Monday, January 05, 2009

Bullet Points of Light

So I've decided to insert Wildland, the first map & key from Points of Light, into my World of Cinder setting. I'm a huge fan of author Rob Conley's stuff and I kinda like the challenge of trying to make this shiny nugget of sandbox fit into my larger milieu. Upon rereading the Wildland entry, here are some of my ill-focused thoughts on making the setting my own.
  • The Bright Empire becomes another name for the Kelno Empire, my invading Space Romans adopted from the Wilderlands of High Fantasy.
  • The religious strife between the Goddess of Honor and the God of War will be recast as a conflict between the Church of the Great Gold Dragon and the Frog Gods of Chaos.
  • The Crandor Moors are marked on the map as being full of 'escarpments'. Forunately those things have a wikipedia entry so I can learn myself up. I come from Illinois. You know how flat Illinois is? Any bump in the road that interrupts line of site is called a hill.
  • The NPCs need full write-ups, and generally I'm going to demote them by several levels. In my world a fourth level fighter dude isn't just called a Hero, he's the kind of guy bards write songs about and kings seek out to lead armies.
  • All the paladins will be converted to Fighters and/or Clerics.
  • I'm not sure yet what to do with the druids. I like druids in principle, especially as NPCs, but I'm not sure how to stat them up. The Supplement I: Greyhawk method of using cleric/magic-users has some appeal, as does adapting the Mentzer version of the class.
  • The map needs more lava. There's a lone mountain in hex 1311 that would make a decent volcano. And a couple hexes of the Grey Sea could be set aside as Boil Zones, which would be known as navigational hazards to the local pirates.
  • At least a couple nameless horrors diced up from the Random Esoteric Creature Generator need to be added to the map.
  • The ruins and lairs need to be mapped out and stocked for adventure. Or maps and keys stolen from elsewhere and dropped onto the board.
  • On the 'nice but not required' side of things custom price lists for each community would be cool.

Sunday, January 04, 2009

What I've been up to.

Winter War is a month away at this point and I really need to get my act together for my two games. I'm running an old Gamma World adventure vaguely adapted for Encounter Critical craziness and a Labyrinth Lord game for up to twenty players. Anybody who can get to Champaign on February 6th, 7th, or 8th should come play some games.

But before Winter War I'm attempting to launch my newcampaign running Labyrinth Lord plus Points of Light plus The Random Esoteric Creature Generator set in my World of Cinder, with the first session scheduled for Traditional Adventure Roleplaying Week. I really need to finish my write-up for the Armored Gopher Games website and kick the promotion of the game into high gear. All gameblog readers are invited to this campaign, even if you can only stop by for one session. One of the goals of the campaign is to accomodate people who can't committ to regular play. Come for just one session if you'd like.

The last couple of days I've been working on some Labyrinth Lord/house rules inserts for my nifty customizable GM screen. The process basically involves making a list of all possible charts I could want on my screen, prioritizing the list, retyping the highest priority items, and figuring out which of these I can squeeze onto the inserts in what arrangement. So far the Arduin crit and fumble charts are being a big pain in the ass to work with, but I'm tired of bringing a Grimoire or two to games for just a handful of charts.

While looking for a link for my nifty GM screen, I discovered that Ken Hite has written a post-apocalyptic setting for Savage Worlds. That sounds pretty cool.

Saturday, January 03, 2009

Shatnerday...?


This one goes out to yesterday's anonymous commenter.

Friday, January 02, 2009

found on my hard drive

Wednesday, December 31, 2008

Say It With Monsters

I think one of the key things that drew me to becoming a DM was the monsters. As a youth I was never much of a world-builder. My Cinder setting is in fact my first from the ground up go at such stuff. Previously I would simply build upon a pre-existing framework, usually Greyhawk or Mystara. But monsters spoke to me. Many Saturdays I would sit at the TV, trying futilely to tune in a signal from Chicago, so I could watch the Son of Svenghouli host a crappy old monster movie. My grade school library featured several tomes on mythological monsters and books about old horror movies complete with photos, all of which I checked out again and again. I ate it all up: vampires, Frankenstein, werewolves, mummies, ghosts, the Dover Demon, the Mothman (which still creeps me out to this day), Godzilla (& crew), the Blob, the Jersey Devil, Spring-Heeled Jack, big-headed aliens, giant insects, etc.

As a kid I also read a lot about dinosaurs, but they eventually grew tiresome because the books all maintained that dinosaurs lived so long ago there were no people around. With no cavemen to menace, dinosaurs aren’t quite as cool. My buddy Dave had a dinosaur book for kids written by creationists. It argued vehemently that dinosaurs were around in Biblical times. Samson beating up T-rexes with the jawbone of an ass sounds pretty awesome if you think about it. Or Phillistines riding triceratops into battle against the Israelites, with the Ark of the Covenant blasting the dino-riders with death rays. The book even attempted to argue that the weird skull structure of some dinosaurs allowed them to store methane, which they could ignite and expel from their nostrils via some physiological mechanisms similar to the defense mechanism of bombardier beetles. I think that chapter was meant to prove that Biblical references to dragons were full of true scientific realism. The authors offered no explanation for the unicorns mentioned in more than one book in the Old Testament. Maybe they saved that for the sequel.

Wow, that last paragraph got weird. Anyway, D&D stoked my love of monsters by giving me whole volumes of creatures, with bizarre statistical information to boot. And as DM I get to inflict these creeps upon the poor hapless players. Some DMs like to ruin the player’s day with intricate, sadistic deathtraps. While I can appreciate the mad genius behind such devices, sending in monsters to beat up the party appeals to me much more. So my dungeons generally run light on traps and heavy on critters. I used to think that more monsters was always automatically better than fewer monsters. Most players can only murder so many orcs before they start getting bored. Add in a couple of horrors pulled from something like the Arduin Grimoires and suddenly the players sit up and take notice.

When building a campaign milieu, I think the less-is-more approach is a good one. Trimming down the list of important monsters to a select few that count for something geopolitically will make managing the game a lot smoother. In my Cinder setting hobgoblins are the only humanoid race capable of going to war or occupying land on a large scale. Bands of orcs serve various evil masters, gnolls work as mercenaries, and goblins are conscripted into lots of armies, but only the hobgobs have a direct impact on the world stage. Similarly, humans pretty much eclipse the demihuman races on the global scale of events. There’s no place on the map where elves or dwarves rule, except in small pockets (i.e. the local Fey Forest or Lonely Mountain). The elves claim rulership of the whole dang planet, but no one pays any attention to that. Arguably the halflings have more clout than the elves, owing to the activity of their mercantile clans.

For more monstrous beings, the structure of the planet allows me to whittle down the list of important critters. One way I think of Cinder is as the love child of Terra and Io. Speaking broadly, whatever isn’t green and pleasant is covered with lava. Fire breathing dragons, salamanders, flaming demon types, and fire giants control big chunks of the world. Ice creatures and aquatic monsters might have local power at the one hex = 5 miles scale, but they don’t matter much in the overall scheme of things.

That sort of analysis involves looking at the impact of monsters on international affairs. But beyond the borders of civilization or deep down in the dungeon? At some point the kid gloves have to come off. I’m not a killer DM by inclination, but few things beat the thrill of the party beating a hasty retreat from a dungeon level, maybe leaving some of their comrades for dead, and someone at the table asking “What the hell was that thing!?” By my lights monsters in the underworlds and wilderlands owe no strict allegiance to rational thought or gygaxian naturalism. I find it more useful to structure multi-level dungeons as a slow descent into madness. The first level of the dungeon usually should have the most concessions to logic, with accoutrements such as ventilation shafts, potable water sources, and latrines for the more human-like residents. But as one progresses deeper into the dungeon the less it resembles the waking world of cause and effect and the more it falls under the jurisdiction of dream-logic. That’s why I’ve never personally had a problem with so-called ‘funhouse’ dungeons, where a ki-rin might live next door to a shedu. Asking why they don’t fight each other while the PCs are away makes as much sense as asking what the monsters in my nightmares are up to when I’m not asleep.

So I guess I would put monsters into two different classifications based upon their use. On one hand we have the general grab bag of bogey men. These critters are generally reserved for the hidden places of the world and don’t have any real need to for attention to ecology. They don’t even have to make sense, like the balloon men that live Under the Storm Giants Castle. By hiding these critters in out-of-the-way places you give your campaign setting plausible deniability, which is even better than plain ol’ plausibility because you can still include flumphs in your adventures. In my experience many players who say they want ‘realism’ in their game will accept a plausible deniability set-up, it’s when you make ducks a playable PC race that you start to run into trouble.

The other group of monsters is the select few you choose to make centerpieces of the overall campaign world. As I said before, I think a short list is important here just to make handling the campaign smoother. Think of the situation the way Traveller has handled aliens. You can fill a pretty big cantina with all different alien species that have made appearances in Trav products over the years. But the only races that matter for most affairs of galactic politics are the humans, the centauroids, the lion people, the dog people, the starfishies, and the space dragons.

Even more important that who holds what parts of your hexmap, though, is what you do with the monsters you choose. It’s not enough, I think, that I choose hobgoblins as the primary humanoid menace of the campaign setting. Or opting to excise metallic dragons altogether from my world. Both of these decisions were made for very prosaic reasons. At the one on one level I wanted the vast humanoid menace to be equal to or just slightly better than a 1st level fighter and clearly superior to a normal man. And I wanted good dragons out of the campaign simply because I wanted all dragons to be horrible and scary. But those decisions informed the campaign world further.

Hobgoblins have a slight edge over humans because they were the ones who originally terraformed the green parts of the planet. They’re better adapted to Cinder because the environment was originally custom-made for their biology. Human and elvish immigrants (and their imported plant and animal life) have ruined a lot of that work, which explains why the hobgobs are only slightly superior under present conditions. It also explains why the hobgoblins are so pissed at humanity. We literally wrecked their paradise. They even went to the trouble to build their Eden on a lava planet so that the humans wouldn’t move in next door. Similarly, my decision to cut gold dragons enhances Cinder’s faux medieval Catholic Church, which preaches the good news of a gold dragon Messiah. The Dragon Pope can’t really strive for a new age of faith if I have real live gold dragons running about the place. And that decision fed into using killable gods and frog demons for the Neutral and Chaotic pantheons. The simple threat of being stabbed by an adventurer keeps the gods off the playing field much of the time, giving more room for their minions to act on their own.

Boy, this post went all sorts of places I wasn’t expecting when I started. I never even quite got around to talking about the gnolls of Cinder. Thinking about them was what got me started on this ramble. Oh, well. Maybe next post.

Monday, December 29, 2008

Check this dude out!


Now that's a keen looking fighting man! He's part of Bronze Age Miniatures line of Dead Earth (read 'Barsoom') figures. The folks at Bronze Age also have some great Tolkienesque fantasy figures. Their dwarves look like they just stepped out of a Hildebrandt painting. And their Big Bad Wolf figure makes for a great lycanthrope, though to get it you also have buy a tarted-up Little Red Riding Hood.

Sunday, December 28, 2008

The Bestiary of Bob

For years one of my favorite webcomics has been Bob the Angry Flower. The subject matter of the strip runs the gamut from international politics to mad science (real and imaginary) to the horrors of trying to give up smoking, all with easy cartoony linework, weird characters and fun dialogue. And along the way creator Stephen Notley whips up quite a few monsters, which leads to today's post.

Stab Fairy
Number Encountered: 1d6
Alignment: Neutral
Movement: 60' (20') Fly: 180' (60')
Armor Class: 3
Hit Dice: 1+1
Attacks: 4
Damage: 1d4
Save: Elf 2
Morale: 9
Hoard Class: III + IV

Stab Fairies are the warrior class among fey peoples such as pixies and sprites. They attack larger creatures by flying into their foe's faces and slashing with all four blade limbs. Survivors of combats with these little maniacs often sport jagged facial scars.

Knife Ghost
Number Encountered: 2d4
Alignment: Chaotic
Movement: 120' (40') Fly: 240' (80')
Armor Class: 2
Hit Dice: 6
Attacks: 2
Damage: 2d4
Save: Fighter 6
Morale: 11
Hoard Class: XVII

These undead have slashing knives, snipping scissors and spinning dental instruments where their hands should be. Knife ghosts are immune to sleep, charm, hold and invulnerable to normal weapons, including silver. The wounds caused by these creatures rusty and dirty blades may not be healed in any manner until the victim is the recipient of a cure disease spell. [My bud Stuart whipped me up some 3E stats for Knife Ghosts back in '04 or so, but I'll be damned if I can find them right now.]

Cephalogod
Number Encountered: 1
Alignment: Chaotic
Movement: 30' (10') Swim 120' (40')
Armor Class: 7
Hit Dice: 20
Attacks: 10
Damage: 1d12
Save: Fighter 20
Morale: 9
Hoard Class: XV

These tentacled horrors normally lurk in the deepest ocean trenches and certain murky underground lakes, but they occasionally visit the surface world for the purpose of rampage. Instead of attacking with its mighty tentacles a cephalogod may opt to fix its loathsome gaze upon any single creature, who must save versus paralysis at -4 or be held for 2d6 turns.

Belaphathon
Number Encountered: 1 (unique)
Alignment: Chaotic
Movement: 120' (40') Fly: 120' (40')
Armor Class: 4
Hit Dice: 8
Attacks: 1
Damage: 1d6
Save: Magic User 8
Morale: 11
Hoard Class: XVIII (none if summoned)

Certain horrible grimoires record the ritual necessary for the conjuration of this infernal terror. Belaphathon casts spells as an 8th level magic-user and it is usually called to teach the summoner new spells. Note that it will only teach one spell per summoning unless the parties can agree to some long term pact. As is normal with such beings, Belaphathon will twist the meaning of commands, seek to bargain for the eternal soul of the conjurer, etc. Belaphathon cannot be harmed by normal weapons, but is vulnerable to silver and any weapon that has been blessed by a cleric since it last shed blood.

Attack Banana
Number Encountered: 1d6
Alignment: Neutral
Movement: 90' (30')
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d4
Save: Fighter 1
Morale: 9
Hoard Class: none

These guys aren't automatically hostile, but they have very short tempers. Angry attack bananas hop up to foes and latch on with their vicious fangs. Once they have sunk teeth into their victim they will not let go, doing automatic damage each round until dead. No doubt another creation of some smirking archmage with too much time on his hands.