Showing posts with label sandbox. Show all posts
Showing posts with label sandbox. Show all posts

Saturday, March 29, 2014

Campaign Diary: DCC in the Wilderlands (Pre-game Notes)

I've finally started a Wilderlands campaign using my heavily house-ruled version of Dungeon Crawl Classics (DCC). My goals are to provide challenge-based sandbox play in the mold of Ben Robbins' West Marches campaign and especially Eero Tuovinen's D&D campaigns (a huge topic you'll have to google by yourself if you are interested). To get the hang of the rules in practice, I've settled on the acclaimed Barrowmaze as a starting point. I plan on opening up the Wilderlands world as the game progresses.

DCC, especially in my version, offers fast character creation (to make a lethal game viable), fast play (to get lots of stuff done), high lethality (to make choices and die rolls matter) and its trademark unpredictability (to protect against lingering habits to railroad and to generate an Appendix N-feel).

The Wilderlands offers just the right ratio of inspiring detail and white space on outstanding maps. I'm using the excellent if somewhat verbose Necromancer edition. Of course, I've heavily modified the setting, too.

I plan to provide the first couple of session reports soon and to then switch to a more regular schedule.  

Friday, May 18, 2012

Becoming a Killer DM: Enough Rope to Hang 'Em

 "H is for Hallways" by Jeff Easley, featured in Michael Curtis' The Dungeon Alphabet

The worthy GM never purposely kills players' PCs. He presents opportunities for the rash and unthinking players to do that all on their own.
Gary Gygax

Running a very deadly game practically requires a lot of player choice, e.g. a sandbox approach.

If you are railroading a party through a series of meticulously planned encounters they had damn well better be balanced.

(Aside: Today, 'balanced' is usually implemented - if not honestly interpreted - as "The PCs will succeed unless the players make fantastically bad choices or rolls". I was brought up differently: When my first AD&D character, a fighter, used a wish to "fight a worthy opponent over a fat purse" (so as to recover his honour with a duel and get some gold), the DM sent a guy actually slightly stronger than my fighter. My fighter died. Ever since, I've interpreted "worthy" as "stronger" and "balanced" as "has a 50% chance of killing you". If I forced my party into a series of really 'balanced encounters' - and without a chance to tip things in their favour through clever play - they'd be dead by the end of the session.)

If you are letting a party run loose in a sandbox, 'balanced encounters' are not much of a concern. As Gygax points out, the idea is to give the players enough rope to hang their characters with.

To wit:
Corridor A opens into a room marked with goblin graffiti and contains a large chest.
Corridor B opens into a room reeking of undeath and features a priceless* gem on a pedestal.

*Okay, not 'priceless'. Let's say 'worth one level each', by the calculations of the thief.

If the players choose corridor B you can run whatever deadly trap or encounter you have prepared. Flood the room with negative energy, teleport a dozen wights into the midst of the party etc. - knock yourself out!

And if the players figure out a way to get their grubby little hands on that gem - and there should be a way, not to mention clues! -, by all means: let them have it and level up. Great risks should yield great rewards.

If you are starting out as a Killer DM, take care to let the players choose which challenges to take on and which to back away from. You'll have far less compunctions about killing off PCs if they chose their own doom.

Friday, April 27, 2012

My Trinity of Old School Gaming (Part 4)


After explaining the relationship between a game’s mortality rate and its method of character creation, how the former leads to simple and exciting combat, and why all of this makes it easy to form or find a gaming group, I finally get to analyze how it all relates to challenging and creative roleplay.  
Random character generation results in quirky characters (an intelligent warrior, a nimble wizard etc.) and, perhaps more importantly, in characters one might not have chosen to play otherwise.

A high mortality rate leads to a much, much more intense roleplaying experience. Consider the following scenario:

Peasants ask the adventurers to help them against a terrible monster. It’s a sandbox campaign, so the monster might indeed outmatch the characters and it’s up to the players to decide whether to tackle it or not.

If the players know that the DM will let them escape in case things go wrong, or will adapt the monster to the party’s strength, or fudge, then the choice to play the heroes is an easy one.

(And that’s exactly what the players will do: play the heroes.)

If the players know - from actual experience - that PC death is a very real possibility and a TPK is not out of the question, then the choice to play the heroes is a tough one.

(And if the players go through with it, they are the heroes, at least to the extent it’s possible to vicariously experience such a thing through fiction.)

In the former case, you’re emulating a genre and creating a story (with high drama and heroic deeds).

In the latter case, you’re putting yourself in a character's shoes to make challenging choices and suffer the consequences, for good or ill.

Of course, similarly negative consequences for the players also work to some extent. If the risk is real, the play is intense. Choosing to enter a tomb when you know it’s full of level-draining wights takes guts on the part of the player. Choosing to save an NPC’s life instead of escaping with gold worth 3000 XP requires that the player is really invested in the in-game fiction or his vision of the character.

(Risking a -1 penalty for the next three encounters or getting those 3000 XP or whatever from the ‘story award’ for saving the NPC – well, that’s just not the same.)

Oh, and then there’s simple combat. A simple combat system frees up mental space for creative solutions or evocative descriptions. In complicated games, players are so busy tracking multiple variables and weighing (preconfigured) options that there is hardly any time to appreciate the fiction or think outside the box. It was a running gag in one of my Rolemaster campaigns that, after a long fight, the players and DM would enumerate all the mechanical advantages and bonuses they had forgotten about.
 
That's it for now with My Trinity of Old School Gaming. Next, I'll start a series on Becoming a Killer DM, but I plan to throw in some rants and reviews as well.