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Showing posts with label Squarecrawl. Show all posts
Showing posts with label Squarecrawl. Show all posts

Friday, January 15, 2016

A New World




Recently, my Glorious Bastards campaign wrapped up and now I’m preparing for the next one with many lessons learned. First lesson, don’t invite players until the campaign is completely prepared. In ‘Bastards, the city was fleshed out as were a few locations outside the city. I intended for the campaign to take almost entirely in the city. The one thing I never saw coming was when one of the players made an interesting character choice. Whenever his character had a bad experience somewhere, he vowed to never set foot in that place again, and the rest of the group usually followed suit.


The rest of the campaign was spent trying to find ways to use lost material as the party would have one close call and book it from whatever adventure they were in. Towards the tail end I even had to railroad them (very very gently). Nearly every NPC they met or revisited starting pointing them towards the material I had left to use. Many sessions were spent winging it, which I can pull off but prefer not to do. If nothing else, I gained experience at improvisation and learned about a new problem to prepare for. My mistake was having too much empty space on the map. In retrospect, it would have been better to frame their choices as staying in the frying pan or going into the fire. Meaning leaving one encounter has the PCs running into another. I guess one of my weaknesses is being surprised.


For this next campaign I want to try an Open Game Table set in a squarecrawl. The Alexandrian wrote a bunch of great essays on this topic and I plan to utilize them all. Turning to Ray Winninger’s old essays, a new campaign needs a well defined home base. Ludus Ludorum has some great articles about Medieval villages, towns, and cities. Between these three sources there’s plenty of gristle for the idea mill.


I love the Fall from Heaven setting. If I were to utilize FfH again, this time instead of the game taking place a couple of hundred years into the Age of Rebirth, I’d start with the very end of the Age of Ice. Mulcarn has been slain. The endless winter is just giving way to spring for the first time in several hundred years. Communities of survivors are slowly realizing it’s safe to resettle the surface as most have spent the Age of Ice hiding deep underground.


Already I’ve been tossing around ideas to develop a lonely medieval village called Gondaga, which has only been around for twenty years or so. The melting tundra is fraught with roving bands of marauders, barbarians, and dangerous wildlife. The peasantry of Gondaga eke out an existence on the surface to reclaim their rightful place on Erebus, yet survival is still a struggle. They farm, fish, and shepherd. However, all swear allegiance to the lord of the manor who has sworn to protect the village in exchange for their labor.


Perhaps early myths tell of a pale skinned man named Cassiel, larger than life, who found the villagers stumbling about in the wilderness, and re-taught them how to farm and build. His quest is to bring civilization back to mankind, one village at a time. He said there were others, but no one in the village has met or found any other civilized folk. His last words to them were, “The gods are dead.” Cassiel told them, “Live for yourselves, not the gods.” Meanwhile, the villagers are ever vigilant to safeguard themselves from the barbarians. An order was formed by the lord of the manor to explore the countryside and find other survivors, as people are far more valuable a resource than land.


The idea of an advanced being coming to edify mankind has lots of roots harkening to ancient mythology across many cultures. For instance, Prometheus bringing fire to man, the Grigori teaching mankind technology, the white bearded men bring civilization to the Mayans (some Mayan gods were described to have white skin and long beards), or Ioannes and the Sumerians.

Whenever I find myself worldbuilding, I like to mirror the themes of from mythology. There’s so much depth to find below the surface. Honestly, pick a myth, any myth, and you’ll find themes just begging to be explored. One of the reasons I’m such a fan of FfH is that it’s writer, Derek “Kael” Paxton, imported so many of these myths from differing cultures into a seamless universe. Maybe this time I’ll venture out and create my own.

Monday, September 14, 2015

City Squares V: Haven's City File




Today I’m going to share with you my city file of Haven. This is what I referred to during my players’ time there. I’ll be using the format I’ve described previously (1. District, I. Location, A. Contacts, i. Information, a. Leads). As of now the heroes have left the port city with no plans to return. Just in case my player’s do check this out, I’m going to leave the portions of the city they didn’t investigate whited out so highlight for spoilers. Feel free to drop Haven in your game and tweak it to fit your campaign.

Sunday, August 30, 2015

Start Your Squarecrawl



Hi folks! I’m working on something that’ll make it easier to run your own Squarecrawl. But first you need to start one, so let’s talk about mapping your Square/Hexcrawl. There are a variety of tools out there to buy or download free. The problem is those all require work. To state the obvious, Dungeons and Dragons is a game. It should be fun, so why shouldn’t worldbuilding be a game, too? I think it should, that’s why I use Civilization IV for my world maps.


Civilization IV is an incredibly addictive game that came out over ten years ago and is incredibly cheap. There’s a variety of historical nationalities to choose from, but what’s more important is the Fall from Heaven II mod you can download free. Wanna play Vampire crusaders? Check. How about a nation of Pirates who worship Cthulu? Check. Dwarves? Yep. Elves? In both light and dark varieties. One of the most hilarious is a nation of Clowns ruled by an insane archmage from a previous age. Do you want to play a D&D campaign in a world that has all of the above and then some? Download this mod:

“Fall from Heaven II is a dark fantasy mod for Civilization IV. The Age of Ice has ended, what is left of the once great empires of man have formed into small tribes, ready to rebuild and retake that which was lost. But the world is not empty. Hordes of barbarians await these new civilizations. Wild animals stalk hapless scouts and reckless emissaries. Giant spiders lie in patient wait in the jungles and the forests waiting for their prey to take that last, fatal, step.

“There is great evil, but also selfless good. There are those who strive to remain neutral in the coming conflict as opposed ideologies break the world asunder once again. The first goal, is survival. The second goal is power, for good or ill. Will you pursue power through strength of arms or arcane studies, through piety or blasphemy? Choose carefully. On each path you will allies, and bitter foes, and the deeper you delve into the secrets of combat, or sorcery, or the divine, the harder it will be to turn back.”



Once you get a hold of this you’ll wanna look at the FfH Manual for a great introduction and guide to the game. Then go check out the Lore Compendium. If nothing else, read some amazing short stories you’ll never forget.

When you’re ready to start your own Squarecrawl in the Fall from Heaven setting, check out my PDF Magic of the Gods for new feats and mechanics made especially for this incredible world.

Thursday, August 27, 2015

Multi-Square Megadungeon II



My journey in dungeoncraft has finally led me back to crafting that megadungeon. Except this time it’s for my Glorious Bastards campaign instead my first and still ongoing Pirates of the Aegean game. Turns out my pirate players decided to sail west and leave Haven behind. I find the player’s of my Glorious Bastards game in the sewers underneath Kwythellar, one of Erebus’ largest metropolises. Since the it’s one of the largest cities, I think the sewer system should be large and labyrinthine as well.

Tuesday, June 30, 2015

Multi-Square Megadungeon


Let’s make a Megadungeon! Add hype here! As I do before any major undertaking, I want to remind myself of the criteria for creating this: 1) Does the content provide an interesting choice giving the players agency? 2) Am I following the rules of dungeoncraft? 3) Does it show the uniqueness of the campaign world?

Thursday, April 23, 2015

City Squares IV: The Sixth Rule of Dungeoncraft

HavenGrid.JPGToday I’m gonna go through making a lead and how I use it to provide my players with clues pointing towards a secret. These are going into my game. Feel free to use them for yours or as examples for making your own. We’ll connect the leads and determine which of those treasure-boxes-disguised-as-NPCs-filled-with-info (which is the treasure) is the most interesting. After finding the best ones that simply scream, “Investigate me!” we’ll drop the Sixth Rule of Dungeoncraft on it to make the lead not only a PC magnet but something that will immediately propel the players to adventure.


Wednesday, April 15, 2015

City Squares III: The Fourth Rule of Dungeoncraft


On my second attempt at making a city square I now have some experience to refer to. Got some ideas where the gameplay worked well and where things got clunky. The layers worked alright. What needs to be polished is the investigate action. For some reason my players aren't taking to the idea of investigating to explore a city like they do when moving on the battlemap to explore a dungeon. It might be because they see the city as a treasure exchange of items for gold. I’m also unclear on the specifics of where exactly skill checks should come in to play. Let's explore these thoughts and see where they go.



Monday, March 23, 2015

City Squares II: Stocking Haven



Today we’ll fill Haven with contacts from each layer, information for those contacts to dole out to the players, and the encounters the information leads to. In addition mechanics will be discussed, specifically the City Turn and how it is played in the urbancrawl.

From the Alexandrian: “Unlike a dungeoncrawl, the goal of an urbancrawl doesn’t default to treasure hunting. It defaults to finding something interesting.” The idea is that the information is the treasure, and the contacts are npc versions of treasure chests. Agency here is created in multiple ways: whether to look for a contact, where to find them, how to convince them to part with information, and what to do with that information. This part is even more interesting since the players can decide act on the information immediately, usually leading to an encounter. Or they could sit on it, prioritizing other goals first. It’s even possible they may just take the information to a different contact and sell it. Anything goes.

Thursday, March 19, 2015

Haven, the City Square


The next session is getting a little close and it’s about time I flesh out the PCs impending destination, the city of Haven. This session will be when the transition from railroad to sandbox reaches the gaming table. With my fledgling sandbox full of squares promising adventure and intrigue, I can design Haven as the platform for launching hooks which lead to those squares. In the first post I said this blog is about taking theory and putting it into practice. Keeping that in mind I turn to the Alexandrian’s article’s on urbancrawls to design Haven proper.

There were lots of questions pondered in those articles, like what is the default action of urban crawling? Why are the PCs crawling? How is it resolved mechanically? My favorite takeaways from the articles were the following:


Filling in the Blanks

NB: Trying to keep campaign secrets from my players so some parts are whited out, highlight for spoilers.

Let’s get started. Once again the second rule of dungeon craft necessitates a secret for this major piece of the world. I’m assuming from here on out you’re familiar with the Fall from Heaven setting so I don’t have to retell the world’s history. Here’s the secret: Haven was built on top of the ruins of an ancient Patrian city from the Age of Magic. This city belonged to the archmage Leucetios, a master of life magic and one of Kylorin’s original students. His work included great perversions of life magic, such as sewing the corpses of various animals together and then causing them to heal into a single creature. Most monstrous creatures inhabiting the world today, along with some humanoid races, were originally the experiments of Leucetios in collaboration with his fellow archmages Kezef (body magic) and Majen (creation magic).

From Railroad to Sandbox


First on the agenda: the map. The campaign is set in the Fall from Heaven setting. There’s a computer game called Civ4 that simulates the rise and fall of civilizations on a world map. Then there’s a Fall from Heaven mod adapting that game for the setting. It seems like a no brainer to take a game of civ and use it as the campaign map. Even better, there’s a pre-mapped scenario using all 21 civs and is a pretty great set-up. No civ gets lost to an early barbarian rush, and this cuts a significant portion of building up the map.

It’s a really, really big map, 80 by 128 squares = 10,240 squares! The top down approach of filling every square with something is a ludicrous endeavor, and the bottom up approach much simpler. There’s an area of 5 coastal cities I’m calling the Southern Aegean Seas, where I’m running a Never Ending Story. The players each control a faction set in the same campaign world as the D&D game, and there will be opportunities for overlap. Each city belongs to a different nation. For the immediate future its where the campaign is going to focus.


Wednesday, March 18, 2015

Introducing a World


Hi, folks! My current Monday night game is based on a much beloved dark fantasy setting, and for years I’ve thought about how to do it justice in a D&D campaign. I finally started it, and after several quests it’s been going well, though I feel like something was missing. It could be better, but I just didn’t know how. So I started reading online D&D blogs and stumbled across some truly genius articles about how the game is written and played. The first of those articles was about player agency at Hack & Slash. It was there I realized almost all of my games were railroads with elements of illusionism. I didn’t like that, and devoted my quest designing time to learning more. Soon I had found my way to the Alexandrian, and after immersing myself in those articles realized I didn't have to reinvent the wheel. There was already a better way. If I wanted a better game all I have to do is put that theory into practice. This blog is about my journey doing just that.

The next series of posts is going to be about restructuring my current campaign from a railroad to a sandbox, where player choice is more meaningful than ever. I’ll be starting with creating a hexcrawl and following the Alexandrian’s example. Take note though, hexcrawl here will be a bit of a misnomer since the map I’m using has squares. I guess that makes this a Square-crawl.


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