Saturday, February 26, 2022
Worldbuilding 5d: Facilities
Wednesday, February 23, 2022
Worldbuilding 4f: Muetar
Tuesday, February 22, 2022
Berridge House
Start with an upscale three-story inn upon Ladybridge Avenue in the city of Trosk, a generational, sprawling lot called The Berridge House. The streetlevel floor offers a block-stone facing; the floor above a mixture of broken stone and mortar. The top floor, made of solid wood, hangs out into the street over our heads, shading our shoulders from the sun. From here, we climb the inn's porch and poke our heads inside.
Sunday, February 20, 2022
Gaps
"very uneven, narrow routes over a hard clay surface and are impassable to carts. Mounts must be ridden single file. The width is typically between 4 and 6 feet wide. Surfaces are covered with roots and scrub, with brooks and rivulets that must be jumped. There are occasional places, every few miles, where the path squeezes between trees or rock outcroppings."
Which means there is a route over that gap, the path described. The upper route is a "cart track," while the lower is a "dirt road." Presumedly, there are depots between the two ends, that really only need to be occupied for about 4-6 weeks a year, during the harvest season. At that time, some farmers from the north bring their produce south to the depot, where they sell it; then their produce is loaded on animals and transshipped to the south road head and parked at another depot ... where it's loaded on carts and wagons for shipment further south.
But that doesn't answer the question, "Why doesn't someone just complete the road?" Well, because it's barely used 11 months out of the year. We know that, because the combined infrastructure is only 31 pts., and much of that looks to other hexes, such as the routes to Brebu and Tiparesti. Only 1/7th of both hexes is really concerned about that broken route, which only represents a total infrastructure of 4.42. And really, the connections means less to the southern link than it does to the northern one.
We live in a car-focused infrastructure system, which means everywhere must have a road ... but much of North America didn't have that as recently as my father's generation. By 1995, every shitwater town in Canada and America was replete with three or four gas stations, Burger Kings, McDonalds, Tim Hortons and what else ... but even I can remember a time from my teens when "gas alleys" didn't exist at all in towns with as many as 10,000 residents. Imagine what it was like in the 17th century, when my world takes place, or the 14th and 15th centuries, when most people set their D&D worlds. A lack of services is NORMAL ... something we don't even think about as we include an inn in every village, along with a blacksmith, an apothecary, a jeweller and a grocer selling weapons and armour, for lawd's sake.
Even in Europe, large parts of the game world ought to be completely devoid of the most basic services, including a tavern or even a rentable bed. Here I'm saying that even roads are a luxury.
And if the players feel they can use their coin to build a road, picking from a dozen disconnected but potentially linked ends, all the better. It's one more thing for them to spend their money on, isn't it? And make the world a better place. And build some contacts with an area. And some credibility and status. Yes?
Which I've argued is the reason for building a deep and varied world, with lots of weird "irrational" bits in it. Because "gaps" are opportunities ... and in a believable world, there are always gaps.
Tuesday, February 15, 2022
Worldbuilding 5c: Denizens
Monday, February 14, 2022
Better
My partner and I don't celebrate Valentine's Day, so ...
Going to get fairly self-indulgent here, as I explain what's going on with the above. This is still in the draft stage; but I'm far enough that I feel I want to keep going. But as others are interested, I'll take some time to explain what's going on.
But first, I've gone back to the old colour scheme. The above is a "2-mile" map; each hex is 2.22 mi. in diameter. The above shows the expansion of six mile hexes surrounding Garalzapan's land.
Here's an image of the 6-mile map covering the same area:And to the right is the same area, as it appears on the 20-mile map. Isn't it nice that a section of blank map can be transformed into something tactile and interesting? Sorry, that's self-aggrandising. I'll resist.
The hex marked "2388" has an infrastructure of 46. This can be distributed in a number of ways, but in the case of Garalzapan's land, it produced one "type-3" hex, three "type-4" hexes and three "type-6" hexes. How is this distribution calculated? Well, a type-3 hex costs 16 infrastructure; each type 4 hex costs 8 infrastructure; and each type-6 hex costs 2 infrastructure. 16+8+8+8+2+2+2 = 46.
Potentially, this could have been two type-3 hexes (32), three type-5 hexes (4 each) and a type-6 (2), which also equals 46. The seventh hex is a type-8, wilderness, no infrastructure.
So, when infrastructure is very high, we get a bunch of type-1, type-2 and type-3 hexes, which appear brown; middling infrastructure hexes get multiple type-4 hexes. And low infrastructure gets 6s, 7s and 8s. No infrastructure is all 8s. Follow?
Okay, showing that Garalzapan type-3, 6-mile hex up close. The idea is to translate this into 2-mile hexes according to a process that can be applied to any other hex. For a long time now, I've operated on the principle that a type-3 hex is made of five civilised hexes and two wilderness. This is the reason it's called a "type-3" hex. With a type-8, every inner hex is wilderness; with a type-7, one hex is civilised and six are wilderness; type-6 has two civilised hexes, type-5 has three, type-4 has four, type-3 has five. Get it?This has been a central core of my mapbuilding logic for 10 years. And the map I built Saturday was built according to that principle. But ...
What's been breaking my balls for two days has been what to do with those coins, hammers and food in the upper corner. How are those distributed among the five civilised hexes a type-3 has? Are they distributed? Well, they have to be. The food is grown somewhere. The hammers represent labour and the physical results of that labour; the coin is generated somewhere. But ... how? I could make some ad hoc table that gives a weight to each hex according to how far it is from the central authority of that hex, in this case, "Garalzapan." But what about hexes that don't have a village? How do I distribute them? Consistently, in every case, regardless of what hex is being sorted? Is there a different table for each type of hex? That really seems inelegant.
When the original distribution of 46 infrastructure was made, it looked like this:
This is elegant. Type the number, the hexes result, they're distributed in order according to the randomly generated hexes below. This tells me where each type of hex goes.
I wanted something like this ... and only this morning I realized how that was possible.
Look. A type-3 hex costs 16 infrastructure. Why not simply input "16" on the table above, and have it generate a distribution of those 16 infrastructure among 2-mile hexes? And then, reassign hammers, coins and food according to the new 2-mile distribution? So that's what I did. And this is what that looks like:
Sorry it doesn't look better, but alas, it's a tiny part of a big picture. Anyway, the reader may note this has three type-8, or wilderness hexes. In other words, throwing a ten-year concept into the trash can here. And I don't give a damn. The old plan got me here, but when a plan ceases to get us farther, we drop it and move on. This is a critically important element of design, one that makes it worth my going through all this process chatter that can't possibly matter to anyone but me. Half the time, in design, we're crippled by something we think has to be so, but in fact has to be pushed out the car door.
We have to talk about translating production now. I'll remind the reader briefly that one food symbol = 1 food; that two symbols equal 3 food; that three symbols equal 7 food and so on. This also applies to hammers and coins. On a 6-mile map, "1 food" will feed 70 people for a year; "1 coin" represents a production of 70 g.p. wealth, which I go into with this post.
Garalzapan's type-3 hex on the 6-mile map showed 3 bread slices, 3 hammers and 2 coin-symbols ... or, 7 food, 7 hammers and 3 coins.
And the type-4 hex on the 2-mile map seems to show the same; but, of course, we've zoomed in. We've expanded the size of the map by 300%. How does this apply to the former numbers for food, hammers and coins?
Yes, well ... not as well as I might have hoped. Adjusting two bread symbols to three more than doubles the number of "food" indicated. I'm taking the position that each symbol is reduced from representing 70 to "35." Garalzapan's two coins on the 2-mile map represent only 105 gold ... but the type-5 hex at the top is also Garalzapan's, so that increases the total to 140.
On the other hand, according to the 6-mile map, Garalzapan's land had 7 food and could feed 490 people. The 2-mile map shows 44 food ... which at 35 persons per food, is enough for 1,540 persons.
The way I see it, the 6-mile hex is an estimate. A practical shorthand for large parts of the world I intend never to translate into 2-mile hexes (unless I either get rich enough to own a team of creators or I live to 300). The 2-mile hex is, on the other hand, more accurate. And that's what I'm going with.
I have a good idea for what to do with the hammers. As I said, 1 hammer would indicate something like a well, 2 hammers a mill for grinding grain, 3 hammers a storehouse or a shrine. Garalzapan's total hammers in the hex are 16; I'm just thinking how to assign specific facilities according to the total hammers within each hex ... or possibly, in a circle of seven hexes. I'll be "hammering" out a formula for this in good time. I want to give it a bit more thought.
Okay, that about covers it. What'll we say we get back to worldbuilding now?
Sunday, February 13, 2022
Succeeding Well
1. An undertaking of a hazardous nature.2. An unusual experience or course of events marked by excitement and suspense.3. Participation in hazardous or exciting experiences.4. A financial speculation or business venture.
JB then elucidates upon the benefits of taking risks — the hazard, the excitement, the suspense, the fact of the undertaking, adrenaline, seeing other places, having strange experiences ... all definite truths and, unquestionably an important part of the game.
But it's not THE game. No. The game is not the risk. The game is what we accept the risk to achieve.
And again no, not just the prestige or the sense of accomplishment, or wealth, or being a "hero," all things JB mentions, though only in passing.
We don't cheer Luke going down the trench, we cheer when the shots go down the exhaust port. We cheer when the risk is over. When we've survived. As happy as a skydiver is falling, it's always a little bit better when the chute opens. And better still when landing safely. The fall is a terrific rush ... but it's still only foreplay.
When my players talk of an adventure they had, they don't talk about the risk. They don't say, "Oh, hey, the best moment was when I thought I was going to die when surrounded by fifty goblins." No, they say, "We wrecked that fort! Blew it all to hell." It isn't just a sense of accomplishment. It's THE accomplishment. The one we lived through. And while others might think we're heroes, we know what it cost. "Dagnar died. I miss Dagnar." They worry more than a bit about having to go through something like that again. And when they are faced with a big risk, my players hedge and plan and hedge some more.
Because we don't run towards risk. We run towards getting something we want so badly that will risk the bad stuff to get it.
D&D gives us so many cool things we can want and try to get ... more than any other RPG, more than any other game in existence. We can literally get anything we can imagine. The shackles of everyday life are off, the way the D&D struck off the shackles of being a kid under the tutelage of parents and teachers. We can think of it, we can realise how to get it ... and then we can go get it, our way, using our wits. Risk? Risk is just something that happens along the way.
Like Sgt. Rock says, "Livin' is hard, soldier ... it's dyin' that's easy."
A considerably number of early D&D players recognised that the way the game was being structured it was far too easy to die. This led to an increased sentiment that what these players wanted was the achievement, not the constant reminder that player characters can die at the drop of a hat. From this sentiment came a host of poisonous game fixes: starting at a higher level, stressing "role" playing over "roll" playing, storytelling and backstories, fudging, matrix-determined ability stats, collaborative storytelling, the "rule of cool" and so on. These philosophical approaches grew out of the ignorant brutality of early modules like the Tomb of Horrors and Vault of the Drow, complimented by the Dragon Magazine's constant stress upon all the things JB preaches, risk, excitement, et al.
There is a third path. Lessen the risk.
Don't get rid of it. Don't smash the game all to pieces in an effort to make sure characters get everything their hearts desire. Don't eliminate the thrill, the suspense and the hazard. But get it out of the players' face. Find another kind of hazardous and exciting experience that gets the players' blood pumping without constantly putting them in fights where being killed has a greater than 5% chance.
I ran my online game for a decade. Amount of excitement and fear felt? Lots and lots. Number of actual player characters who died? One about every two years. Granted, there was an incident where three of them died in one fight ... and another when I should have killed them all. But, I find that killing a player makes a very poor use of game time. The best use is to make a player think I'm going to kill him or her ... and then kill just enough players to remind them it's always possible.
This is how I'm always able to start players at 1st level, but they mostly manage to reach 12th. Because not every risk is "life and death." Players also risk loss of wealth and equipment, loss of opportunity, loss of face, loss of status ... and loss of surety and confidence. It isn't always necessary to kill them. In fact, it's hardly ever necessary.
Crying out as Scotty, I didn't decide to be killed, did I? Where's the fun in that? But I also needed help, didn't I? It wasn't this bullshit of shaking it off either.
To use another example, consider the removal of Luke's hand in Empire. Would it have been better if Luke lost his head? Or if he fell hundreds of feet to hit the hard steel of the bottom? No. No, he loses his hand, he falls through a convenient port that allows him to retreat and fight another day ... but he's suitably chagrined. He's upset about his father. He doesn't feel he's "won." There's excitement. There's hazard. There's the hard fact of livin' as opposed to the easiness of dyin'. It makes a better game. It allows the player character to try again, to make a better job of it, to succeed.
And it's succeeding well that matters.
Teaching Myself 2-mile Maps
Teaching myself how to make 2-mile hex maps: zooming in on the 6-mile map the way I did the 20-mile map. Don't like much of this so far. I want to portray forests but I don't like the colour scheme. Haven't figured out how to roads on this scale work. Finicky, unsatisfying, unstandardized work.
But this is how worldbuilding goes. We try different things, experiment ... and slowly set practices for how the map will look going forward. We go back to the old way of doing things and give it more time. We play around. Each new discovery is a step forward ... and becomes a formula for solving problems in the future. It takes time. It's frustrating. There's a tendency to throw it out; but don't. Keep working at it. The shape and solutions and appearance we want will emerge in its own time.