool!

Saturday, October 23, 2010

High Level Adventures

As seems often to be the case these days (and for very good reasons) Grognardia posted a question about the existence of high level modules (within a review of a low-level module) which led to posts and discussions all over this corner of the blogosphere.

Two posts which really interested me came from The Nine and Thirty Kingdoms.  The first is his brief reply to the Grognardia post.  The second, which is more interesting to me, discusses the idea of creating "modular modules for deeper level dungeons"--basically a dungeon level or sublevel that you could stick in your own dungeon.  I only saw this post thing morning, but it struck me because that very idea occupied my final gaming thoughts of last evening.

I really think that there is a lot of merit to this idea, especially for people who play in megadungeons.  If it truly is a megadungeon, then it stands to reason that there are areas that only get stumbed across recently--even if the players have traversed a certain area many times before.

I see a lot of advantages to this for the high level module designer:

1. There needn't be a plot hook of any kind other than, "And at the end of the passageway, you see a low archway surrounding by glowing runes in the ancient Glybdenarion script."  Or something like that...

2. If that is too simplistic, there could be a plot hook that draws characters into a region of the dungeon where they have not ventured before or a region that they thought had already been cleared of "interesting" things.  (In my personal opinion, a well-run megadungeon would never get cleared, as new monsters would move in to replace those vanquished, but it does make sense to me that the characters might believe that the 'cool stuff' had all been looted.)

3. Such a high level adventure benefits from all of the widely-acknowledged design benefits of dungeons--they limit choice (to some extent) and provide a self-contained playing environment where (most) of the variables can easily be controlled.

I think that this third advantage is the idea's biggest.  As has been commented about many times, high level adventures are difficult to do well, because many campaigns reach a point where politics play a role or events leading to a possible 'endgame' are occuring.  Inserting a random quest into a smoothly running plot can be jarring or perhaps just not interesting to the characters or the DM.  But inserting a dungeon level into a dungeon that is actively being explored is seamless.

Last night, I found myself thinking about dungeon levels that would be unique or interesting to high level characters that could easily be inserted into an existing dungeon.  Lots of ideas...  Now if I could just carve out some time and write one or two of them.