Saturday, July 4, 2015

Well Digging

Part of the reason why working on sage abilities tends to exhaust me is that it pulls me into the most ridiculous sort of gritty rule making - and yet, somehow, I can't help thinking something like this might be potentially useful.

I haven't touched the druid sage abilities in months.  But I'm finally back on that horse again.  My players will be pleased.

Dowse for Water

While dowsing for water has a long reputation of being practiced though acts of superstition (in which a random chance allows enough occasional success to promote its mythology), the geological practice includes an understanding and insight into the surface of the Earth and its structure. There are various geologists who continue to employ the use of a 'dowsing rod,' insisting upon its usefulness - but unless the rod itself is actually a magically created wand, it serves no purpose where it comes to geologically identifying the location of water.

The ability is principally used for locating ground water so as to identify the best place to sink a well. The depth and usefulness of a well is important in terms of its cost in digging out, the time necessary to raise the water (deep wells take longer and can therefore service less people), the amount of silt in the water, its purity, the number of times it needs to be re-dug and its endurance in various seasons. It is notable that two wells as little as forty feet apart can have considerably different characteristics. Of course, the climatic or topographic region in which a well is dug will also change the success of finding groundwater and digging a valuable well.

Presume, for game purposes, that a character without sufficient knowledge in dowsing has a 3 in 20 chance of successfully locating a valuable well. These will typically have a a depth of 50-100 feet (d6+4 x 10), in land that is well-watered, but 1 in 4 useful wells will chance to have a depth of 10-40 feet.

Roll 3d4 +10 (x 10) to determine the depth that a poor well must be dug before reaching water in the same environment, with the understanding that any depth more than 150 feet must be considered worthless and too deep to dig further. Naturally, it will not be known if the well is worthless until that distance is actually dug.

The chance of successfully digging a well drops if the environment is not well-watered. Adjust the chance of finding water based upon the precipitation of the region, using an average monthly precipitation of 120 millimeters (4.8 inches) as a guide for well-watered areas. Thus, if the region has an average precipitation of 60 mm per month, the chances of an ordinary person locating a valuable well would be 3 in 40 (20 x 120/60).
Treat desert oases at 75% of well-watered for the purpose of this calculation.

If a character has an ability to dowse for water, however, then subtract 2 feet per knowledge point for all depth calculations. Thus, if a character had 11 points of knowledge in geology, the total depth of the well would be 22 feet less than the number obtained for any other person. Presume that minimum depth for a well would be 1 to 12 inches (roll the last foot with a d12) below ground level.

Note that even in deep desert, for a person with great skill in geology, there is at least some chance for locating near to the surface groundwater (excepting where actual rainfall is so low as to preclude the possibility) - it may only be necessary to dig a little. Presume that a landscape approximately a mile across can be dowsed for water (viewed and evaluated) over the course of one day.

Friday, July 3, 2015

Getting Better

Let's talk about this matter of getting better.  I've written about it in all sorts of ways, since it has been a running theme on this blog from the beginning.  From what I can see, it is a running theme that crosses the whole internet community, since the principle point of discussion on every board, page or forum revolves around advice about how to do things, see things, improve things or fix things.

Beside this, there exists a philosophical position that claims such improvements are, at best, cosmetic.  At worst, they are considered bean counting and time wasting, since so much of the preparation that we see many DMs strive for can be written off as 'unnecessary.'  An ordinary DM, it is so argued, can run a perfectly viable campaign with an absolute minimum of preparation, since the real enjoyment derived from the game is in it's people and not its design.

I have argued against this also.

Whatever the philosophical perspective, we must admit that both ideologies have their supporters, their detractors and their merits.  Unquestionably the campaign is very deeply entrenched in the many ways that humans interact with humans.  This is why my book How to Run dedicated ten chapters, two thirds of the content, specifically to the subject of recognizing player motivations, personalities, teasing out emotional responses, evolving a highly personal presentation, controlling oneself and changing oneself as a person in order to run a game fundamentally about people rather than design.

Then I talked about design, but that's another post.

These are all things the blog has covered in considerable depth.  Where I continue to fail with the prep-is-unnecessary ideologues is quite obvious; I am asking for something.  However much people will love a thing, for some there will always be a point where, having been asked, the answer will be, "What's in it for me?"

Incentive.  "Why, O Why, should I spend a single moment of my life trying to be a better DM?  I'm already good enough."

Incentives are tricky.  We expect rewards for changing our behaviour - no reward, no desire for change.  More to the point, we expect bad things to happen if our behaviour is inadequate.  No bad things, no need for change.

"I get together every week and play with my players.  None of them complain.  We all have a good time.  As far as we're concerned, being 'better' is just guilt others try to heap on me.  We don't need guilt.  We already run a great game."

The value of this viewpoint is in its autonomy.  Games such as this depend upon a minimum of expectation, enabling all the participants to feel comfortable and at ease during the course of the game.  This is where we see arguments for games where the players can't die, where participants legitimately prefer a game where the decision-making process has been circumvented.  Expectations for better games are seen as coming from the outside, not from within the group; because they are coming from outside, arguments for betterment or mastery are an invasion, a reprimand, a haughty superior viewpoint that has no merit because me and my players are happy and contented.

Where this autonomy fails as a philosophy, however, is in how it is likewise imposed upon people seeking mastery.  The typical autonomous player participating in a light-and-easy campaign will not hesitate to turnaround that advice or call for improvement in the game as an infringement on their rights to be autonomous . . . meaning that they then become the outside, reprimanding, haughty superior viewpoint that derides those wishing to be better.  "Why are you even trying?" shouts the autonomous participant.

This is somewhat akin to an experience that many people share where it comes to taking up any artistic endeavour - for example, an instrument.  Everyone has known or personally experienced the fallout that comes from deciding that they, or someone in their lives, will learn to play the guitar.  In every case, even within ourselves, the first response is doubt.  We all know that playing the guitar, for most people, is a difficult thing.  We also know that even if we do manage the instrument, achieving an expertise sufficient to encourage others to listen will be even more unlikely.  Finally, we know with almost certainty that the would-be guitar player will never, ever, obtain the sort of tangible reward reserved for people working at minimum-wage jobs.

Let's look at that scale again:

1. We will strive to learn to play, spending hours of our life causing pain in our fingers, endlessly repeating very boring scales, feeling inadequate to the task for a very, very long time before beginning to obtain a small payback that comes from accomplishment.  Presuming we do . . .

2.  We will experience a terrific level of doubt and lack of enthusiasm once we reach a point where we hope to share our sense of accomplishment with others, because by now the practice of playing guitar has become important to us.  Presuming we can make others listen . . .

3.  Because we are not recording-perfect in our efforts, we will experience a long, long period where others may graciously allow us to play while endlessly comparing our limited skill with the maximized skill of people who have already achieved fame and therefore confirmed value.  If we're not dismayed by this comparison . . .

4.  We may reach a point of clarity in how the guitar works, encouraging us to experiment in small ways with the instrument's potential.  However, because this experimentation will be commensurate with our as yet unrealized full skill potential, sharing what we discover will inevitably turn others off to our guitar playing.  In short, they will express a preference for what we used to play.  But presuming we push through that . . . 

5.  By then we will have sought out other people approximating the same amount of skill that we possess, in order to find 'valid listeners.'  These people will pressure us to "do something" with our skill, specifically in the way of promoting ourselves as guitarists, just as they are doing.  Simultaneously, while among these people, virtually all discussions about music and guitar-playing will be fundamentally competitive in tone.  Competitive, that is, with each other, as we all try to achieve fame and confirmed value.  And chances are . . .

6.  Nothing significant will come from that.

Ah, the urge to get better at stuff.

The punishment, strangely, does not come from failing to succeed at guitar playing, but from trying to succeed.  In turn, the reward for failing is greater acceptance from peers who have no interest in mastering the guitar.  It is all turned around.

The autonomous, happy-go-lucky player, who claims the game does not require mastery, has made a fair showing on the internet.  They and their philosophy can be found everywhere.  Why is that?  Why do people who have no wish to play the guitar have such a stake in the desire for others to try?

Thursday, July 2, 2015

Vocation

ChicagoWiz has arisen.  But we're not to call it a comeback.

In forming a short note of encouragement for Michael, I've realized a description of myself that needs elaboration.

I have never viewed D&D as a 'hobby.'

Vocation: a call, a summons; an occupation to which a person is specially drawn, suited, trained or qualified.

According to wikipedia, the word's meaning shifted from religious calling to emphasizing an individual's talents and abilities for the purpose of making money with the reformer Frank Parsons.  Parsons invented the premise of matching your talents with your chosen vocation, to encourage individuals to find their niche in life and ultimately to contribute to the public good.  People working in jobs that they hated, theorized Parsons, contributed to the greatest evil in the world.

Alas, of all the things I could have been 'called' to, I had to choose this.  A game.  A game so far out on the fringe that even when it is mentioned by the media, representations of it are so woefully twisted and vague that it serves better as a vehicle for humour than for serious consideration.  A game run by one company that doesn't give a shit about it, as it really only exists as an image-friendly bastard child for a card game - a card game that is won by purchasing more cards.

This.  I had to pick this.  It puts me in mind of Irish monks toiling away their whole lives to produce perhaps a dozen copies of a single book, sitting and quietly wasting away in tiny, unheated stone rooms heaped upon miserable, treeless shores, blasted by North Atlantic storms.  Monks who counted themselves lucky that they were allowed to do this.  Without coin, without companionship, with only the faith of a better existence after death to sustain them.

I, on the other hand, am not foolish enough to believe in an after-life.  I have no faith, no surety of reward, no succor from the consequence of eventual starvation.  I have only the now, the drive, the application of this thing I have trained myself intensively to do well, this thing that I love, this thing that I have tried to make a vocation in the Parsons sense.  It is absolutely and without question a vocation in its traditional context.

Which is why, I am sure, I have harped so much on the context of money within the posts on this blog.  If I were a consultant, I would seek contracts in the hopes of paying my bills.  If I were a renovator, I would advertise and hope clients would find me.  If I were a peddler, I would be knocking on doors.  If I were a prostitute, I'd be on the street.  Instead, I am here, this blogosphere, this small collection of participants in the same game, writing.  Pitching books.  Asking for donations.  Seeking odd jobs to cover my expenses while waiting for the chosen vocation to kick in.

The thing about vocations and callings, they're not based on a choice.  It isn't a question of doing the thing that will make the best money.  This is what Parsons recognized a century ago.  We can, and will, do that job that pays the bills because we do not like to starve.  Because losing our home and our things terrifies us.  But we will never succeed at that job because we hate it.  We will never reconcile the money with our unhappiness.  We won't because we can't.  It isn't a choice.  It is nature.

I've done a lot of jobs.  Recently the economy is in a sink-hole and prospects are fading, to the point where I am wondering if this isn't the inevitable road to the bottom right now.  People are fleeing from my building.  They're fleeing the city.  There is no work to be found.

Right now, this one vocation, this is it.  This is my only income.  And it is laughably not enough.

If you cannot help me today - and most of you can't - then I ask you to please think about me tomorrow.

Wednesday, July 1, 2015

Somewhat Less than the Exotic Promised

Just finished watching The Second Best Exotic Marigold Hotel and frankly the film was a wash.  I saw the first, felt it was a somewhat middling film saved by the incorporated elements of Rajasthan, India, the management of same by a group of elderly and the interesting opportunities they were able to find in a culture that does not seek to discard the aged.

The second film offers nothing new.  Characters past 60 years of age, and in some case past 75 years of age, are pressed into speaking lines more suitable for a teen we-don't-know-what-to-do-because-we're-stupid-and-young drama than for adults who, in some cases remember the Second World War.

Pitifully, the two most interesting characters were kept apart for nearly the entire film; perhaps Bill Nighy and Judy Dench have taken an extreme dislike to each other and preferred not to be on film together.  As such, we wait and watch two likeable people wait and wait and wait through three quarters of the film while speaking lines that - frankly - I find it hard to believe someone in their late 70's could say with a straight face.  At one point, the self-declared 79-year-old Judy Dench declares she needs more 'time' to decide if she wants to pursue the relationship.

We could have had a film where two experienced people, with a lifetime behind them, engaged in a series of meaningful, elaborate dialogues where matters of importance were discussed against the backdrop of their inevitable demise, as they sort out the pursuit of happiness where all other pursuits steadily pale.  As someone who is 51, I am already strongly feeling the inevitability of things that I know I will never truly do again, which even in small part will have to be abandoned as my body ages towards its crumbling limitations.  In aging, we all make little sacrifices along the way, pursuing sports with less enthusiasm and more care, pursuing business with an eye on the exit door, pursuing affairs with the understanding that we're probably not going to live to see our fiftieth anniversary.  It's a very real part of life, one that everyone experiences as they near sixty, seventy, eighty and ninety years of age, in progressive degrees.

For all the hype that a film gets for casting brilliant stars in their later years, it is a shame that the characters they are forced to play are undoubtedly less interesting than the struggles of the actors themselves, pushing to rush down a street in India over a series of months in order to bring together a film that - let's be honest - any one of which may not have been lucky enough to finish.  The least it could do, I should hope, would be to direct itself towards the relevant matter at hand - but alas, this was not to be.

It's a cute little snore of a film.  Like hundreds of other cute little snores of films that do not star the royalty of British drama.

Tuesday, June 30, 2015

Dropped

I suppose I've gotten used to it, but it strikes me weird that DMs do not naturally gravitate to adventures that are open-ended in their construction and design.  The adventure ideas I've put up lately aren't especially designed to be different from the norm - this is just the way I think when I imagine throwing the party into some situation which they must then manage.

Tim's comment yesterday made the point clear - an 'adventure' is just a hopped-up encounter that has enough threads for the players to follow.  Like any adventure that the reader might expect to fall into organically, it starts with meeting someone or observing something, whereupon everything that follows depends upon what the observer puts into it.

Being that this is D&D, we expected 'adventurers' to go find out the cause behind something strange or odd.  I would not expect the same from the reader.  If the reader were in a hotel in Dominica that was attacked by a group of men wielding pistols with the intent of killing a local businessman, I would not expect that anyone we know would load up with weapons and go to find out why.  But we do expect this of adventurers; in fact, we can almost be sure it will happen - especially if we touch some button by letting the player's meet the businessman's cute, recently orphaned, tear-soaked daughter.

Then again, I am the sort of person who thinks of a vacation in terms of paying for a flight and then 'visiting' whatever city or place I've gone to.  I don't look for someone else to pick my hotel or set up a tour for me.  I don't spend money on a book that tells me all the interesting places there are to see.  I don't schedule my vacations to line up with some festival or world-shattering event.  In fact, the less that's happening, the more normal the place is that I'm going to see, the better I like it.

I hate other people telling me what to look at because, for the most part, other people are very easily enamored with things that bore me shitless.  Simultaneously, I have found that invariably those same people lack the necessary knowledge about whatever it is they're showing me.  Every time I wind up being forced on a tour somewhere - usually through being thrown in the wrong people and going along to be polite - I always end up delivering half the tour myself, as my various interests in art, history, architecture, science and so on won't let me stand there listening to the tour guide give half the information about what we're seeing.  Thankfully, I'm a great presenter - so people are always glad I came along.  Unfortunately, I'm really not.

It's like forever being a DM who can't find a game in which he can play.  I like DMing; I have no strong desire to be a tour guide.  I really, really don't want to be shown what I should see.  I like to poke around, investigate, turn up at some lonely coffee shop and get into a four-hour conversation with the barista, sharing ideas and perspectives as they can only be shared away from home.  I like to stumble across a museum or a church, arrange a personal walk-through with the priest in residence who will chat for twenty minutes about where this particular image of cavalry originated and why the artist was driven to shoot his mother.  I love finding my way into an unexpected, off-the-track restaurant where I'm the only white person in the place, where I am served the best meal from Laos or Tanzania or Cappadocia I ever expect to eat again . . . where I am invariably welcomed by staff and other patrons as one of their own.

I like agency.  I don't understand people who want to give their agency away.  I don't understand how people can talk about an "adventure's end" in a game where the adventure never, ever needs to end, where it can just take a step to the left and follow the next string to the next logical development.

Gawd.  Maybe I was dropped as a baby.

Monday, June 29, 2015

Three Adventures in Astrakhan

These three adventures are suitable for the Pirate Khanate of Astrakhan, as detailed on the wiki.  Presume the details of one adventure has no definite application to the details of any other.

Frozen in Ice

The party arrives in winter (by land or by sea) to find a merchant ship some forty miles from the city of Astrakhan, in the great swampy delta of the Volga river - trapped by the frozen mud of the swamp.  Most of the easy-to-carry contents of the vessel have been moved to another location, but upon investigation (and having to clear out a few pests and vermin that have used the ship as a home for the winter to protect them against the wind) the party will find that the value thousands of gold pieces remains in the hold, in the form of several great bales of wool (500 lbs. apiece), a thousand sacks of rice and a thousand sacks of wheat, barrels, massive pieces of furniture or whatever else amounts to make it enough to get the party interested.  In all, however, it is far too heavy to haul enough of it across the treacherous ice to account for the value of everything.

Additionally, by the time the players clear out the beasties, the day turns warm and the vessel shifts.  Upon investigation, the ice in the channel is not as deep as first supposed; this vessel may be clear of ice within two weeks.  From all appearance, it seems sturdy and seaworthy.

However, it is also apparently an owned vessel . . . and surely its owners are well aware that the ice is melting.  When will the owners return?  How many of them will there be?  Is it possible the party could fight them off and take possession of the ship?  How wrong could that be, since the whole territory is controlled by pirates!

The Swarm

While in Astrakhan in late spring to summer, the party is warned that a swarm of locusts has been sighted fifty miles east of the city.  This swarm is moving westward at a speed of twenty-five to fifty miles a day - and according to reports from druids, the swarm is easily 80 miles in diameter.  There is much talk of the swarm missing Astrakhan as it did three years ago; or possibly hitting Astrakhan directly as it did ten years ago.

Presuming the party doesn't have the means to outrun the swarm, and they realize it, they will be in Astrakhan when the swarm hits 18 hours later.  The locusts are two inches in length but do not have a sufficient mass to have a single hit point; however, as a swarm they will cause 2 damage per round to anyone caught outside.  The party will hear the swarm before it arrives.  The locusts will be magically augmented - so as a group they will eat any flesh, fresh wood, any wood that has been greased, even thatch on roofs.  If the party has horses, they will hear the horses crying out when the stable proves to be less than airtight; the party will have to move the horses into one of the brick/mud buildings to save them.  The upper floor of the inn where they're staying will be eaten away and exposed, forcing the party to somehow seal up the stone stairwell or move to the cellar for the duration.  A number of tropes can be stolen from zombie films to round out the adventure.

If the party tries to flee in any direction before the locusts arrive, without travelling at least 50 miles within 18 hours, presume they will be caught in the swarm.  Put a building they can reach, but place it so that the number of rounds the players must endure the insect swarm attack is 5-20.  Make the building interesting, have the players force their way into a family, force them to spend an hour killing locusts, give a chance for disease, etc.

If the party can easily manage this adventure, don't run it.

Opportunities for Profit

The party hears about a pirate raid on an orcish fleet bringing goods from Gilan (a Safavid province in Persia) on the south coast of the Caspian to trade with orcs from Digoria (another orc land) on the west at the mouth of the Kuma river, which is thinly guarded/inhabited.  18 galleys were caught in shallow water by Astrakhan Pirates and run aground, the galleys sunk in five to eight feet of water.

Unfortunately, though the pirates were successful, there were far too many goods for them to take back to Astrakhan.  Bales of tea and cotton have been taken to the station at Langan and dumped, where they are guarded by only fifty or sixty humans; word is that there are boxes of pistachios, almonds and tobacco strung out along miles of beach south of Langan.  Supposedly, the pirates found a treasure in raw silk cloth and silken goods that they took to Astrakhan, but others say they didn't get all of it.

If the party is in Astrakhan, they may choose to join an exodus of a thousand who rush out of the city as though this were a gold rush (learning that this sort of thing happens once or twice a season).  If the party is in Kalmykstan, west of Langan, they will hear about the booty AND the rush of people from Astrakhan.

They can, if they wish, try to find undefended goods on the beach, where they might have to fight other parties doing the same thing (not to mention orcs along the Kuma seeking to gain what was promised to them).  There might even be Safavids by land or by boat taking part.  If this is the party's plan, make it a great free for all.

Otherwise, the party might try to seize goods from Langan or BUY them (as they could then sell them for a good price elsewhere) at 25% of cost in Astrakhan.  Of course, if the party does this, they will then have to defend the goods if any other large groups come to seize them before the Astrakhan pirates get back to get the rest of what they've left behind.  The DM shouldn't assume they don't.

Friday, June 26, 2015

Still

As near as I can tell, none of the people I played D&D with in the 80s or 90s is playing the game now.

Now and then I chance into someone - at the grocery store, strolling through downtown, sitting across the coffee shop - and we chat.  How are you, how did that job in Dallas work out, oh you got married, any kids?  Same conversation everyone has . . . with a rejoiner, of course, because I'm always asked (because I was the DM), "Are you still playing that game?"

That game.  It is at once a pejorative and a sign of respect, in that clearly it is a guilty memory and at the same time something that doesn't have to be referred to by name.  It is plain what game is meant.  It is equally plain that my old friend hasn't mentioned the game to anyone in a long time.  The merest wisp of a thought about it has likely not come to mind in years.  But meeting me, all those memories of hundreds of hours spent at a gaming table come washing back and for the first time, my friend can exhibit some curiousity.  "Do you still play?"

Of course, I always grin and tell them that I do.  I have no shame about it.  I consider the time I've spent designing and playing to be golden.  Whereupon the answer is just as predictable: "Wow."

See, if it is someone who was in my game for a long time, nine or ten years in the case of some, they remember how my world grew and transformed steadily.  They remember that I was always working, always trying new things, always expanding some element to make the game more interesting and playable.  They measure the time between when they played and now - 22 years - and their heads spin.

Then, every time, I see the geek within emerge from the outer vestment of electrical engineer, investment planner, market consultant or whatever work they're doing now that earns them enough for that $450K house an hour away in the Stix, where all is home maintenance, childcare and gardening.  I see the garment's strangling top button pop open and for a brief while comes the memories, the nostalgia, the curiousity about what I'm doing now and the questions about how and why, for the love of all things believable, am I still playing?

Then the coffee is gone and wearily they fix that button closed again, wish me well and move away.  Oh, sometimes they'll get the courage to say something suggesting that they'd like to play again; I always offer.  They never accept.  It's the reality they've chosen.  They're too busy.

How and why am I still playing?

Because I loved it.  Oh, yes, at the time, we all said we did, but in retrospect much of that love was a love of convenience, of available time measured against a minimum of responsibility.  When something came along that seemed more important or necessary, they made their sacrifices realistically, rationally and as best they could.  And me?  Well, I sacrificed other things.

My daughter was telling me the other day that when she was a little girl, sleeping in the room next to my study, she would fall asleep every night to the sound of my fingers hitting the pads of my computer's keyboard.  I began writing with a manual typewriter in the 70s, progressed to an electric by 1980 and my typing has ever since been hard and resonant.  The keyboard I'm typing on right now was designed to mute the sound.

Because of the noise, however, the surest way to put my daughter to sleep (she says) is to play a recording of anyone typing.  That is because I did it so much it was hard-wired into her head.  After she went to bed, after her day was done and my parenting responsibilities were finished, there was only one thing I ever wanted to do.

I've always been like that.

Quit D&D?  Hah.  

Wednesday, June 24, 2015

Venger

The wiki is down.  Not just my page - all of wikispaces.  That's . . . disturbing.

It's okay.  There was something else I'd hoped to work on today.  In the meantime, in the interest of keeping track of reviews of How to Run, I post this link without comment.

Venger's old school gaming blog

UPDATE.  Oh good, the wiki seems to have been fixed.

Monday, June 22, 2015

Fallow IV

Having some understanding of names, let’s invent some for the arc of our view from Argus Tower stretching from five to eight o’clock. The reader will remember that this encompasses the shoreline of the Widden Main, the ocean, from where it meets the Krankenwander to the furthest extent of the Fallow Peninsula. Peninsulas always end in capes, so let’s give that extent an appropriate name. Since the land of Fallow changes direction from veering west to veering north, let’s call the bit of land at eight o’clock ‘Direction Point.’

At this point I will ask the reader to visualize the shape of the land inside the triangle formed by the edge of the Krankenwander at five o’clock, Direction Point and us, here on the Tower. Furthest away is the ocean. Nearer is the shore, which I’ll define as a narrow band of flat land, four and five miles wide, just above sea level and at the mercy of storms and perpetual bad weather.

Above this coastal plain let’s have a cliff-face running along the whole of southern Fallow – three to five hundred feet high ought to be sufficient. We can imagine places where there are higher cliffs or gaps, places where the cliffs are crumbling and where they are formed of hardened rock. Presumably the Krankenwander meets the Widden Main as a series of cliffs six hundred feet high.

Between the cliffs and the tower, the land is flat, forested, filled with a number of small rivers that arise in low hills spattered through central Fallow, along the line separating the forest land of in front of us from the open plains behind us (remember, we’re more or less facing in the direction of six o’clock). These short rivers make deep cuts in the rock, so that the forested plateau is filled with canyons that have plunging rapids and waterfalls.

All except for one river, that is. We’ll call it the Assuage. It rises on the edge of the Krankenwander at about four o’clock and flows gently along a deep, stony bank until it reaches Blue Lake. This last fills a twenty-mile long cut in the tableland, surrounded by forest and narrow beaches. It is a deep blue in color. We’ll place it at six o’clock. It is about thirty miles from the city of Augustus, which we can imagine is much closer and located about six-thirty.

By putting this lake here we help break up the monotony of forest, forest, forest. The lake is beautiful, pleasant and easy to access from Fallow’s capital. We can easily see a well-worked trade route along the Assuage that leads into Blue Lake; from there, boats ferry across the lake to unload their cargo at a small town on the lake’s west end, nearest to Augustus. Let’s call the town after a person – a hero of Fallow. I’ve always liked the name ‘Wilhelm.’ Let’s call the town that. We can suppose that it moves timber cut along the course of the river, pitch and gum made from tree sap, articles made of wood, tree nuts, fish caught in Blue Lake and whatever else catches our fancy – the people in Wilhelm must do something for a living.

The road between Wilhelm and Augustus, used to ship these things, would not have sprung into existence overnight. The route would have grown organically. Likely, it would have first been a trail, probably before either the town of Wilhelm or the city of Augustus existed. We might even suppose it was a trail used by animals before humans even dwelt in the land, afterwards discovered by humans as the best, most practical passage between the natural forest growth, between outcroppings of rocks and those low hills I mentioned. Humans only need to invent or build things when a demand rises for improvement. The first humans dwelling in Fallow, concerned more with hunting than with building, would have found the trail as convenient as the animals did.

That would only change once a permanent habitation was established. Here we should understand that a settlement at either Augustus or Wilhelm would have been founded principally for those basest of human needs – food, shelter and water. I began by proposing the peoples here began with hunting. We know that both centers are surrounded by woods, providing plenty of lodging. And we know that Wilhelm is adjacent to a source of fresh water; we must assume that Augustus, too, is located on a lake, stream or easily accessible aquifer. With these three things, either place could have come into existence first.

Real growth begins when a luxury turns up near a subsistence-initiated village. Timber cut and made ready for shipment elsewhere is a luxury. Pitch and gum, furs, nuts, fish that is dried out in the sun, all things that could help Wilhelm grow, these are luxuries too. Many of these could be as easily found in Augustus. However, since Augustus is a city while Wilhelm is only a town, there must have been something truly special to be found in the woods around Augustus that was not found in the woods around Wilhelm. What might that be?

As ever, it is up to us – remembering, always, that whatever we choose will help define the sort of city that Augustus is, as well as what its people do throughout the toil of their day. It is one thing to supply a ball and bat; it is another entirely to formulate an activity with both that will intoxicate and addict the participants.

That is what we want, however: to immerse the player’s in a game that will seize them by their imaginations and hold them hostage until doomsday. Of course I can arrange an activity where I throw a ball and someone else attempts to hit it . . . whereupon we both go search for the ball before doing it again. There’s no question that this will fill up our time and perhaps even supply some satisfaction. However, we all know it is the sorry thing we all do when we haven’t enough players or enough resources to organize a real game.

In role-playing, the resources are there in our heads; the organization in how intrinsically unified or elaborate we make the world in which the players run. We can make up two places and call them names, but this offers little in the way of possibility. On the other hand, we can envision something special about two places that make them and their culture distinct due to where they exist physically in a physical world. This lets us build supposition upon supposition endlessly, making more and more room for all the elements of the game that provide great potential for a rich and exciting evening of play.

Sunday, June 21, 2015

Sixes & Sevens

More often than not, when I use an idiom I have to explain what the idiom means.  On the whole, it makes me want to give up idioms, since they so frequently fail to convey a shorthanded description of the problem at hand - but somehow, I can't.  Thus the title of this post.

A conversation made the rounds yesterday about the fracturing effects of 5e amid gamers, particularly online.  No one spoke at all about the actual nature of 5e as a gaming platform, only the effects of that system going one step further to break up the existing community.  I am not hearing that people are quitting the 'game' (whatever game the reader wishes to insert here), but I am hearing that people are backing off from clubs and social groups because of 'pressure' they're feeling from the owners of said spaces to play 5e.

I give this to the reader second-hand; I have no personal stake in the matter at all.  I cut my ties to off-line communities a decade before the words "off-line" meant anything except being too drunk to drive.  This year, I cut the online ties, too . . . and I'm feeling the effects.  In not hunting down the annoying, idiotic things that people say on other blogs and ranting about them, I hardly have to moderate the blog at all.  I'm actually thinking of taking down the four rules I've posted.

All in all, this has put me in mind of something my medieval history professors would proudly tell us in class - that in those far off days of feudalism, the average peasant would live and die within seven miles of the place of their birth.

I'm not precisely sure how that was measured.  I've heard it argued that seven miles was the distance a peasant could 'safely' travel and return home before nightfall . . . but as a boy scout in my teens we were regularly sent out to walk sixteen or twenty miles in a day, eight to ten miles out and back - and as I remember we would return to camp before dinner.  The adults liked to tire us out in those days; they'd grown up during the depression or during the war and they didn't want us kids getting soft.

I suppose it doesn't matter.  The narrow frame of reference is the important thing.  It gives us insight into the one thing we find impossible to imagine - that in an entire lifetime, virtually nothing was new.

For example, I live in a world so large that a conversation I have can revolve completely around a game version that no one in the room plays while we make suppositions about how this affects people we've never met on a system where everyone participates while remaining remarkably aloof.  Everything, every day, drips with newness . . . and virtually everything I hear said about it describes it as a condition that is almost universally hated.  Certainly, it is nothing that any of us should care about - so we are told, again and again.  If it just happened, it almost certainly sucks . . . and it should suck . . . in all these ways that I'm going to tell you about, ad nauseum, right now.  Between the person above me in the feed and the person below me.

Not complaining.  Happy to take my place in line.

Let me explain something about small worlds - the people who live in them are invested.  Our peasant's medical care fell short and food value overall made life short too, but those small-centered people really, really cared about the context of the universe they possessed.  That's what happens when your world shrinks.  It gets simpler and very boring to outsiders . . . but for the residents, everything that doesn't matter has been deep-sixed and forgotten.  'Small' has the virtue of relevance - the systematic elimination of everything that doesn't practically fit into the space where we have chosen to live.

For example, I have moved into a world so small that when a conversation does begin to arise about what other rules people play or why, I find myself growing magnificently disinterested.  More and more, though I spend virtually every waking minute I can find on the internet, less and less has to do with a lazy user's opinion - a phrase I think accurately describes anyone discussing a field in which they've had no education, experience or in which they've made no substantial contribution.  The reader take note, I use substantial in the sense of having produce an actual real thing requiring actual real time to bring into existence.

Oh, I'm still finding the lazy reader . . . I'm simply not reading it.  It, as in the gender-neutral pronoun that implies entities not specifically related to, well, emotional relevance.

I do wonder if it isn't a bubble, however . . . here in my seven-mile limit.  'Course, I'm reading history like a madman and writing notes for three different books on wildly different subjects, chatting with prospective employers, heading out to the occasional disappointing interview, all while following the disaster that is the present recession and the political developments happening in my province.  I think I can fairly call that a bubble.  It's not a bubble in the sense of listening to people I agree with - since there are no people I agree with - but it is definitely the sort of bubble my whole generation lived in before there was an internet.  Where we, you know, did things.

Hey, believe me when I say my generation has its head up its ass.  They're still trying to live that life without the internet.  Dolts.

Yet when I glance outside this bubble (the one including this blog), I see the tedious chatter that is the 2015 world of D&D, it all looks like sixes and sevens to me.

No, I'm not going to explain that.  Look it up.

Friday, June 19, 2015

Three Adventures in Archangel

These three adventures are suitable for the halfling Colony of Archangel, as detailed on the wiki.  Presume the details of one adventure has no application to the details of any other.

Archangel Plague

The party arrives in the port of Archangel to find the town in a state of fury and despair.  In the harbor are two large galleons that have arrived to take on a load of timber for shipbuilding; each has a compliment of one hundred human crew.  At present, the ships are in the grip of a hemorrhagic fever.  At present, so is a quarter of Archangel's halfling residents.  Factions of healthy residents and crew are in a state of fury, as the Spaniards and the Archangels are accusing each other of deliberately foisting the disease upon the other.

Meanwhile, the party is stuck, due to weather or lack of transport or for lack of supplies.  The market is closed and the halfling militia is refusing all foot traffic to Sudborough.  If the party arrived by land, there are no ships in the harbor except the two galleons; if the party arrived by sea, by the time they realize what's going on, the ship that brought them will refuse to take them back.  The next nearest market is upriver into gnollish Bjarmaland and there are no riverboats leaving town either.  Meanwhile, humans from the ships are slipping into the town and raiding the populace for supplies, as the people on board the ships are starving.  This creates a lot of opportunities for spontaneous, short-lived combats between a few persons.

The party may attempt to settle the disputes between the halflings and humans, if they are able; the actual reason for the outbreak is completely random, it was started by a halfling trapper who, infected by the animals while skinning them, sold several infected pelts to a human crewman and several infected pelts to the market.  The party may attempt to travel overland along the Dvina but they will likely turn back after discovering the marshes are impassable (an attack by a giant wolverine or something bigger would spice up the trip).  Finally, they might be approached by a halfling thief (recovered from the disease) willing to lead them the long way around through the forest to Sudborough, provided they can prove themselves uninfected by the disease before that journey's end (in which case, the halfling will desert them in the woods).  Of course, the party can come up with a plan of their own.

Yalding Exchange

The party is met in Onega, Sudborough or Archangel by a group of three reputable halflings merchants or town elders who recognize them as adventurers clearly loaded with armor, weapons, scars, a spirit of confidence and fearlessness, etcetera.  Essentially, the halflings will be very possessed with proving their reputation and value - they are on the level and they are able to prove it.

They are anxious to shore up a party of merchants and soldiers in Yalding, in the south colony, who have made an arrangement to meet a group of gnolls at the border of Bjarmaland, from Uk'set.  These gnolls are going to sell 1,000 beaver and muskrat pelts, a value of about 18,000 g.p., for half that amount.  This is a lot of gold for the merchants to carry and they are concerned about how many gnolls they will meet at the border.  The halflings will give 10% of the furs they receive to the party and provide an contingent of equal strength to the party when they meet in Yalding.

This can go in several directions.  The gnolls could be on the level and the halflings not; if there are less gnolls than halflings, the halflings might give orders to kill them all and the party can make up their minds to join or not.  If halflings in the world would NEVER do something like that, then it can always go that the gnolls do try to seize the halflings gold and the party is forced to do as they've been paid to do.

Or the entire affair can go as planned, with both sides willingly doing the exchange - and this in turn could lead to making friends and associates in Yalding for other adventures or the party being conversed with by the gnolls (who prove to be friendly) and being given an opportunity to travel south into gnollish Bjarmaland as visitors to obtain more furs at their source (for even less coin) or make friends among the gnollish tribe in Uk'set (with a potential for other adventures).

A Little Jam

Or Underbarrow or Koswick.  As the town comes into sight of the party, they are attacked by a bear (big enough to at least threaten the party initially).  The bear will run if it isn't killed quickly.  Meanwhile, a crowd of five or six halflings will be witness to the fight and will rush forward and congratulate the party, expressing their admiration and excitement.  One will request - nay, beg the party to come to dinner that night, and won't take no for an answer (though the party might not accept the hook).  If necessary, give the invitation-giver status in the village to encourage the party to believe they are making an important friend.

The halfling and his family will be honest, forthright and willing to give any information they have on the surrounding countryside.  Dinner will be excellent and will end with jam on toast - the best jam the party will have ever had.  This jam will affect them like a clerical Aid spell, giving them 5 additional hit points to their total even above their maximum.  Express the pleasure of eating the jam and actually inform the party of the increase.  Obviously, if anyone decides to refuse the jam, then make it clear they're not affected.  If the whole party has refused the jam, you've been far too obvious in introducing it to the dinner.

If the party asks for more, have the host explain that he is sorry, this is the last of his stock but he will try to get more.  The next day, when the party gets up (now without the extra hit points), perhaps planning to leave, have another halfling invite them to another dinner - and if asked if there will be jam, have the new host answer, "definitely!"

This jam, too, will have the same effect; but once again, the host will give the same story if asked for some more:  there is no more available, but the host will try to get some if the party will wait.  Make it clear that its a bit obvious the host is lying.

So long as the party remains in the village, they will be invited to dinners, until some 16 families have asked them.  No one will sell them jam.  Everyone will explain they have just enough for the dinner and couldn't possibly part with it.  If the party does ANYTHING rude or aggressive, they will be asked to leave.  If the party tries to break into a house to steal jam, the whole village will come down on them.  If the party decides to try to take advantage of the increase by insisting on a breakfast, then going out adventuring for the day, roll random encounters but don't provide them with a local dungeon.  Leave room, however, for some truly clever strategy the party might invent in order to get themselves a little jam.

If, finally, the party decides to turn down an invitation and leave politely, someone will catch up to them on the road and GIVE them three jars of the jam as a farewell present, good for 24 applications in total.

Thursday, June 18, 2015

There Will Still Be Infrastructure Maps

Just updating this post because I think Astrakhan looks prettier than Archangel.

Some people asked about infrastructure maps.  I plan to make them look like this:



And here's Archangel that I posted earlier (wiki link):




Changed the display to soft visual numbers and a key for the type of vegetation.  Different from my early practice - much prettier.  Detailed views are best seen by following the links above.