Friday, June 28, 2019

What I Learned about Running Estate Design

Between 1988 and 1992, I ran a name-level party with holdings in Viana do Castello in northern Portugal, Bissau on the Guinea coast and Barbuda in the Leeward Islands, all with the express support of the Portuguese king, to whom they rendered service in a peninsular war.  In establishing their holdings, the party fought drow elves living below the Cantabrian Mountains, as well as Spanish insurgents, and they fought various jungle beasts, as well as jackalwere interlopers from the Mali Sahel.  The party possessed two sailing vessels, which they used to work the golden triangle: tools and materials from Portugal to West Africa, labor from West Africa to Barbuda, sugar from Barbuda to Portugal.  They did not traffic slaves; but they bought them from the Futa, freeing them before offering them a new life in the New World.

The party had a good time.

For me, however, all of this was awful.  I had no trade system beyond a list of goods and futile attempts to make sense of the scant numbers I could find (I did not solve my trade system problem until 2003).  I had no map zooming system like I have now, only modern maps of the three areas that I redrew as rather simple representations of what the party was doing.  The maps I worked from were road maps, which had to be ordered special, as a 1:500,000 map of Guinea-Bissau is not the sort of thing one normally finds in a Canadian bookstore.  I had part-time use of a Macintosh 128K and full-time use of a Commodore 64.  And I did not have access to the internet ... what there was of it.

This meant that every question the players had, about hundreds of things, had to be hammered out of random books, guesses, logical proposals, my imagination and a lot of the time out of my ass.  The party would want to build a road inland into the jungle, upgrade the bullfighting arena in Viana, refit their ships for weapons, figure out how much labor they needed to produce so much sugar, have a price for goods bought and goods sold, which had to be different from place to place ~ and not only for the three places they semi-controlled, but for any other place along the way they might stop.  Ship repairs, stores, spoilage concerns, costs for men-at-arms, costs for fortifications, amount of food produced and used, crop yields, the occurrence and effect of storms, teaching religion to the natives, building a church in Africa, building a church in the Caribbean, hiring pirates not to attack their ships, prospecting, making rum, wine production in their vinyards, building schools, building hospitals, building houses, making treaties with other colonies, disease erupting among Europeans living in Africa, disease erupting among the natives in Barbuda ... the list went on and on and on.  Every session began with about twenty questions from the players, who thought of things while we weren't playing, half of which had to be put off until the next running; so that after the players' new questions, I had to give answers to the players' old questions ... and this was never ending.

Those people who argue they can run D&D "on the fly" have never had the kind of parties I've had.  It was not my idea to colonize Bissau ~ the party asked for the town as a gift from the Portuguese king and he was glad to give it to them, provided they kept it peaceful and his ships could rely on the port having supplies.  It was the party's ideas to find an island in the Caribbean without a European colony ~ and as it turned out the French and English didn't form a colony there until 1666, the party was totally free to do so first.  Running an agenda-free campaign, I was on the hook to answer all the questions they asked; and because I was willing to answer, and let them build up as they wished, they were encouraged to expand and expand.

Much of the various systems and rules and game designs I've put in place have emerged from the impotence I felt each week as I found myself with questions that no DM could reasonably answer using the game's books.  Quick, off the top of your head: how big is a bullfighting ring?  Now, how big is the one in Viana?  The map said there was one.  Now, without the internet, find out if it existed in 1650, how big it is, and how much wood and stone goes into it, then estimate a reasonable lack of maintenance so that you can guess how much it would be to make it new, then look at the plans the player has drawn up for you to show how more seats can be added.  Once you've got that, settle on a price per seat vs. the number of visitors, the cost of bulls and matadors, the balance sheet of the enterprise and expected profits for the party, plus status in giving great shows and how that status can be used to gain more favour at court.  Do that off the top of your head, with one player who works in the real world as an accountant and another who works in the real world as an engineer.  Go.

Players could build this.
I was surprised when I began this blog that most players don't ask questions like these, given that all my parties have.  I was surprised to discover that DMs don't seem to have players who are professionals in the real world, who know firm details about things, who are not to be fobbed off on a DM's nonsense demanding "simplicity" as proposed by the old school books.  If I'd attempted to collar my players with the original elementary-school versions of the game, they'd have scoffed and railed at me, and certainly wouldn't have considered me "the best DM they ever played with," which I used to get a lot.  99.9% of the time, I boggle at the willingness of the modern player in the modern game, to put up with the monopoly-level grittiness of the average D&D world ~ and this is what I mean when I say that RPGers are "robbing themselves" of an experience they should want to appreciate.

They claim they're having "fun."  They could be having the philosophical experience of their lives.

When I address the problem of an "estate system" now, I have to stress that we shouldn't be thinking only in terms of European farm country.  My players were hacking out roads and plantations in jungles; they were building docks in river estuaries; they were reworking urban landscapes; they were sawing trees out of the forests on the upper Lima River and using the logs to build towns and harbors thousands of miles away.  A proper estate system can't be measured by any one product; food cannot come from one kind of harvest; the materials produced cannot be limited to what's in the game book's equipment list.  The system has to be air-tight and yet flexible enough to handle a baffling array of possibilities, that might allow a player to send an email in the middle of the night asking, "If I want to capture and train oliphants to defend my settlement of Tarfaya from the hinterland of south Morocco, how would I start?"

Because hey, why not?

In the background, I'm doing some work in creating some proper wiki posts to describe the process of determining infrastructure, which in turn breaks the 20-mile hex into the 6-mile hex, that creates the pattern of settlement for the 2-mile hex, so that I can re-interpret that pattern in terms of the build hex, which I need to establish solid guidelines for the systemic design of estate land values.

So that when I get questions, I'll know how to answer them ... no matter where in the world the players settle.

3 comments:

  1. Alexis, a fine example of high trait conscientousness. Chasing the fractal dragon, as players ask: whats behind this curtain, you research and generate the detail.

    I have asked something similar before.... What is your motivation for this? Is it primarily the positive emotion when you give a sought out answer or is it the negative emotion from not having an answer?

    K

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  2. Hm. I suppose the latter?

    If I say that I don't have the answer, the obvious follow up in my mind is, "Well, go get one."

    And if I say, I won't give an answer, that sounds like a dick move. As does, "This game doesn't need to be this complicated," or any version of that. It sounds in my head as though I'm acting like an arbitrary prick.

    I took on the responsibility of running; I feel that has duties associated with it. My sense of honor expects that I won't shirk from that ... and that if I do, I'll feel the shame of it.

    On the other hand, watching a table of inspired, excited people acting on information that's been given, such that they're talking fast and they're quite obviously thoroughly invested ... if feels pretty good knowing I've caused that.

    ReplyDelete
  3. Call for speculation: do the varieties of DMing philosophy reflect personality traits of the DMs? Specifically the Big Five (FFI five factor inventory). And the types pf players they appeal to? Conscientiousness, Agreeableness, Neuroticism, Openness, Extraversion.

    If so yours may represent the high openess and high conscientiousness end of the scale...

    K


    ReplyDelete

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