Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Sunday, 3 July 2022

Notes on a semi-successful skill system

When I finished my Team Tsathogga campaign back in 2019, one of the things that I noted afterwards was the extent to which fighters had struggled to keep up with magic users as the game progressed into the higher levels. At the time, I wrote:

One quick and dirty fix that I'm considering is to let each fighter pick a new area of noncombat competency every time they go up a level, so that by level 8 or so they're less 'meat-shield' than 'Batman', although mastering entire new fields of knowledge every few months does rather strain my disbelief. 

When I started my City of Spires campaign shortly afterwards I put this into practise. In this campaign there are three classes, Fighter, Magic-User, and Cleric. Magic-Users and Clerics get spell slots. Fighters get extra hit points, to-hit bonuses, and a skill slot every level. Spending a skill slot on something means you are really good at that skill, and will always succeed at attempts to use it except under severely adverse conditions. If you have the Climbing skill, for example, you can automatically climb any normal surface you encounter, although doing so quickly or quietly might still require a Dexterity check. New skills have to be something your character could plausibly have learned, although given the vast lengths of game-time the campaign has covered (twelve in-game years and counting) this has seldom been a major obstacle. 

Here's how it worked out in practise.


Low Levels: One Weird Trick

At low levels this system worked great. Three level 1 fighters might have almost identical combat stats, but if one of them is great at Running and one of them is great at Climbing and one of them has Heightened Senses then the roles they play in actual play will be totally different. These skill choices worked powerfully to help distinguish mechanically-similar characters, and helped each character make distinctive contributions to the problems they encountered. By level 3 or so I was feeling pretty good about the system as a whole.

Mid Levels: Convergence

As the PCs carried on advancing, the skill system continued to do a good job of letting PC fighters keep up with magic-users in terms of their contributions to problem-solving. But we increasingly ran into a problem: adventuring life being what it is, certain situations just keep coming up, and so it became logical for everyone to start developing a fairly similar set of skills. 

When you only have one choice you might legitimately take either Climbing or Hiding, but once you have six choices most PCs tended to converge on a broadly similar package of skills dealing with perception, mobility, and stealth. Hiding, Move Silently, Tracking, and Night Vision isn't identical to Climbing, Camouflage, Riding, and Heightened Senses, but it's not that different, either - they're both 'sneaky scout' skill sets. Even characters who were determined to develop in other directions often found they only needed 3-4 skill slots to complete their concept: the party builder, for example, took Scavenging, Tinkering, Tunnelling, and the surprisingly useful High-Speed Barricade Building. After that he just spent his skill slots on stealth, mobility, and perception abilities like everyone else. 

High Levels: Superfluity

The difference between having one skill slot and having two was huge, but the difference between having seven and eight was minimal. Most 'adventurer' concepts really only needed 4-6 skills to cover the main bases, so at high levels players were often unsure what to spend their skill slots on - sometimes they'd just say 'I'll think about it' and then leave them unspent for several sessions. This led, in turn, to the rise of 'reactive skill learning', with players saying things like: 'hang on, I've got a couple of spare skill slots. I can spend one of them on Woodworking and then carve the idol that the ritual needs!' (I tended to permit this as long as the skill was one they might plausibly have learned, given their background, concept, etc.) Also, by this point the magic-users had so much magic that mundane skill mastery was getting progressively less important. Thorny problems tended to be solved by throwing huge amounts of utility magic at them, instead.

Lessons Learned

For a game that probably won't go beyond level 5 or so, I think this is a good system, allowing fighter-types to clearly differentiate themselves from one another in ways that add very little mechanical complexity but have a large impact on actual play. At higher levels, however, it increasingly broke down. If I were to use it again I might let high-level characters (7 or above, perhaps) 'double down' on a skill, spending a second skill slot to elevate it to near-superhuman levels. Alternatively I might let high-level characters to trade unused skill slots for some other benefit (e.g. a bonus to hit points or saves), to avoid the embarrassment of just having them piling up unused on the character sheet. Either of these would still allow someone who wanted a true 'Renaissance man' PC to just keep broadening their skill set, without requiring every high-level fighter to do the same!

Friday, 8 April 2022

City of Spires character art, by Autumnal Bloomer

One of the players in my City of Spires campaign recently commissioned a collection of character art for the party from Autumal Bloomer, of Tabletop Character Art. I thought they were absolutely adorable, and so - with the permission of both the original artist and the commissioner - I'm reposting them here. If you'd like images of your own D&D characters in a similar style then do give Autumnal's Etsy shop a look!

Barnabus, scribe turned sorcerer.

Barry, vagabond swamp magician.

Crabface, levitating crustacean pope.

Cyrus, Harvester of Men, and his knife-throwing murder-monkey Zari.

Darius the Organ Collector, with his offal bag and his pet raven, Giblet.

Ira, bee-swam hive-mind sorceress.

Jyll, crossbow-woman extraordinare. 

Lucius, long-suffering herbalist turned city administrator.

Marcus, evangelist of the Shining Ones.

Nikolai the distractingly sexy trapper.

Rattigan, rat-man energy-stave wielder.

Victor, heir of the Witch-Queens.


The whole damn crew!

Sunday, 3 April 2022

Team Tsathogga / City of Spires setting primer, for Severed Fane

Severed Fane asked for a 'small campaign bible' for my current campaign, City of Spires, which shares a setting with my previous Team Tsathogga campaign. This campaign world started as a kitchen-sink-y science fantasy setting, suitable for running short, casual games over beer with players new to D&D. To my utter astonishment, I'm still running games set in the same world six years later, and it has now accumulated a staggering level of background lore. 

What follows is a very zoomed-out version of the setting. Obviously I can't include anything that my PCs haven't discovered yet, but this post provides a snapshot of the discovered regions of the setting as they currently stand, fifteen years of game-time after our first campaign began!


Deep history: City of Spires, like Team Tsathogga before it, takes place on the world originally known as Research Planet Alpha Three. It was colonised thousands of years ago by a spacefaring empire of serpent men, who used it as a research base for something called 'The God-Mind Project': this seems to have involved going to other planets, capturing the various god-like psychic 'hyper-intelligences' they found there, and bringing them to Alpha Three in a limbo state of [sleep / death / non-existence] for research purposes. Presumably this was eventually going to lead to some kind of pay-off for the empire, but their civilisation was destroyed in an interplanetary slave uprising before their work could come to fruition.

Even before their empire fell, the serpent-men on Alpha Three were not much involved in the day-to-day running of the colony. In the part of the planet in which the campaign is set, the various species they imported or created were ruled for them by three client states: the Zaant Imperium (ruled by island-dwelling ape-men), the Omen Kingdom (ruled by one-eyed giants), and the Nameless Empire (ruled by human magicians - its name is genuinely lost, having apparently been burnt out of history by some terrible magic). When the empire fell apart, a rebel space fleet obliterated the main power centres of these loyalist states from orbit. The rebels were then meant to land and liberate their enslaved subjects, but something happened and the liberating army never came. What went wrong with the rebellion, like the purpose of the God-Mind Project, has been one of the major mysteries behind both campaigns.

The game is set 1300-ish years later. 

The Chaos Ages: The destruction of the serpent man power structure, coupled with the non-appearance of the rebel army, ushered in an age of chaos. The magitech infrastructure of the old empires fell apart, and the world was ravaged by the various war machines, monsters, and bioweapons released, intentionally or otherwise, during the war. Power in many regions was seized by local warlords who managed to salvage fragments of functional magitechnology from the general conflagration: these included the Witch Queens, the Cannibal King, the Scavenger Lords of Aram, and the Kings of Ruin. Other regions fell under the sway of cults worshipping the alien hyper-intelligences kidnapped by the God-Mind project, whose containment systems were shattered by the war, leaving them leaking incoherent psychic distress into the surrounding world. This was a pretty grim era, remembered in most places as a dark age of strife now thankfully surpassed. 

The modern era: In the end the various Chaos Age despotisms mostly destroyed each other, or were overthrown by their subjects, or simply disintegrated when their scavenged relic technology finally degraded into uselessness. In their place came more stable polities, unified by pro-social religions such as the worship of the Bright Lady (a deified folk memory of the original rebel commander), the Shining Ones (pure-energy beings imprisoned by the serpent folk to power their magitech infrastructure), and the Golden Lotus (a transcendent embodiment of cosmic Law). The God-Mind cultists, who despite their formidable supernatural powers tended to be a crazy and dysfunctional bunch, were mostly driven into the wilderness.

Today a range of nations have arisen in the more habitable areas of the old empires. However, the areas beyond their borders are still littered with radioactive ruins, magical dead zones, and the lairs of weird creatures who escaped from the prisons and laboratories of the serpent men. 



Regions visited so far

Qelong: Based on the (excellent) supplement of the same name, this Khmer-inspired nation was saved from utter ruin by the PCs during the first campaign and is now staggering back towards something resembling normality, although vast swathes of the hinterland remain effectively post-apocalyptic. The Naga who empowers the river flowing through it was one of the victims of the God-Mind project, and is presumably imprisoned somewhere beneath the nation.

The Cold Marshes: Freezing expanse of marshlands inhabited by mutated marsh giants, and by human tribes who ride upon great swamp beasts and drive squirming masses of bog mummies into battle by beating on enchanted drums. The PCs in the first campaign kidnapped one and forced him to give them drumming lessons.

The Stonemoors: A windswept land of sheep-herding crofters brought to crisis when the perpetual snowfall ceased on its holy mountain, denying meltwater to its rivers and causing a serious drought. (This turned out to be due to the theft of an enchanted maiden from the mountain, who had been slumbering in suspended animation within a magitech casket.) In desperation, the hardest-hit clans turned to a cave-dwelling monster, the Blood Fiend, for power to extort food their neighbours. In the first campaign the PCs found the casket but kept it as a power-source for their flying ship, and 'solved' the problem by sending the Blood Fiend and his followers off to reclaim the Fiend's birthplace in the Grey Uplands.

The Plateau of Yeth: Inspired by Minotaurs of the Black Hills by Raging Swan Press. Plateau inhabited by minotaur clans, who arrived here as invaders, but whose power was broken by the terrible heat-weapons of the bat-folk who lived within the citadels of vitreous stone at the plateau's heart. Since then they have lived humble lives as tributaries of the bat-folk, whose skill in technology remains great, but whose numbers have now waned to the point that their citadels are almost empty. The PCs from the first campaign adopted one who had aspirations of reversing the decline of his people, but then apprenticed him to a mad scientist and forgot about him.

The Great Northern Wilderness: Vast expanse of hills and forests inhabited mostly by savage cave dwarves and mad vulture-men, who once ruled as death-priests of the necromantic Carrion Kingdom until their defeat by the bat-folk of the Plateau of Yeth. Hidden here are the Pools of Life (loosely based on Dwimmermount), an ancient complex where the serpent men originally created their 'demon' shock troopers. An attempt to duplicate this feat by a sorcerer in the Chaos Ages led to the creation of the minotaurs, who were the closest he could manage to the real thing, but who soon turned on their creator. Later still the Pools were looted by a magician in the service of the Church of the Bright Lady, who went rogue and used his stolen technology to create the creatures of the Grey Uplands. In the first campaign the PCs shut down the complex and its malfunctioning monster-engines, and led the creatures trapped within it back into the light.

The Grey Uplands: Remote upland region inhabited by the various monsters created using magitechnology stolen from the Pools of Life - including the Blood Fiend, who later ran off to the Stonemoors. In a castle at its centre lived an isolationist settlement of humans with transparent skin, bred for medical testing purposes. The PCs in the first campaign evacuated the humans to a haunted valley they'd found earlier, and sent the Blood Fiend and his followers back to reclaim their homeland.

The Purple Islands: Inspired by Islands of Purple-Haunted Putrescence. Taken over by the PCs during the first campaign, now the home of a motley assortment of humans, apemen, and undead practising a syncretic religion that the PCs invented. Contains a lot of relatively intact ruins due spending most of the last four hundred years outside the timestream. There was once a hidden Serpent Man science base here, but the PCs invaded it and killed most of them, with the ones that got away vanishing into the jungles of the south.

Reval: This temperate agricultural kingdom is the seat of the Church of the Bright Lady, which is run by mysteriously similar-looking 'Angels' and an all-female council of Elders who appear to be mutants of some kind. Site of Glasstown, home of the setting's leading magical academy, which has some kind of sinister dealings with the Mirror Men. Recently ravaged by a plague of 'demons' falling from the sky - these turned out to be genetically-engineered warriors created by the serpent men, who had been floating in orbit in their cryo-chambers since the empire's fall. In the first campaign the PCs discovered their ancient command codes, and managed to free some of them from servitude.

The Underworld: A vast expanse of caverns beneath Reval inhabited by many strange monsters, including goblins and toad-folk loyal to Tsathogga, who was one of the beings kidnapped for the God-Mind project and is presumably imprisoned somewhere down there. The dominant underworld powers were previously the Science Fungoids and the Navigator Houses of the Nightmare Sea (which I lifted from They Stalk the Underworld and False Machine, respectively), but in the first campaign the PCs inflicted terrible damage upon the Science Fungoids, allowing the Navigator Houses to establish trade relations with the surface and press everyone nearby into debt slavery.

The Grand Duchy: Cold northern nation, remote and agriculturally poor, a centre of the fur trade. Plagued for years by the Devourer cultists hidden in the mountains, who secretly served the serpent men of the Purple Islands, drawing liquid time from a sleeping titan buried in the earth (another God-Mind project victim) and using it to keep the Purple Islands isolated from the timestream. It was the fall of this cult that precipitated the reappearance of the Purple Islands and the rain of 'demons' in Reval. The PCs in the first campaign ransacked the cult temple, and adopted the undead cultists they accidentally awoke while doing so, leading them back to the Purple Islands. 

Ingra: A fertile land of shady, forested hills and valleys, once a stronghold of the Witch Queens until their defeat by the followers of the Bright Lady. Witch-cults and beastmen still lurk in its deeper forests. Its cities are famous as centres of learning, and especially renowned for their schools of medicine. A secret society, the Cult of the Divine Surgeon, commands the loyalty of many senior doctors and academics, revering an obscure golden-armed hero figure from the early Chaos Ages. 

Aram: Once a hub of trade between the eastern and western nations, now in decline since the Howlers cut off the roads to the east. Centre of the faith of the Shining Ones, whose holy city was once the capital of the Nameless Empire. Reliant on alchemically-modified warriors to keep the Howlers at bay. Its nobles telepathically link themselves with psychic golden serpents, and are served by Gearsmen, clockwork automata animated by human souls. The kingdom was wracked by internal discord until the PCs from the second campaign mostly resolved the situation.

The Southern Desert: Wandered by pastoralist tribes who live in fear of a terrible devil of the wastes, the Black Jinn, who dwells in the House of Tarnished Brass somewhere deep in the desert. This desert was once the home of a cult revering a god whose name is both 'Fire' and 'Hunger' - the ruins of its sacred sites still dot the desert, haunted by firenewts and other servitors of this vanished faith. Ancient obsidian warriors roam its southern reaches. This whole region was menaced by the sinister schemes of the Red Architect until the PCs in the second campaign blew her up. 

The Far Towns: Marshy region of isolationist farmers, recently brought back under the control of the City of Spires by the PCs from the second campaign. Threatened with annihilation by the Howlers until the PCs saved them with the aid of a giant robot snake and an order of ninja death cultists they founded by accident. Deep in the marshes live a matriarchy of hags, the remnants of the once-terrible dynasty of the Witch Queens, hiding from the world and served by loyal ogre clans who live in enormous halls woven from reeds. The PCs are currently working with them to find a way to neutralise the Howler threat.

Wastes of the Cannibal King: These once-fertile lands desertified as the weather control satellites of the Nameless Empire ceased to function - getting these back online has been a long-term goal of the PCs from the second campaign. In the Chaos Ages they were ruled by the fearsome Cannibal King, from whose tyranny the ancestors of the Tajarim fled long ago. Today they are dotted with haunted ruins, though the PCs have managed to clear out most of the worst ones.

The Howler Territories: Once a centre of sheep farming, this upland region was overrun by the Howlers - aggressive, territorial humanoids created by the dwindled Witch Queens, who hoped to use them as an army with which to reclaim their empire. The Howlers fled their makers and infested the hills and forests, driving out the human population and cutting off the roads between Aram and the City of Spires. The PCs from the second campaign have been trying to work out how to deal with them for years.

The Old Road and the City of Spires: Trade route that runs through the deserts north of the Pale Mountains, connecting Aram to the lands of the Tajarim and the kingdoms beyond. The major waystations along this road are the oasis-cities of Halwa, Wasat, and the City of Spires - this last is much the greatest of them, though it has fallen into accursed ruin since the closure of the road by the Howlers drove its merchant oligarchs to desperation and despair. In the days of the Nameless Empire the city was bombed flat, but immense underground complexes survived beneath the surface, and the treasures and horrors stashed within them have played a pivotal role in the city's history. The PCs in the second campaign seized power in a coup and now govern the City of Spires with the aid of a variety of freakish allies, including cyborg cultists, reformed diabolists, rat-man mechanics, and the remnants of the local nobility. 

The Pale Mountains: These towering mountains are fought over by hardy human clans and furry abhumans with a fondness for gunpowder, which they manufacture from stinking nitre pools. One peak was hollowed out by the Nameless Empire as the resting place for its honoured dead, and a vault beneath it held the egg of the Great Worm, a larval hyperintelligence which presumably had something to do with the God-Mind project. It has since hatched, giving rise to a worm-cult which the PCs from the second campaign destroyed so that they could turn the whole mountain into a worm farm for their giant rat-breeding side-project. 

The Lands Beyond: South of the Pale Mountains stretch lands that were once part of the Nameless Empire, but which were so devastated by bioweapon releases and orbital bombardments that civilisation here has never really recovered. One blasted city is inhabited by a nation of ghouls; other regions are home to wandering cattle-herding wagon tribes, or clans of hidden people who watch over the ruins of the doomed cities from which their ancestors once fled. Further south these lands are apparently ruled by lords who call themselves the Barons of Rust, but the PCs have never visited their territories. 

Friday, 4 February 2022

Drunken incompetent regional magnates: the purpose of aristocracies

First up, a brief announcement: the kickstarter for Knock! issue three has now gone live, packed with material from the old-school blogosphere's finest. It will also have a couple of my articles in it, so if you've ever wanted to own a physical copy of my d100 problem-solving items table but couldn't be bothered to print it out yourself then this is your chance.

Anyway. Something mildly interesting happened in my game this week: the PCs were negotiating with a king to end a civil war, which had started when the king had framed a mostly-innocent nobleman for his own misdeeds. The PCs wanted him pardoned, and suggested that the king should instead pin the blame on a different, more powerful nobleman, who was (a) actually much guiltier and (b) a drunken wastrel whom nobody liked. The king baulked at this, which somewhat confused some of the players. 'Isn't he a drunken incompetent?' one of them asked. 'Yes', I replied, 'but he's a very rich and influential drunken incompetent!'

The negotiations moved on and a compromise was ultimately reached, but thinking this over I feel there may have been a disconnect between the assumptions that I and (some of) my players were bringing to the table. To them, I think that getting rid of a corrupt lord who was despised by his own people seemed like pure upside, something that should be easily acceptable to everyone who wasn't him. Whereas my assumption, roleplaying as the king, was that openly moving against a powerful regional magnate - even one he personally disliked - would be something that he'd want to avoid unless he felt that there was absolutely no alternative. This isn't the first time I've felt such a disconnect: in reading discussions of fantasy RPGs and similar online, I've sometimes seen the view expressed that pre-modern aristocracies are purely parasitic, something that can be circumvented or done away with without disadvantaging anyone other than the aristocrats themselves. Frequently these seem to be rooted in modern liberal-democratic assumptions that aristocracies are obviously stupid ideas, and that any society that has one would be better off getting rid of it as soon as possible.

Nice throne, but what exactly is the point of you?

Now, I myself believe in democracy, and I am very glad that I don't have to spend my life bowing and scraping to the guy in the castle down the road. But I also think that social forms develop for a reason, and that if most of Europe and Asia kept circling back to social systems built around powerful land-owning aristocrats for thousands of years, then that probably wasn't just due to some kind of historical accident. When people think of aristocracies, I think they often tend to think of nineteenth-century aristocracies, lounging in their stately homes, expensive and decorative and mostly useless. But pre-modern aristocracies have a function, one that is not easily circumvented before the rise of the modern state, and understanding this function can help in making settings where all the obligatory dukes and barons and whatnot actually have some reason to exist.

Pre-modern life is local. There are no accurate maps, no accurate census data, no accurate statistics: the only way you can properly learn about a region is by living there, not just briefly but for years on end. Learning who lives where, what they produce, what they trade, understanding the social fabric that connects each family or community to those around it... all this requires specific local knowledge, and there are no shortcuts to acquiring it. Under these circumstances, establishing an effective system of resource extraction (taxation, conscription, etc) is often going to be the work of years, if not of generations. Any thug with an army can ride into a major population centre, steal everything not nailed down, and ride off. But if he wants his power to extend into the woods and the hills, the hamlets and villages, then that thug and his family need to be prepared to settle in for the seriously long haul.

This is the service that the local lord provides. If they've been there for long enough, he and his relatives will have wound their tendrils deep into all the prominent local families, bought off or intimidated all the local village 'big men', and learned through a grim process of trial and error roughly what kind of tax burden can be extracted from the region without actually triggering famine and/or revolt. He's probably been hunting and hawking in the area his whole life: he knows where to find all the hidden villages nestled deep in the forests, the ones that will never appear on any official map. His family's grip on the area will often have been decades if not centuries in the making. If you just banish them and install someone else then it might take a long, long time before his successors are able to exploit the region with anything like the same success.

Thus I have made myself INDISPENSABLE!

And above the local lord is the regional magnate, who is playing the same game one level up. As the local lords work their hooks into the local clans and prominent village families, so the magnate works his hooks into the local lords, gradually establishing a network of family ties and legal dependencies and bribes and threats and traditions and alliances that allow him to tap them for resources, and to call upon their aid in times of war. The whole system is intensely local and intensely personal: it's 'I know a guy who knows a guy' all the way down. A really well-entrenched regional magnate can run his domain like a petty king: the royal court can issue laws and proclamations, but the court is far away, and royal power can only extend out into the regions via networks of local intermediaries. In the little hilltop towns that the king has never heard of, the law is usually whatever the local lord says it is.

As a result, for a king to antagonise one of his regional magistrates is a really big deal. That magnate stands at the head of a patronage network that reaches all the way down into miserable, marginal settlements that only a few outsiders even know how to find, and alienating him - or alienating his family by executing or banishing him - risks disrupting the functioning of government across a whole chunk of the kingdom. Dispossessing his whole family and installing someone else could easily be even worse: while they'd presumably be loyal to you, it might take decades for their replacement to get a proper system of leverage up and running to replace the one you've just destroyed. (Remember, all of this is personal - a matter of 'you owe my brother a favour' or 'my cousin married your sister' or 'our grandfathers served together in the war' - and so none of it is straightforwardly transferable to a new candidate.) And of course there's always the risk that the offended magnate (or his family) will simply storm off and rebel, relying on their remote strongholds and local support networks to keep them safe. You'll probably win the resulting civil war - you're the king, after all - but winkling them out of their distant castles is probably going to be a slow and bloody business, and exactly the kind of thing that rival kings love to take advantage of if given half a chance.

So when the PCs in our session this week proposed to King Bahir that he should sacrifice Lord Maruf, I think that what they meant was 'You're the boss, so why don't you pin this whole mess on this under-performing middle manager?' But what I, in character as the king, heard was: 'Hey, that guy whose family network you rely upon to hold down the northern provinces and the border lords? The one whose people know how to extract tax revenue and conscript soldiers from the upland villages around the domains of the Broken One? He's expendable, right?' The fact that King Bahir personally disliked Lord Maruf was beside the point. He just couldn't afford to take that kind of hit unless he really had to.

Luckily, in the end the party circumvented the whole issue by staging an illusionary wizard battle in a desert instead!

Monday, 21 June 2021

Escape from the Ghoul Queen!

This post is about a situation that arose in a recent session. One of my players suggested that I post it, and I thought it might be of interest as a case study of in-game problem-solving.

The situation was as follows: the party had arranged a meeting with the fearsome Ghoul Queen, in order to negotiate future trade arrangements with her people. The meeting was to take place a few miles from the ruined city she ruled over, one hour before dawn. The PCs really wanted to meet with the Queen, but they were also aware that she was very, very dangerous, and they needed to have an escape plan that would allow them to flee the meeting in case she decided to abduct or murder them, instead.

Image by Sam Kennedy

The Problem Stated:

  • The meeting takes place in a blasted, rocky desert, with quite a lot of cover.
  • The Ghoul Queen is accompanied by a large retinue of ghouls, numerous enough that fighting them is not a realistic option. 
  • The Ghoul Queen is known to have hidden dozens of ghouls in concealed pits around the meeting area, so simply running is likely to be difficult - the ghouls will pop out and grab anyone who tries to flee. 
  • Ghouls are relatively weak individually, but have paralytic claws, so anyone attacked by a whole bunch of them is going to end up paralysed. They have no effective missile weapons.
  • Ghouls have a sharp sense of smell, and can see in the dark.
  • Ghouls hate sunlight, and will retreat underground at dawn.
The party's resources
  • Two clerics, whose spells include Detect Evil, Light, and Levitation (self only, long duration, permits vertical movement only). One of these clerics is a crab mutant who can breathe underwater.
  • Three magic-users, whose spells include Illusion (visual only, lasts as long as the caster continues to concentrate), Ghost Sound (creates audio effects, lasts as long as the caster continues to concentrate), Agility (boosts dexterity), Spider Climb, Gaseous Form (self only, short duration), and Gust of Wind. 
  • Five fighters, skilled in archery, riding, tracking, stealth, camouflage, and concealment.
  • One ratman, who can see in the dark and has an even better sense of smell than the ghouls.
  • Three trained giant rats, saddled and ready for use as mounts or pack animals.
  • A ring of invisibility to undead. (Does not conceal smell.)
  • An amulet that grants perfect night vision as long as the moon is in the sky.
  • A bag of half-rotten internal organs.
  • Quantities of rope and strong metal wire.
  • Survival gear: tents, bedrolls, supplies, etc. 
  • One spyglass.
  • An animated prison block, 20' cube on stompy stone legs, which the PCs can crudely steer using an undead lizard-monkey on a fishing rod, but which makes huge amounts of noise and stops dead at random and unpredictable intervals.
  • One preternaturally intelligent trained raven. 
Take a look through the lists. Think about the situation.  How would you solve it?


Here's what the party did. 

  • Step 1: Two fighters ride out stealthily on giant rats and conceal them behind rocks several hundred feet from the meeting place, well outside sniffing distance. 
  • Step 2: Two magic-users smear themselves with offal from the bag, making themselves smell intensely distracting to ghouls. The clerics, meanwhile, wash themselves to minimise their scent as best they can. 
  • Step 3: One of the clerics puts on the ring of invisibility to undead.
  • Step 4: One of the magic-users casts Illusion and Agility on the non-invisible cleric - Illusion to make it seem as though there's no-one there (an illusion of empty ground), and Agility to allow them to move more stealthily.
  • Step 5: The two clerics and two magic-users go to meet with the Ghoul Queen, although the ghouls only see the two magic-users: one cleric is invisible, one is covered by illusions, and the smell on the magic-users is strong enough to distract the ghouls from the smell of the unseen clerics. Each cleric carries a blanket and a rope.
  • Step 6: As they reach the meeting spot, the two clerics quietly cast Levitate. They then levitate straight up until they are hovering, unseen, above the meeting, holding blankets in their hands. 
  • Step 7: One magic-user conducts the negotiations while the other concentrates on keeping the levitating clerics hidden behind an illusion of empty night sky.
  • Step 8: When the Ghoul Queen gives orders for them to be seized, the magic-users both cast Gaseous Form, passing harmlessly through the grabbing claws of the ghouls, and drift straight upwards until they reach the levitating clerics.
  • Step 9: The magic-users rematerialise behind/on top of the levitating clerics, clinging to their backs and shoulders. The clerics shake out the blankets so that each cleric holds the bottom of their blanket and each magic-user grabs the top, holding them vertically in front of them like sails. The ghouls swarm below, but are unable to attack them while they are airbourne.
  • Step 10: The magic-users cast Gust of Wind spells directly into the blankets they are holding and cling on for dear life as they, and the levitating clerics they are riding on, are propelled hundreds of feet through the air until they are vertically above the spot where the fighters and the giant rats are hiding. The ghouls pursue, but the PCs have a substantial headstart.
  • Step 11: The fighters break cover and ride out to meet them. The clerics let go of the blankets and each drop one end of their coil of rope, which the fighters catch and tie onto the saddles of their giant rats.
  • Step 12: The fighters spur on their giant rats and ride away from the ghouls as fast as possible, heading east towards the rising sun, dragging the levitating clerics behind them on the ends of their ropes, each one with a magic-user still clinging onto their backs and shoulders.
  • Step 13: Dawn begins to break and forces the ghouls to abandon the pursuit, allowing the PCs to circle back to their main camp under the cover of daylight. By evening they are many miles away. 
The players were pretty happy with this triumph of lunatic ingenuity. I bet there were other solutions possible, though. They didn't even use the raven in this one.

Feel free to post your own solutions in the comments below!

Sunday, 7 March 2021

Failing better: a GMing retrospective

Ever tried.

Ever failed.

No matter.

Try again.

Fail again.

Fail better.

- Samuel Beckett


Learning to run an RPG, like most things, is mostly about practise. You can read all the theory and advice you like, but fundamentally you learn it by doing it. Bluntly, this means that before you run a really good campaign you're probably going to have to run lots of really bad ones, hopefully getting a little bit better each time. Luckily, the nature of RPGs is such that even a 'bad' campaign should still be a lot of fun as long as everyone approaches it in a spirit of good humour: and each one will inevitably yield lessons for next time, even if it might require a post-mortem chat with your players in order to draw out exactly what they might be.

I've been GMing games for an embarrassingly long time, now: and while I wouldn't claim to be any kind of gamesmastering genius, I've got to the point where I can run a game with little or no preparation and still be pretty confident that both I and my players are likely to have a good time. The last year has really pushed me on this, as I've been running my City of Spires campaign weekly online, alongside a crippling increase in my professional workload that has cut my prep time virtually to zero. Every Wednesday morning I wake up with a sense of dread, remembering that on top of everything else I have to do that day I somehow have to run a game in the evening. Every Wednesday afternoon I seriously consider calling the session off. But every Wednesday night I sit down and log in and everything actually goes fine. There are a lot of reasons for this: I have great players, the campaign is friendly to low-prep play, the system is minimalistic to the point of invisibility, etc. But I think the biggest one is the simple fact that I've had a lot of practise.

I'm not really sure how many campaigns I've run over the years - dozens, probably - but in this post, I'm going to briefly run through ten of the longer-running ones, with a few notes on what worked, what didn't, and what I learned from them. I may not have really succeeded straight away, but I carried on learning and experimenting and I got there in the end. Hopefully this can provide some reassurance to anyone out there currently contemplating the wreckage of their latest campaign: and maybe some of the lessons learned will be useful to someone else, as well!


Campaign 1: Stormbringer (Stormbringer 1st edition)

  • What it was: Not the first campaign I ever ran, but the first one that lasted for more than a few sessions. I ran it as a 12-year-old high on too many Moorcock novels, and I had absolutely no idea what I was doing. It was terrible.
  • What worked: In retrospect, the chargen system gave an early example of how random rolls can generate much more interesting and memorable characters than a bunch of 12-year-olds would ever have come up with unaided. I didn't really appreciate this at the time, though: I just used it because the idea of not following the rules as written genuinely hadn't occurred to me yet. 
  • What didn't: Everything. My idea of encounter design was 'suddenly, seven hawks attack!' There was no story, no role-playing, not even any tactics beyond 'scream and charge and hope the dice are kind'. Characters died in droves. Unsurprisingly, no-one took the whole thing particularly seriously.
  • Lessons learned: Even at the age of 12, it was clear to me that I'd need a more consistent tone and less random character death if an RPG campaign was ever to be more than absurdist black comedy. I didn't have a clear idea of how to achieve that yet, but I tried.

Campaign 2: Heroes of Greydawn (AD&D 2nd edition)

  • What it was: The D&D game that my friends and I played at school as teenagers: one main campaign that ran from level 1 to level 12, plus three side campaigns set in the same world that gave everyone a chance to play different characters for a change. It remains the longest-running game I've ever run: all told, probably well over 600 hours of actual play. Given that (a) I am no longer a teenager and (b) it is no longer the 1990s, I don't really expect to ever run a game this long again. 
  • What worked: Quantity, as the saying goes, has a quality all of its own. This game started with primitive kill-em-all wilderness treks and dungeon bashes, but it ran for so long that it built up its own momentum: lore, narrative, recurring NPCs, and the rest. PCs who started out as blank slates gradually accumulated so much history that by the end of the campaign it was actually quite moving to say goodbye to them.
  • What didn't: My early games were horrible railroads, which simply ran PCs from one scripted encounter to the next, often with heavy hints about the 'right' way to proceed. It took me a long time to finally relax and accept that it was OK for PCs to circumvent encounters, develop creative solutions, cause meaningful change to the campaign world, etc. (A lot of this was forced on me by the levelling process: it's pretty hard to push PCs around when they can teleport, walk through walls, and raise the dead!) 
  • Lessons learned: That the most important thing is just to keep the campaign rolling. That it's OK to let PCs be clever, and awesome, and change the world. That the best games are the ones that don't go the way you expected them to. (This was something I noticed at the time, but it took me many more years to properly internalise it!)

Campaign 3: The Sign of Fourteen (WFRP 1st edition)

  • What it was: The WFRP game we moved onto after deciding we'd 'outgrown' D&D. (We were about 17 at the time.) Started off as an embarrassing exercise in grimdark nonsense masquerading as maturity, but improved greatly as we moved onto the published Enemy Within adventures. (Only parts 1-3, obviously - I wrote my own final chapter!)
  • What worked: The Enemy Within was a triumph, though I don't think I could have run it successfully if I'd been any younger. (Power Behind the Throne really pushed me to my limits - so many NPCs!) In retrospect I think that some of the horror imagery I came up with in my own adventures stands up pretty well, although other parts are pretty cringeworthy. ('And then the skaven eat the babies! GRIIIIIMDAAAARK!')
  • What didn't: Railroading remained a vice to which I frequently succumbed, right down to forcing PCs to sit through villain monologues. I also struggled to write adventures without using combat as a crutch, meaning that players with non-combat-focussed characters were often left without much to do in the inevitable 'suddenly, mutants attack!' scenes.  
  • Lessons learned: This campaign taught me how much could be achieved by maintaining a consistent pattern of mood and imagery, which my previous campaigns had never really had. Running The Enemy Within also served as a crash-course in running investigative adventures, although it wasn't until later that I fully understood why an adventure like Shadows Over Bogenhafen works as well as it does. 

Campaign 4: The Arltree Campaign (Mage: the Ascension 2nd edition)

  • What it was: Like all pretentious teenage roleplayers in the late 1990s, I decided to tried my hand at running a White Wolf game. It was going to be Deep and Meaningful and full of Themes. Unfortunately I wasn't nearly as clever or sophisticated as I thought I was, so it basically ended up being a street-level superhero game, which in retrospect was probably for the best.
  • What worked: This game saw my first fumbling attempts towards character-driven drama, character development, and even PC-NPC romances, which represented quite a milestone for me at the time. The PCs and NPCs were certainly much more vivid and three-dimensional than in any of my previous campaigns. 
  • What didn't: Every attempt to raise the tone above the level of 'pulp action-horror' crashed and burned on the rocks of my limited GMing skills and lack of general life experience. 
  • Lessons learned: This was the campaign that really taught me the value of having a cast of colourful NPCs for the PCs to bounce off. To the extent that it worked as a campaign, it did so largely on the strength of its supporting cast.

Campaign 5: Smoke and Mirrors (Delta Green)

  • What it was: A horribly over-ambitious attempt to run a David Lynch style game of surreal conspiracy horror. It had symbolism. 
  • What worked: The point of the campaign was to transition steadily from reality to surreal nightmare, without ever making clear at exactly which point the PCs had moved from one to the other, and in this I think I was moderately successful.
  • What didn't: The actual game. I had a head full of scenes and symbols and metaphors and I was going to use them, damn it, with the result that most of the campaign was a massive railroad from one symbolic set-piece to another. In retrospect I would probably have been better off just writing it as fiction, instead. 
  • Lessons learned: Your set-pieces are never going to be as cool as you think they are. If the PCs aren't making real choices then there's no point in playing an RPG!

Campaign 6: To the Ends of the Earth (Exalted 1st edition)

  • What it was: An attempt to run a properly open-world fantasy epic, with the PCs as reincarnated kung fu heroes on a mission from God to save the world. Go anywhere! Do anything! Kick people in the face!
  • What worked: Breaking away from D&D-style fantasy into epic-scale anime-fantasy mythic weirdness was very creatively liberating, and I'm still quite proud of some of the fantasy imagery I came up with for this one. 
  • What didn't: I was simply not prepared for the level of power and agency the PCs brought to the campaign, meaning that most of my epic villains turned out to be paper tigers. The system was also an absolute nightmare in terms of complexity: I'd spend ages statting out each NPC, only to have the PCs splatter them in a couple of combat rounds. The campaign ultimately became so unsatisfying that we abandoned it in mid-adventure - the only campaign of all those listed here to come to such an ignominious end.
  • Lessons learned: This campaign taught me an important lesson about the limits of my tolerance for complex systems, starting me on the long slide towards minimalism that ultimately brought me to OSR D&D. It also taught me to recognise that giving PCs certain kinds of agency over the campaign world can actually make the game less fun for everyone, pushing me towards an interest in lower-powered games. 

Campaign 7: The Red Queen (Vampire: the Requiem 1st edition)

  • What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions.
  • What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to.
  • What didn't: There were some moments where I was over-ambitious with horror content that I wasn't really able to do justice to, emotionally, and which consequently fell a bit flat. 
  • Lessons learned: This was the campaign where I finally started to understand the power and value of sandbox play. One location, one cast of characters, one unstable situation, enter the PCs, stand back and watch the fireworks. (I should have been able to work all that out from Shadows Over Bogenhafen several years earlier, but I was clearly a slow learner...)

Campaign 8: Falling Towers (D&D 3.5)

  • What it was: A fairly tightly-scripted D&D campaign, running from level 3 to level 7, and dealing with a single extended plot. 
  • What worked: By this point I'd become pretty confident in running games. I could reliably run exciting chase scenes, heist scenes, fight scenes, exploration scenes, and so on. I was relaxed about letting the PCs have major impacts on their world, and even dabbled a bit in collaborative world-building.
  • What didn't: This campaign was fine, but it didn't take risks. I kept to my comfort zone throughout, complete with balanced encounters and a mostly-linear plot. Everyone had fun, but the game as a whole was not a particularly memorable one.
  • Lessons learned: That you can't learn any lessons if you don't try anything new!

Campaign 9: The Pale Man (D&D 3.5)

  • What it was: A low fantasy D&D game, with a setting loosely based on Dark Ages Scandinavia. Initially it was only meant to run for a few sessions, but it kept getting extended, with the result that what was originally meant to be a short and tightly-plotted adventure ended up expanding into something much more ambitious.
  • What worked: This was my first real attempt to run a game in which the players tried to take on the mindset of people from a culture very different from their own, and it sort-of worked, at least in relation to the animistic religion of the setting. It was also probably the most character-driven game I'd run to date, with a plot that essentially boiled down to 'different people want different things, this generates conflict, enter the PCs.'
  • What didn't: This was a very low-key game: relatively low stakes, relatively low risks, most situations defused by diplomacy and negotiation. That's fine as far as it goes - not every game has to be about saving the world! - but I struggled to invest these purely personal stories with the energy and significance that they deserved.
  • Lessons learned: That while I might want to run deeply personal, emotionally-charged, character-driven games, I'm actually much better at running action-adventure material, and I should probably play to my strengths.

Campaign 10: Team Tsathogga (B/X D&D)

  • What it was: The first game I ran after discovering the principles of oldschool D&D, and the longest one in years, with well over 200 hours of actual play. A vast, sprawling weird science fantasy sandbox, with player agency placed firmly front and centre.
  • What worked: I put the OSR principles into action and they fucking worked. Having no set story, no plot armour for PCs, and no prior assumptions about what might or might not happen was incredibly liberating, both for me and my players, leading to a gloriously freewheeling campaign that surprised and delighted me at every turn. 
  • What didn't: As I discussed here, what was gained in breadth was lost in depth. Many of the people and places that the PCs interacted with were very lightly sketched in, mere backdrops for their latest insane adventure.
  • Lessons learned: That sometimes less is more. This is the lesson that has informed 'City of Spires', where, by focusing on a single ruined city, I've been able to bring the people and places within it to life much more vividly than I ever could have in the previous campaign, where the PCs would just have wandered in, wrecked some stuff, and wandered off again...
So. Those were the campaigns that I learned the most from running. Feel free to tell me about yours in the comments!

Friday, 11 September 2020

City of Spires part 3: Crungon Walo Wide

Hubert Robert, Ancient ruins (the Arch of Titus in Rome), 1754-1765, color on paperboard, Budapest, Museum of Fine Arts.


'The Ruin' is a fragmentary Old English poem in the Exeter Book, written by an unknown Saxon poet contemplating the ruins of a Roman city. Fittingly enough, 'The Ruin' has itself been ruined, its pages partly destroyed by some ancient fire. But what remains is pretty powerful stuff.

At the start of the pandemic, as the death tolls soared and the lockdowns began, two lines from 'The Ruin' became absolutely lodged in my head.

Crungon walo wide, cwoman woldagas

swylt eall fornom secgrofa wera

[Slaughter ranged widely, plague days came,

Death took all the brave men away.]

The subject matter is bleak, but the verse is wonderful. (Read the first line out loud, slowly. Notice the way the first three words reach out and fall back like dying men, and the way the word 'woldagas' looms up suddenly, like Death on his pale horse rising up over the horizon.) It's an excellent early example of the 'aesthetics of ruin' I described here, mingling awe at the achievements of the ancients with sorrow at the obviously catastrophic nature of their fall. As the year has gone on, it's also become a bit of a touchstone for me in relation to the 'City of Spires' campaign.

In a response to my 'aesthetics of ruin' post, Arnold K described 'Starfighter Samwise' as 'the ruiniest thing I've ever written'. Well, City of Spires is the ruiniest thing I've ever run. It's set in a ruined city built on top of another ruined city. The population is a remnant of a remnant. The trade routes are fading ruts in the desert. The priests are all dead and the local religion consists of things that people vaguely remember hearing about in sermons from their childhood. The clockwork machines are rusting and broken. The irrigation networks have collapsed from lack of maintenance and the wells are choked with sand. There are very few real villains: just a whole lot of badly damaged people groping their way through the wreckage of their lives, with figures who initially seem terrifying repeatedly turning out to be pitiable upon closer examination. If ATWC is about evil, then City of Spires has mostly ended up being about loss. 

(One of the most effective moments in the campaign so far came with the PCs barricaded inside a ruined house, while the Weeping Lady, a blind, flying monster who haunted the city by night, scratched and clawed at the timbers. As she scratched, she kept calling out in some ancient tongue, and at last the group's scholar was able to translate her words: 'Who's there? Is anyone there? What's happening? What's happened to me?' The party's shift from seeing her as a terrible threat to just a poor, maimed, lost thing hiding in the night was very gratifying to see, even if they remain rightly wary of her capacity for extreme and indiscriminate violence.) 

Landscape With Ruins (Capriccio) by Giovanni Niccolo Servandoni, 18th century architect and artist

As well as giving the campaign a consistent aesthetic register - rust, ash, tarnished metal, rags, rubble, malnutrition, sand - the ruination of the setting has made it much easier to work with, actual-play-wise. In true post-apocalyptic style, the armed forces of the various factions are closer to street gangs than armies. The clockwork machines are all damaged and malfunctioning. No-one has much in the way of magic, or technology, or resources, or control over anything outside their own respective patches of turf. Everything is so smashed and broken that even a handful of opportunistic lunatics like the PCs are regularly able to make a real difference. 

It's also made the hexcrawl elements I mentioned in my last post much easier to run. In a setting where everyone is just barely scraping by at the bottom of the pyramid of human needs, strengths and weaknesses tend to be obvious, and the objectives of each faction are usually of an extremely straightforward and easily legible kind. We need food. We need protection. We need to destroy our rivals. We have a field. We have a castle. We have a well. Everything is stripped down to its most elemental forms, which makes it much easier for the PCs to interact with them. Complexity can be reserved for those rare groups and individuals who have managed to drag themselves a few rungs up above the daily struggle for bare survival. 

Crungon walo wide, cwoman woldagas / swylt eall fornom secgrofa wera. If you want to make a setting easier to game in, hit it with a dose of the old crungon. Take all the brave men away. Turn your PCs loose in the wreckage. The setting's loss may well turn out to be the campaign's gain. 

Thursday, 10 September 2020

City of Spires bonus post: Naked Spiderman and the Crab Balloon

We played another session of City of Spires last night. Various things happened - barge sabotage, crop burning, resume faking, Crime Tribe diplomacy, the usual - but one incident in particular is going to stay with me forever. The incident in question was that of Naked Spiderman and the Crab Balloon. 

Twisted Designs balloon animals created by Cody Freeman Brisbane | Balloons,  Balloon animals, Balloon fish
A Crab Balloon. Please don't google 'Naked Spiderman'.


The situation was this: the Scaleboys, thuggish rulers of the City of Spires, were setting out on their horrible vulgar gilded barge to collect tribute from their vassals on the other side of the river. This tribute-gathering-cum-extortion expedition was led by none other than Zal, their chief enforcer, against whom the PCs harboured a serious grudge. The only Scaleboy to have passed twice through the mysterious House of Scales, Zal was a mountain of a man, a mass of bulging muscles and imbricated scales squeezed into a slashed silk peach-and-crimson doublet. Reasoning that anyone that big and heavy would probably sink like a stone in water, the PCs decided to try to sink his barge and drown him in the river mid-crossing.

Here was their plan: first, they made an improvised dogcatcher pole, using a thick wire lasso attached to the end of a metal rod. (They have plenty of wire because the Weeping Lady vomits/exhales massive impaling clouds of the stuff at them every time they fight her.) Second, they made an improvised snorkel using a long, thin wooden tube. Thirdly, their mutant crab-man cleric Crabface cast Levitate on himself and sank beneath the water of the river: his mutations allowed him to breathe underwater, and the Levitate spell ensured that he would neither rise or sink, simply being carried along at an even pace by the current. Fourthly, Barnabus the magic-user stripped down to his loincloth, put on the snorkel, stowed a sealed jar of corrosive sludge under one arm, and slid into the river until only the tube of the snorkel was above the water. The plan was that Crabface would hold Barnabus's legs, and the two of them would drift downriver on an intercept course with the Scaleboy barge, passing just under it and allowing Barnabus to reach out and cast two Dessicate spells on the timbers of its base before pouring the corrosive sludge over the side. The timbers would shrink, the sludge would eat a hole in the barge, water would pour in, and the barge would hopefully sink: then Crabface would be able to swim up from beneath Zal, grab one of his ankles with the dogcatcher pole, and Levitate right down to the bottom of the river, pulling Zal down to drown in what would hopefully appear to be a mere accident rather than a targeted assassination.

The first part of the plan went well. Barnabus cast his Dessicate spells and stealthily poured in his sludge, the timbers shrank, and the barge started filling with water: but there were a lot of people in it, all with crates and barrels on-hand for collecting tribute in, and they were collectively able to bale a lot of water, making the barge unlikely to sink before it reached the other bank. Deciding more sabotage was necessary, Barnabus popped up from the water and began using a Mage Hand spell to pull their buckets away, yank oars out of line, and generally fuck with them: several people on the barge saw a strange naked man sticking out of the water casting spells at them, but they were all too busy bailing to do much about it. With the barge sinking fast, the Scaleboys and their servants began grabbing onto crates and barrels and preparing to swim for the far shore: at this point Barnabus cast a Light spell on Zal's eyes, hoping to blind him, but the huge Scaleboy shook it off. Then Crabface decided that he would try a Light spell too... and that's when everything started to go wrong.

In order to cast Light, Crabface had to let go of Barnabus and float up to the surface. Barnabus knew how to swim, but he was really suffering in the cold of the water. He had spent the previous year at a continuous comfortable temperature thanks to a magical amulet: but he'd lent the amulet to his friend Lucius, who was currently sleeping rough on a hillside as part of his guerrilla war on the poppy fields used by the Scaleboys to make opium, and he was not coping well the cold autumnal river as a result. Barely able to move his freezing limbs, Barnabus was swept downriver by the current. 

Crabface cast another Light spell on Zal, but he shook that one off as well, and joined his minions in the water, swimming for the shore. Crabface swam up beneath him and grabbed for his leg with the dogcatcher pole, but missed, and soon Zal and the rest were in water too shallow for him to make another attempt without being seen. The Scaleboys clambered up out of the water, dripping and furious, and Crabface decided to swim downriver to see what had become of Barnabus. 

It was just as well he did. Barnabus had been carried downriver into the territory of the Crusties, near-mindless human/crustacean hybrids who nested in the flooded sections of the ruined, haunted mansion of the fallen House of Swords. As the Crusties closed in around him, claws clacking, Barnabus made a desperate choice: he cast Spider Climb on himself, held his breath, dropped under the water, and used Spider Climb to scamper along the bottom of the river and up the nearest bank. The Crusties tore at him as he went and he burst out of the river naked, covered in blood, and more dead than alive. It was at this point that Crabface spotted him. 

Seeing his friend being mobbed by the Crusties, Crabface tried to use his own part-crustacean nature to signal to them to call off the attack - but he only succeeded in confusing some of them, and others ripped into Barnabus as he tried to Spider Climb his way up the side of the House of Swords, causing him to drop bleeding and unconscious to the floor. Launching himself out of the water, Crabface grabbed him and used Levitate to fly straight up: the Crusties tore at him, too, and by the time he was out of their reach he had only 1 HP left. (Barnabus was on -1 HP and rapidly bleeding to death.) Collapsing onto a crumbling ledge, Crabface used Cure Light Wounds spells to drag them both off death's door. But Levitate only allowed him to move straight up and down, which was no use: only the sky was above them, and the furious Crusties were circling the building below.

But Barnabus still had Spider Climb active. And that, it turned out, was all they needed. 

Normally, Barnabus would never have been strong enough to carry Crabface. But Crabface still had an active Levitate spell, so lifting him wasn't an issue - he just needed something to pull him sideways. Adjusting his dogcatcher noose, he tied it around Barnabus's waist: then he held onto the pole, and levitated a few inches into the air. Barnabus, still dripping, bleeding, naked, and white with cold, then got down on all fours and began spider-manning his way across the tops of the walls, leaping from building to building, trusting to his Spider Climb spell to allow him to stick onto whatever surface he landed on. Crabface, tied onto him via the pole, floated behind him like a big, ugly mutant balloon, drifting over the ruined buildings until they had left the furious crusties far behind...

...and thus it was that, when the rest of the party came to rescue them, they were greeted with the sight of Naked Spiderman and the Crab Balloon, clambering over the rubble to meet them. It was a sight that would haunt them for the rest of their days.

* * *

Emergent nonsense like this is my single favourite thing about oldschool sandbox play. The threats were real: given the number of attacks he faced, I worked out later that Barnabus had only had something like a 16% chance of surviving his encounter with the Crusties. The solutions grew out of desperate improvisation, making use of whatever random tools the PCs had access to. And the result was something that just about made sense in context, but was so compellingly bizarre that we'd never, ever have come up with it on our own without the force of random results and enforced creativity to push us into action. Naked Spiderman and the Crab Balloon is now going to be the unofficial logo for the whole campaign. 

I'll get back to the 'lessons learned' posts soon!

Monday, 7 September 2020

City of Spires part 2: The city as hexcrawl

As I mentioned in my last post, one of my objectives for 'City of Spires' was to create a version of ATWC with a lower barrier to entry, suitable for running with new players with minimal introduction. 'You're in an animistic Early Modern Central Asian clockpunk setting' was never going to fly. It would have required hours of explanation - and whenever I'm gaming with new players, I always feel that I've failed unless we can be actually playing within about ten minutes of sitting down at the table. 

So I resorted to my standard level 0 opening gambit: 'you're displaced peasants who have been forced to leave your community for the first time in your lives'. This set-up ensures that the ignorance of the players is matched by the ignorance of the characters, allowing them to learn about the setting together, through exploration rather than exposition. (Always show. Never tell.) This, in turn, changed their relationship with the city, which for them became an unknown zone to be explored, hexcrawl-style, one district at a time. In the first session they wandered in through the ruins of the southern suburbs and just started looking around. They've never really stopped. 



The current player-facing version of the city map. Note that even after a full year's play, large areas remain unexplored.


Hexcrawls and cities make for a somewhat awkward combination. Hexcrawling in, say, a forest makes perfect sense: anything could be in there, and the only way you'll be able to find out what's where is to walk in and start looking around. But urban geography is purposive, designed to channel people towards the key landmarks and areas of economic activity. Only flâneurs and lost tourists just wander around a city block by block to see what they will find, but to experience a city in the way it's designed to be experienced means losing the 'one thing at a time' quality that makes hexcrawls so useful as a way of introducing players to settings. 

My solution was, essentially, to make the outer city into a wilderness. Only the inner northern segment with the market and the palace was still densely populated enough to function like an actual city: the rest was ruins, rubble, scavengers, survivors, outlaws, lunatics, and monsters, and had to be hexcrawled in exactly the same way as any other dangerous wilderness area. (In ATWC terms, I combined the Streets with the Rubble and stretched them out right around the city.) But everything in the outer city was still connected with things in the inner city, whether through trade, enmity, vassalage, or simple shared history. As a result, as the PCs bounced around the southern ruins interacting with its various weird and wonderful inhabitants, they learned more and more about their relationships with each other and with the still semi-functional city on the other side of the river. By the time they reached the city proper they came not as total outsiders who needed to have a whole setting's worth of information thrown at them at once, but as people who already understood most of what was going on there through seeing the effects it had had on the communities beyond. 

The most crucial bit of design I had to do in writing up the city was to make sure that everything connects, using a version of this method, thus ensuring that encounters with one group led naturally to learning about (and often meeting with) others. The stockade-dwellers pay tribute to the city's rulers, and resent it. They also want to drive the devil-worshipping bandits out of a nearby temple. The bandits seek the magic hidden in the seclusium. The seclusium contains a resurrected thief who wants to take over the nearby slaver gang. The slavers make their money selling slaves to the city's rulers. The power of the city's rulers depends on their control of a giant iron serpent. The pit the serpent rose out of is inhabited by subterranean rot farmers. The rot farmers are upset about losing control of part of their territory to some kind of worm cult. The worm cult came from a distant necropolis. The true mistress of the seclusium, trapped in suspended animation, originally resurrected the thief in the hope of robbing that same necropolis. And so on, and so forth... it didn't matter where the PCs started, because everything ultimately led to everything else. In consequence, one year on they are ludicrously networked, and able to deal fluently (and often manipulatively) with a range of NPCs and factions which would have been simply overwhelming if presented to them all at once. 

This might sound like a lot of work, but it really wasn't, because all the complexity is emergent rather than scripted. Each faction could be summed up by a few lines: who they are, what they have, what they want, who leads them, how they relate to other groups, maybe 1-2 extra NPCs, and a few bits of key imagery that will ensure the PCs remember them. (This last bit is crucial. One of my players has yet to remember a single NPC name, but he remembers 'the electric skeletons' or 'the girl with all the feral peacocks' easily enough.) And I think it's a methodology that could potentially have wider application. You start with your Fancy Complicated Location, the one you've been wanting to use for ages but never do because you know your players would get lost in all the infodumps. Then you put it in the middle of a hexcrawl, full of groups that relate to various different aspects of it and each other, and you start the PCs off right at the edge of the map. By the time their drunkard's walk through the surrounding hexcrawl finally brings them to the central location, your PCs will have picked up an understanding of it by osmosis, and should be ready to fully engage with it in all its over-complicated glory. 

Just don't overstock the hexcrawl. That was my mistake. Thank God for extremely patient players.

Next: crungon walo wide...

The Old Temple | The Art Institute of Chicago| The Art Institute of Chicago  massive paintings by Hubert Robert. Description from pinterest.com. I searched for this on bing.com/images

Friday, 4 September 2020

City of Spires part 1: Theory vs. Practise

16. John Soane's Rotunda of the Bank of England in ruins, Joseph... |  Download Scientific Diagram

There's a city over the mountains. The people call it the City of Spires.

In the days of your great-grandparents it was rich and proud and prosperous. Traders thronged its streets. Coloured lamps flared in every window. Gold poured through the silk-gloved hands of its laughing lords.

In the days of your grandparents the caravans from the west stopped coming. The roads were all closed, and could not be reopened. The city's markets fell silent. 

In the days of your parents the spires started to crumble. The wealthy fled. The poor whispered of strange sights in the twilight. People said that the city was under a curse.

In the days of your youth, war came to the city. Faction rose against faction, house against house. The palaces burned. At last a great iron serpent tore its way out of the earth and destroyed all before it until only its masters remained, preening self-crowned kings of a city of ruins.

Yesterday the local lord rode into your village with a retinue of mounted soldiers. He said that your hovels were equally offensive to the eyes and to the nostrils, and had furthermore produced no tax revenue worth collecting for the last nine years, so he was going to knock the whole place down and turn it into a game reserve instead.

Where shall we go?' the people asked him. And he shrugged and gestured down the road that leads to the City of Spires.

 

As I mentioned in my last post, for the last year I've been running a (modified) B/X campaign called 'City of Spires'. We're currently thirty-something sessions in, with something like a hundred hours of total actual play behind us. It is not yet a campaign on the same scale as my previous 'Team Tsathogga' game, which ran for seventy-odd sessions over the course of three years: but it still represents a pretty considerable amount of gaming, and I'm very happy with the way it's run so far.

'City of Spires' was my attempt to put my ATWC material to use in an actual game, and as such it's prompted me to think about the differences between writing setting material and actually using it. When I started this blog, back in 2015, I was between gaming groups, and I wasn't really writing for anyone except myself: in fact, if I'm honest with myself, the reason I wrote about a campaign setting was because I wasn't getting the chance to run one. As a result, I wrote my early ATWC material without ever having to confront the key question: 'nice idea, but how exactly can I use it in this week's game?'  This isn't any kind of repudiation - I don't think any of the stuff I've written for the setting over the years is unusable - but it is an explanation for why what I initially wrote and what I ended up running ultimately turned out to be two quite different things.

When the 'Team Tsathogga' campaign finally ended due to some of the players moving away, the remaining players and I agreed that we should start a new campaign at level 0, in some other region of the same campaign world. I saw this as a chance to finally use my ATWC material, but I immediately faced several problems:


  1. Some of my players had read the blog, meaning that they'd know all about the setting (including lots of things they really shouldn't know) right from the start.
  2. ATWC assumes an animist cosmology with little or no standard D&D magic. But the world of Team Tsathogga, which the new campaign was going to be set in, was already established to be a science fantasy setting with standard D&D magic all over the place. 
  3. ATWC is a fairly high-concept setting, and requires a high level of player buy-in. But I knew that some of the players would be new to gaming, and didn't want to shove them into the deep end any more than I had to. 
  4. It's just too fucking big.

That last one was the real reality check moment. I'd spent years sketching out the ATWC setting, and the assumed campaign arc that went with it - go to the city, bounce around interacting with its various factions, make occasional trips into the outside world in source of resources or allies, and ultimately stage a coup or revolution, storm the King's Tower, and confront whatever lurked in the throne room of the Wicked King. What I hadn't confronted was the sheer logistics of it all. I'd given the city something like forty different factions: just meeting everyone could easily be a year's play. Its government was a massive, deeply entrenched tyranny, and while I'd deliberately designed it to be riddled with weaknesses, assembling a revolution capable of overthrowing it would still require immense amounts of investigation, organisation and diplomacy. Vast, complicated social worlds are great fun to write about, but can easily be a nightmare to GM. How many sessions would it take to play out a 'proper' ATWC campaign, with the PCs starting as complete outsiders and ending up as revolutionary masterminds capable of bringing down the Wicked King? Fifty? A hundred? More?

Ralamb's Ottoman Costumes Book (1658) | The Janissary-Archives
'Sorry - which faction are you guys from, again?'

So when I came to write City of Spires, I essentially did so by running a 'Condensation in Action' job on my own setting. My key principle was: 'like ATWC, but smaller'. 

The family resemblance is still very strong. It's still set in a ruinous city on a fantasy Silk Road somewhere beyond the eastern borders of fantasy Persia. There's still a tyranny, and the PCs are still trying to overthrow it, and the focus of the game is still on gathering networks of allies from among the city's strange and desperate inhabitants. But the city is physically smaller, and the population is much lower, and the government is just gangsterism writ large rather than the totalitarian nightmare of the Wicked City. Everything's a lot more ruined, in line with the principles I laid out here that the more thoroughly wrecked a setting is, the easier it is for PCs to exert real agency within it. There are fewer factions, and they're smaller, and most of them only have 1-3 significant NPCs each. As a result, after 'just' thirty-odd sessions, the PCs have been able to explore most of the city, meet most of the factions, and assemble plans and forces for an upcoming coup that just might actually work. 

I've reused many parts of the original ATWC setting, albeit in modified forms. Versions of the Cobweb, the Blue Necropolis, the clockworkers, the snake men, the merchant houses, the street gangs, the Rubble, and the Streets have all appeared in City of Spires. But they all shrank. The Cobweb shrank to a single tower. The clockwork armies shrank to a single huge automaton. The merchant houses shrank to a single merchant and his household. The Hortlaks of the Blue Necropolis shrank to a single undead princess. And so on. Over and over again, I looked at something that could potentially take a whole campaign to do justice to, and decided instead to condense it into something that could be dealt with in a single session. 

I should be clear, here, that I'm not saying that every campaign needs to do this, or that sprawl and vastness is always a problem for games. In a pre-plotted 'adventure path' campaign, it doesn't matter how big or complicated the setting is, because the plot will always ensure that the PCs interact with exactly the right parts of it to bring their story to a satisfying and level-appropriate conclusion. At the other extreme, in a totally wide-open sandbox, it doesn't matter that the PCs may only have scratched the surface of the world around them by the campaign's end: the story is just whatever happened to happen, and that's OK. But if you actually want your PCs to gain a decent level of knowledge of and mastery over their sandbox environment over the course of the game, then it's important to tailor its scale to the likely length of the campaign, and to be realistic about how quickly complexity starts to snowball as the number of interconnected factions grows. If I was starting this one over again, I'd put in less rather than more, at least to begin with. (Did the city really need six noble houses?) It's much easier to add things into a sandbox than it is to take things out.

Next post: the city as hexcrawl!