Showing posts with label contest. Show all posts
Showing posts with label contest. Show all posts

Thursday, January 2, 2025

Judgment

What's today? The second? Oh, good.

Between October 1st and December 31st, Ben Gibson ran his second "Adventure Site Contest" (ASCII). Welp, the submission period is past and for the judges (including me) it's time to get down to the judging. Here were the basic criteria for the contest:

1) a small adventure site, pluggable as a hex or side crawl and appropriate for an evening's play.

2) no more than three pages in length (not counting maps and/or cover page); suggested range of encounters from 5 to 25.

3) system must be TSR-era D&D edition (or "a very close retroclone") OR an "old-school sci-fi" game "like Traveller or Stars Without Number."

29 contest entries were received in total; all appear to meet the basic requirements although five of them exceed the recommended encounter range. While this may seem like a minor detail, the point of the ASC is to make a small adventure, suitable for "a satisfying night's D&D session." 30+ encounters is, for me, a couple sessions in length...maybe one "all-nighter" (6+ hours) for a dedicated group that can buckle down (or a hand-wavy DM that skimps over material). But this will be a minor consideration in my judging standards.

Here's the breakdown of adventures:

12 AD&D adventures (including one Oriental Adventures themed)
1 OSRIC/1E adjacent
2 OD&D
2 Swords & Wizardry/OD&D adjacent
1 for Seven Voyages of Zylarthen (nominally OD&D adjacent)
4 B/X
2 OSE/BX adjacent
1 Labyrinth Lord w/AEC (B/X-AD&D adjacent)
1 ACKS (nominally BECMI adjacent)
1 Stars Without Number 
1 for "Classic D&D" (not a system) that I'll probably judge harshly
1 adventure that lists no system which I'll probably disqualify out-of-hand

I will review all the entries here on Ye Old Blog, but only the top eight make the book, and so I will only be recommending that number to Ben. Contestants should be happy to know that my judgments carry no more weight than any other judge, so just because I dislike what you've written does NOT mean you can't win. Bear that in mind if/when my review of your adventure seems...mm..."harsh."

Here are my personal judging criteria:
#1 Adherence To and Use Of indicated system for indicated level range

When a Dungeon Master sits down to run a game of [insert edition] D&D with an adventure module, they need to be able to count on that module working with the system. Yes, there are plenty of DMs that offer Frankenstein, hodge-podge games kit-bashed from multiple sources: that ain't my problem. Does the product match the advertised package? Are you competent at designing for the indicated system? I'm a stickler for this because it is FRUSTRATING to pick up an adventure and find that you have to "fix" problems that a laissez-faire designer has allowed to run roughshod.

A good chunk of this will be looking at treasure ranges offered for PCs of the indicated level range. Gaming takes time...is the adventure worth the time of players interested in playing hard and advancing their characters?

#2 Challenge Over Milquetoast

Assuming the design is competent and the treasure range is good for the system/levels indicated, how challenging is the adventure? Generally, I'm going to favor dangerous environments over pushovers...though if you go too far (say a dungeon full of poisonous critters for a party of low-level characters with no access to neutralize poison) you're going to get dinged. However, all other things being equal, I like adventures that push players and force them to sweat a bit (and cooperate with each other). The chance of absolute disaster (i.e. the infamous "TPK") should always be on the table for the over-ambitious, un-cooperative, and dreadfully stupid player group. Without risk there's no thrill.

On the other hand, risk is no good without reward. Fortune should favor the bold...if the treasure looks weak compared to the danger involved, I'm going to be unhappy.

#3 Creative Theming and Cohesion of Design

I'm listing my criteria in order of importance, and "originality" and "flavor" comes in a distant #3 to design and challenge. D&D is an experiential game...we want to give the players an experience they'll remember. An edge-of-your-seat fight with a goblin horde that forces them to use every resource in their bag can be surprisingly effective even if it's "just goblins." That being said, there is a place for creativity and theming, and an adventure site that links these together is good for verisimilitude which serves to HEIGHTEN the players' experience. If there are disparate creatures in the dungeon, they should have a reason for being together; there should be an interactive quality to encounter design. Does that matter as much as GOOD design and pressing challenges? No. But it does matter. 
This bit also takes into account map readability and usability of format (things that can, generally, be adjusted easily).
SO...that's how I'm going to be judging these adventures. I'd like to get through one per day...which would allow me to finish all the reviews by the end of the month...but I'm not sure my time's going to allow me to keep up with that grind (we'll see). 

I would prefer to review them in sections based on category of system (for example, do a review of ALL the 1E adventures then ALL the B/X adventures, etc.), but I think it's probably more fair to judge them in the order they were received? I mean, John Nash got his adventure in almost from the jump (October 4th)...he's been waiting a loooong time for his reviews. Does he even remember he entered a contest? A lot has happened since October 4th!

Still, the vast majority of adventures weren't submitted till mid-December, with two-thirds of them coming in after Christmas! Tell you what: I will review the pre-December submissions in the order they were received, and THEN I'll do everyone else by category (in the order received). That would give us the following order:
  1. Sausages of the Devil Swine (John Nash)
  2. The Lair of the Lamia (J. Blasso-Gieseke)
  3. The Caverns of Despair (Kurt)
  4. The Cleft in the Crag (J. Allen)
After that we'll go AD&D (and 1E adjacent), B/X (and Basic adjacent), OD&D (etc.), and finally the Stars Without Number entry ("Galactic Funtime"), which was the very last entry received and which I confess I'm not too keen to review anyway. Blog posts should...hopefully...start tomorrow.

One last thing. All my reviews will be without playtesting. As I've written (many times) before, it is extremely difficult (if not impossible) to tell just how good...or bad...an adventure is without playing it. Adventures are designed to be played...D&D is a game that is meant to be played. I will do my best to give analysis based on my past experience, but NONE of these reviews will be based on actual experience of play. As such, folks should take my musings and critiques with a very LARGE grain of salt. Things I think bad might be wonderful in play; things I think look great might be terribly clunky. Only actual play of an adventure will provide a real idea of how well it's been designed.

All right, that's enough. Will try to have the first post up tomorrow.


Tuesday, December 31, 2024

Last Post Of 2024

Going to be pretty busy today (mostly cooking and cleaning) as we somehow managed to invite 10 people over for New Year's Eve dinner. 

*sigh*  So much for my relaxing holiday.

Ah, well, I'm sure it'll be fun. Plus, I'm not driving anywhere so I don't have to ration my fuel intake (i.e. alcohol consumption). The wife is doing "dry January" this year, and I'll probably join her...want to lay off the liquid calories for a while, not to mention rest the liver.

ANYway, I'm going to keep this one short.

Item #1: if you plan on submitting something for Ben Gibson's Adventure Site contest, this is your last day to do so. Or contact, Ben...I don't know, maybe he'll be lenient with late entries depending on your time zone. I'm going to be one of the judge/reviewers and I look forward to reading everyone's entries. Good luck!

Item #2: our revised Blood Bowl rules have worked great. I lost my first game against the wood elves 6-0 (we have not yet instituted extra points), but it would have been a lot closer if the blizzard conditions hadn't stifled any field goal attempts from my orks. I am now playing the Amazons and am leading 6-0 in the first quarter...although the ladies are driving. 

A couple/few notes:
  • The 2E NAF rules calls for four, eight turn quarters (each turn being a "down" of football). This is too many (i.e. the game would take far too long), and so we've cut this time in twain (so that each half is eight turns long). Worries that this would make the game feel less like "real football" proved to be unfounded, especially given A) that the 2-minute rule is in effect the last two turns of each half, and B) a turnover (i.e. a fumble recovery or interception) does not run time off the turn clock. The game still feels like gridiron football (with pressure to score within four downs), and yet it's still Blood Bowl...by the end of the game, both sides were down to ten men on the field (due to horrific bloodletting).
  • When it came to roster building we ignored all the price values and just said: everyone has a full team of 16 plus two team re-rolls (that's two re-rolls per half). We also said we weren't going to worry about star players or SPPs...just play with the skills on your roster (5E with regard to orks and wood elves, 4E with regard to dark elves and amazons). Turns out the teams are still pretty well-balanced! Diego needed (and got!) some pretty good rolls to injure as many orks as he did, or I would have really ground him down in the attrition battle. Except for those damn war dancers...those guys are dead-hard to bring down (knocked out his treeman, though).
  • We've added the gridiron football rules regarding the line of scrimmage. For those who don't know, this boils down to three basic additions:
  1. There must be at least seven players on the line of scrimmage
  2. Only the players on either end of the line are "eligible receivers" (in addition to players in the backfield).
  3. Only eligible receivers may advance beyond the line of scrimmage on a passing play.
In practice, this has meant that the five interior offensive linemen (the center, two guards, and two tackles) can throw a block to start the down but cannot "follow-up" if the opponent is pushed/knocked over. After the ball is passed (beyond the line of scrimmage), these players are allowed to advance.

2nd Down at the 50 yard line. The orks are
set up in a 4-3 with a safety in the box.

Anyway, it's worked great and we're already considering ways we can spice it up, including calling 'audibles' or pre-snap adjustments, and implementing time outs and play clocks (i.e. time limits on setting your team). So far, though, it's working great. I'll post some photos when I have a chance.

Item #3: I am looking forward to the New Year, but there's going to be quite a bit going on in January/February including getting Diego's high school nailed down, selling my mother's house (which I've decided to do), and coaching volleyball for the kids.  I suspect posting will be rather light, other than ASCII reviews and my (planned) 2024 retrospective. I am working on some D&D stuff (mostly adventures), but I don't want to post about that until after I've had a chance to do some play-testing. My dive/analysis of the Unearthed Arcana is all-but-over, and I'm quite happy with where I ended up on that one

All right, that's it for today. Happy New Year everyone!
: )

A closer look at the Amazon team; painted
in the Bills color scheme (very patriotic).


Sunday, October 27, 2024

Adventure Site Contest II

My apologies for neglecting to mention this, but Ben Gibson is currently running the second installment of the Adventure Site Contest (ASCII).  Deadline for submissions is January 1st, so if you're sitting around watching NFL games this morning (as I am), that's something you can work on during the commercial breaks...at a maximum of 3 pages, these short-form adventures are ideal for seeding throughout your campaign world.

Little something-somethings for "off the beaten path."

I will NOT be competing this year, but as one of the judges, I will be reading...and reviewing...all the entries. If you've long cherished any interest in hearing me lambast your design chops for poor treasure counts, this is your chance! Hahaha!

All right, that's all for the day. The daughter and I are going to the Seahawks-Bills game this afternoon. She'll be wearing her Josh Allen jersey (*sigh*) not because she's a Buffalo fan, but because she finds "Joshy" to be tasty eye-candy (*double sigh*).  Ah, well...it is what it is, and professional sports are supposed to be entertainment; everyone's entitled to a favorite player.

[some of MY all-time favorites? Emmitt Smith and Mike Alstott. Never owned a 'Boys or 'Bucs jersey, though...]

Have a good week, folks!
: )

Tuesday, June 11, 2024

Page Counts

Waaaay back in January, I mentioned Ben Gibson was hosting an adventure writing contest (specifically, an adventure site writing contest), but I absolutely failed to write any particular follow-up post on the subject. My apologies. Here's the skinny: the contest ended and, yes, my entry won. 

However, that latter bit is completely unimportant. What IS important is that the compilation of the best entries was released (um, yeah, back in April dude) and is currently available for FREE over at DriveThru. Would you like a handful of adventure sites to sprinkle into your game world as little side excursions? Well, here you go: 32 pages of PDF consisting of eight "adventure sites," each constricted to two pages of text plus map. Not bad. And did I mention it's free?

Here's the bit that I like about it (besides being one of the entries): it's 32 pages.

There was a time when D&D adventure modules ALL clocked in at about "32 pages." That time was long ago, in the magical time period known as the 1980s. 

[funny side note: my kids have romantic notions of the '80s and have often said they wish they'd been alive at that time. My daughter, especially, has lamented that time travel isn't possible, as she'd want to travel back in time to the 1980s and live her childhood then. It makes me laugh. Yes, there are many things about that decade that I miss and/or that I'm nostalgic about, but having LIVED through them...yeah, no. Mm.  Okay, enough...that's a tangent I could wax on about all day...]

And there's good reason for that number. 32 is just eight pages, folded and saddle stitched. Half the size of the B/X books which (at 64 pages each) were just about the limit for a saddle-stitched printer of the time.

Hm. Okay, I'm making an assumption there: my own printer has told me that 64 pages + cover is pretty much the limit of their capabilities. Not sure what reprographics technology was like back in the early 80s. But all those old TSR game manuals (Top Secret, Star Frontiers, Boot Hill, Gamma World, etc.) clocked in at 64 pages or less.

But TSR's adventure modules were always smaller, maxing out at 32 pages apiece...at least up through 1985. 1985 sees the release of WG6: Isle of the Ape (at 48 pages) as well as the Temple of Elemental Evil "super-module" (although that one wasn't saddle-stitched). Beginning in 1986, larger saddle-stitched modules become more and more common offerings from TSR, including most of the final Dragonlance scenarios, B10: Night's Dark Terror, other BECMI-era modules, the DA (Dave Arneson) series of adventures, etc. Of course, 1986 brought the entry of even more "super-modules" to the market, too (A1-4, GDQ, I1-3, etc.) as well as the infamous H-series (Bloodstone). 

In other words: about the same time adventures started turning bad.

Boo-hiss! JB you suck! I love Mentzer's I11: Needle, and I12: Ravenloft 2 is an absolute masterpiece!

Sure, sure, whatever. I'm sure there are plenty of good adventures published by TSR after 1985...my own purchase of modules post-'85 were very few and far between (unless I was picking up old modules...used...from The Book Exchange in Missoula, MT). Fact is that there was a period of time as a kid when I simply had little access to adventure modules at all...that period being between (roughly) 1986 to 1988. As a kid without income (any "allowance" my parents gave me was pretty paltry and probably spent on the occasional comic book), and no car (few places within biking distance of my house at the time carried ANY D&D stuff...maybe B. Dalton's books), there was simply no real opportunity to even peruse these latter-day modules, let alone purchase any. And by the time I got to high school (1988) I was (mostly) out of the D&D hobby anyway, having discovered actual game stores (in the University District and Capitol Hill) and a plethora of distractions...including other RPGs.

These days, though...

There is a limit to what I will read. That's the truth. My time and, frankly, my attention span is rather limited. A 32 page adventure scenario is pretty much the limit of what I can dig into. Oh, I've picked up other offerings...both from the OSR and those "glory days" of the late 1980s...that are far, far larger than 32 pages. But in general they are a slog to read through. And as adventures, they are tricky (for me) to conceptualize and 'hold' in my mind.

Let me explain what I mean by that: when I DM an adventure I need a good "grasp" of the thing to be effective in running it. I need to be able to keep track of the NPCs, the encounters, the way the adventure 'works' (functions) as a site (or sites, if multiple). I need to be able to hold these things in my head in order to react to the antics of the players in a fashion that is appropriate. And by "appropriate" I mean A) in a way which doesn't harm the verisimilitude of the play experience and B) does not cause a cascade effect of errors down the rest of the adventure due to dereliction or neglect. 

Probably I should give examples...and yet I'm so set in how I do adventures already, I don't have any "bad examples" to provide. Perhaps I'm just lazy: maybe I could take and run a 60+ page monstrosity without needing to look stuff up, flip through pages, get confused, get lost. Maybe. Perhaps I've tried running such an adventure in the past and just...can't...remember.

But here's the thing: an adventure is just a scenario. That's it; that's all it is. It (ideally) has a key of encounters that should be both sensible and appropriate (two terms I'm using very specifically). And (again, this is for me) it should have an overall design concept in which those encounters function together in synchronicity...not like a "well-oiled machine," but more like a healthy living organism. Because when we play Dungeons & Dragons we are immersing ourselves in a world and a world lives and breathes. And the person running that world is also a living organism, one subject to error and illness. 

Ugh. I'm probably not laying this out right. Let me approach it from a different angle: 32 pages is IMMENSE, okay? Considering that you are providing a single scenario for adventure...something that the players may choose to ignore or move on from or spend several evenings delving...there is a LOT you can pack into 32 pages. Ravenloft was only 32 pages...and it has more than 120 keyed areas, AND wasted page count on full page illustrations and fortune-card mini-games. The entire Against the Giant series (G1-G3) was published in a 32 pages, and that can take months to complete.  32 pages is a LOT.

If you need more than 32 pages to pen your adventure module, then it probably needs to be broken up into more than one scenario.

That's my opinion, of course. But it feels like a lot of these huge page count adventures are "something more" than a single scenario. They are "setting guides." Or they are "mini-campaigns." And, especially with regard to the latter, why wouldn't you break them into different sections, different linked/related adventures rather than a single, unwieldy book?

Of course, there are also the vaunted "mega-dungeons": the Barrowmazes and the Stone Hells. I know some folks love these. I know that some folks consider mega-dungeon delving to be the TRUE way of playing D&D based on the examples set down by Gygax and Arneson (with Castles Greyhawk and Blackmoor, respectively). They're not for me. I am nearly as interested...and yet far more invested...in the world outside the dungeon, as in the dungeon itself. The idea of playing through a dozen levels of anything is foreign to my game...why O why would I ever want to purchase such a thing for my table?

Heck, I've never been able to finish reading the Temple of Elemental Evil without dozing off.

So, I've come to a conclusion: I'm not going to write any any adventures with a page count higher than 32. 'Big deal, JB, you don't write adventures.' Well, I'm starting to. And I'm going to set some working parameters for myself. 32 pages, including cover page, appendices, pre-gens, etc. That's it. Truth be told, I am a little disappointed that Dragon Wrack was a whopping 41 pages...however, in my defense it did include six pages of pre-gen write-ups and a three page Chainmail supplement.

No more!

I'm totally serious here (silly as this subject might sound). An adventure should offer maximum playability with minimal prep. A 32 page adventure module can be read and digested in an afternoon, and run in the evening...THAT should be the goal. The adventure isn't the game, after all. Oh, it's a big part of the game, but it. Ain't. The. Game. 

[I feel like I'm writing a lot of sentences like that lately]

32 pages should be an absolute maximum for the adventure proper. Many adventures shouldn't even need that many pages (pick up a copy of classics like S1: Tomb of Horrors or C1: Hidden Shrine of Tamoachan and remove the illustration booklets...count how many pages those are). Just what are we doing these days with the adventures being published. Here's a list of the last 25 adventures reviewed over at TenFootPole:
  1. a 60 page "non-adventure"
  2. a 17 page adventure with a 7-room dungeon
  3. a 32 page "walking simulator" (not an adventure)
  4. a 17 page adventure with a single encounter
  5. a 30 page adventure with 6 encounters
  6. an 18 page adventure with 12 rooms
  7. an 87 page adventure with 30 rooms
  8. a 100 page adventure with 60ish rooms
  9. a 48 page "digest pointcrawl" with 17 encounters
  10. a 100 page dungeon of nine levels
  11. a 150 page supplement/setting guide
  12. a 104 page jungle hexcrawl
  13. a 120 page city supplement featuring 3 dungeons ("not an adventure")
  14. a 58 page adventure featuring 67 encounters
  15. a 34 page regional guide with "nothing of interest"
  16. a 182 page adventure (holy jeez)
  17. a 31 page adventure featuring 3 mini dungeons of 6ish rooms each
  18. a 75 page "Call of Cthulhu-type" adventure
  19. a 38 page "not an adventure"
  20. a 30 page adventure that seems pretty good
  21. a 24 page adventure that also seems pretty good
  22. a 24 page adventure with 35 rooms
  23. an 8 page adventure describing 12 encounters
  24. a 44 page incomprehensible "adventure"
  25. a 19 page "adventure" consisting of random tables
[why am I looking at Bryce Lynch's reviews? Because A) he is prolific and experienced, B) he has standards to which he adheres, C) he (tries to) only review things classified as "adventures" and does so fairly indiscrimately]

Of those 25, 14 have too high a page count for (my) practical purposes, 3 more are non-adventures, and 4 of those left have a higher page count than the number of encounters in the thing (which is totally unacceptable). That's 21 of 25 (84%) automatically eliminated from my consideration for running, regardless of how "good" the review might be.

Of the four remaining, #22 and #23 get eliminated due to their ratio of encounters to page count. Yeah, there are more encounters than pages, but nor much more...a designer should not need a whole page to detail an encounter, and even though I realize the number given is the average...well, that's still too much extraneous detail/padding for my taste. Tighten it up, folks!

*sigh*  I'm sure I'm coming off as entirely unfair and/or "out of touch with the times." Yeah, okay. I'm mean and old (and getting meaner and older). But here's the thing: adventures are meant to be played, not read. Yes, I know some people purchase these things strictly for reading enjoyment. Yes, I'm aware that writers publish material with this very criteria in mind (and that's how they earn their bread). Yes, I realize that a shit-ton of people don't really understand this hobby we're in. I get it. Fine.

Adventures are meant to be played, not read. D&D is meant to be experienced through play...not through reading a book and/or watching other people (i.e. on a streaming series). I get that people derive enjoyment from this type of thing, and that's fine (if, IMO, "weird"). But folks that are doing this are NOT "playing D&D."  They are not doing the activity that we call gaming. They are doing AN ACTIVITY, but it is NOT gaming. It is reading. It is watching. It is "fanning." It is consuming.

But it's not playing D&D.

Adventure modules facilitate play of the game. That is: they make it easier. Or, rather, they should make it easier. That was their original purpose. But that's been lost...for the most part. It happens. A lot of things have been lost over the years. Doesn't mean we all need to (or want to) travel back in time to the 1980s.

My parameters are my own. You're welcome to create your own parameters. "32 pages" works for me.

Friday, January 26, 2024

Contests

AKA "Friday News Dump"

Or, rather, it would have been (a Friday news dump), if I had been on the ball today.

Let's get right to brass tacks. I feel like a heel for failing to mention this earlier, but Ben Gibson is currently running an adventure writing contest that ends on the 31st. I should definitely have mentioned this earlier, but the thing has a limit of two pages, which many would-be designers can bang out in a weekend. And guess what? You've got a weekend left. Get to it!

So who the heck is Ben Gibson? He's an adventure cobbler himself, who's written some well reviewed pieces, most (all?) of which are of the "short form" variety. Spent some time today downloading and reading things like The Fall of Whitecliff and Night at Fausen's Manor...3E/Pathfinder stuff that reminds me (somewhat) of the best of the old One Page Dungeon Contest (which might still be going on, but I'm not paying attention). Anyhoo...no wonder he's chosen the small format for his contest...if anyone's qualified to judge such stuff, he'd be. Heck, reading it nearly entices me to play a little 3E...except that I still remember what 3E turns into after 7th level or so.

[spoiler: a crapshow, that's what]

Still, for low level stuff, those adventures have definite conversion material/potential. Anyway, I'm going to try to get something in for his contest before Wednesday (the deadline); that's doable, right? Just have a basketball game, a soccer game, volleyball practice, etc., etc.

[somehow, I got tagged with coaching 7th/8th grade volleyball this year. I haven't played volleyball since 1987, when I WAS in 8th grade! *sigh*]

I am sorry I haven't been keeping up with the blog posts in the New Year...I've been distracted. NFL playoffs, and football coaches disappearing from the local teams and eager awaiting of news on those fronts have me glued to my radio while doing menial chores around the home. It's silly; it's distracting. 

*ugh* I don't have time to talk about this right now. Okay, I'm going to amend the title of my post. Get your contest submission in, if you have the chance (five more days!). I haven't yet put pen to paper, so it's not like you'd be lagging far behind Yours Truly...just get something in.

Yak at you all later. Later!
; )

Friday, November 10, 2023

News & Notes

Good morning! Hope everyone fortunate enough to have the day off today is enjoying their holiday (it's Veterans Day, here in the States). My kids are out of school, so they are sleeping in this morning...I, myself, woke up at 6:30am (not unusual) and went back to sleep till 7:40 (very unusual). Brewing myself some coffee at the moment...ratio of decaf-to-caf is approximately 5:1.

I appreciate all the condolences and kind thoughts expressed over the passing of my dog...thank you so much. Life continues to move on (as always), and everyone here is fine (more-or-less). It's still a little odd the small ways I miss her...many of my habitual behavioral patterns (closing doors, locking gates, guarding food, sealing off trash cans) were adapted over the years to compensate for my incorrigible rascal of a dog, and now every time I brush up against that, I feel a small void of emptiness. It's a bit more immediate than the loss of my mother...though it brings up a similar feelings, as this is the kind of thing I would get on the phone and call her about, causing me to confront (again) her absence. 

*sigh*

ANYway...moving on to the "news and notes." Apologies for not yet get my AP reports out from the Cauldron convention; those are still coming, and should get typed up (*hope*hope*) before the end of the month. Others (Ghoul, Melan, Prince) have provided their own post-con reports, so if you're interested in the German, Hungarian, and Dutch (respectively) perspectives on the event, I'd direct you to their blogs:


(yes, they're all written in English)

For myself, I've been rather busy lately with the current writing project (writing? What a shock!). The deadline for the NAP III contest draws near, and I have only begun writing up my entry. It's a rather large one. My first NAP submission (Hell's Own Temple) was all of ten pages and 18(ish) numbered encounters. My second NAP submission (Ship of Fate) doubled the number of encounters and ran to 17 pages PLUS an additional six pages of pregen characters. Those I knocked out in a couple-three days.

This one's...a bit bigger. Double+ the size of my last adventure in terms of numbered encounters, three appendices, plus a dozen pregens. The thing is currently in a "mostly outline" state, and it's already 14 pages. 

Have not yet started the stocking spreadsheets; have not yet drawn a single map.

Instead, I've spent the last ten days "sharpening the axe," diving deeply into the lore and figuring out how...really how...the adventure works and interacts with my own campaign world. There may not be a lot of the Emerald Empire in the thing, but there will be some. The adventure is set in the Idaho Deathlands, after all. Troop numbers and resources and geography are all being drawn from my home setting. It's a doozy.

And while I'm pretty sure I'll be able to finish the thing with alacrity (my push to have adventures ready for Cauldron showed me what's possible), I am running up against an additional time constraint: my imminent trip to Mexico. The family is leaving town next Friday...the first time we'll be traveling to see our family and friends down south since 2020 (2019? maybe). Everyone is, of course, excited. But if I don't have this thing knocked out (or mostly written) before I leave Friday morning, chances are slim that I'll be able to complete it before the end of November. Polishing I can do in my in-laws house. But scanning maps? No...and I'm not going to be bringing a bunch of books and reference materials either.

SO...six-ish days is about what I have left to finish the thing (we'll be back on the 27th, but a day or two to recover from the trip will mean almost no time before hitting "send" on the email). And it's not like I have six full days...my weekends afford me very little time to write. The bulk of my work comes when my kids are at school and the wife is at the office. 

Or early mornings. Hmm...maybe I shouldn't have slept in...

But, there it is...I'll be pushing through and (if the blog is sadly silent) my readers won't be wondering whether I've fallen off some cliff or something. Just busy. In fact, I should probably log off now and clean the kitchen. The damn dishwasher broke down a couple days ago and I have to do all the washing up by hand...and last night I cooked a rather large feast of pork shoulder, Brussels sprouts, and mashed potatoes.

And...oh, crap. It's my birthday in three days. The Big 5-0. And I'm sure the fam wants to do something for me. Something that will no doubt eat into my time. Crap.

All right, all right...I've got to go. More updates in a few days!

Thursday, May 25, 2023

Writing Adventures

I got back into Seattle on Tuesday. My grandmother passed away yesterday (Wednesday); I got the call at the same time I was placing flowers on my mother's gravestone, one week after her burial.

Life goes on.

***

In addition to all the "real world" stuff I've got on my plate at the moment, I'm currently engaged in a crap-ton of adventure writing. I mean, a LOT.

The re-write/re-purposing of the I3-I5 Desert of Desolation series has been temporarily suspended. Not because it's not a great idea (I mean...I love it), that it's really not suitable (even as an open region of my campaign world) for exploration by characters under 3rd level or so.  And all my players are about to start over (Friday afternoon) with brand-spanking new 1st level characters.

TPKs have a way of resetting things.

SO, I need some low-level stuff to get them up to snuff. Because I've been busy, and because I needed a breath of fresh air, I took the time to comb through the racks and a game shop near my grandmother's house in Missoula. Shout out to Retrofit Games, which had an absolutely beautiful store and friendly/helpful staff, who were able to get me something sufficient for my needs (as well as great recommendation for a cheeseburger in town: Frugal's. Get "the Classic Fix"). 

What I got, was a 20 page DCC Lankhmar adventure module written by Michael Curtis called Grave Matters. I am on record as a "non-fan" of the DCC system (which I've played before, multiple times), but it's close enough to B/X...which is close enough to AD&D...that I can make it function with minimal work.

And I mean minimal. Curtis knows his stuff ("Duh," says all the people who own Stonehell Dungeon, etc. However, this is my first product of his so far as I know). For a measly $10, I got a book with TWO adventures (Grave Matters and Madhouse Meet), neither of which suck, and perfectly suitable for PCs of 1st and 2nd level. The treasure counts are even (well, almost) correct, which is the usual thing you find lacking in OSR games.

SO...yeah, Lankhmar-esque adventure is perfectly fine for my Bandit Kingdom Boise. And with a little x.p. under their belts, it should be a simple matter of slipping the group a treasure map to get them out into the desert...probably a nice way to leave behind past shenanigans.

But campaign stuff isn't the only thing for which I'm writing. Turns out I'm going to a game convention this year...my first since the pandemic...and even though it's not till October, I plan to be well-prepped for the three game slots I'm slated for. The con is called Cauldron, "the OSR EuroCon" and it's supposed to be a celebration of 1st edition AD&D that will play out over three days in Hessen, Germany. Fortunately, it is an international affair and so games will be run in English (the international language of tourists). 

Room and board...and beer...appears to all be included in the ticket price, but you have to bring your own books and dice, and I'm cognizant of my responsibility to represent the USA well (currently, I'm the only Ugly American on the docket). Because I am old and lazy, and because it is one of my most beloved adventure modules, I am re-writing I1: Dwellers of the Forbidden City into something suitable for a three-part, con-style adventure series that...um...doesn't suck(?) too much (??). 

Con games are tricky: you have a few hours to get down to business, and (hopefully) provide a fair amount of game play, with a satisfying (or conclusive) end. Cauldron also has the additional challenge of being run with ADDKON rules (Germany's version of the FLAILSNAILS conventions)...which for me means that I'm not running these as one-offs but as adventures that will impact the PCs even after I've left their schönes Land (und bier) behind. No apocalyptic party-nuking scenarios, just good clean AD&D.

ANYway. It should be great, but I want to play-test those, too. And ideally, that will mean getting my current group up to 5th & 6th level by the end of the summer. Doable...but a tall order nevertheless.

Especially considering Prince of Nothing just announced his (third) annual NoArt-Punk contest. And, of course, I want to enter (again). And, of course, I want to put forth a good showing and build on what I learned in the last two NAP events. And THIS year, the theme is "high level" D&D, something that holds a special place in my heart. My last two entries (one of which was a finalist and got a place in the book) were both written for parties of 10th-14th level. I'm thinking this year's will be more in the 9th-12th level range, but I already have an idea for it and it's a little on the ambitious side: something on the scale of 60-some encounters instead of my normal 30ish. Which (to give you some perspective) would be around 50% larger than all three scenarios I'm writing for Cauldron combined. No small feat, especially considering I need to draw the maps and I suck at maps.

But NAP III isn't due till November 30th. Prince suggested I write it on the long flight back from Germany to Seattle. We'll see.

Yeah: a lot of adventure cobbling going on at the moment, some of it fairly ambitious. But working with monsters and traps and treasures and fantasy scenarios is a welcome respite from dealing with all the other "stuff" that's going on in my life at the moment. And these respites help keep me...mm...stable? Not sure the word I'm looking for ("grounded" ain't it). D&D helps let the pressure off; it's the valve that keeps the steam from blowing the kettle. I'm not sure if my life would function better (or differently) without it, but for right now I'm glad to have it.

Later, Gators.

Thursday, February 2, 2023

Tiers Of Play

Man, it's been a rough week or two. Or four. January...rough this year. Been pretty stressed; if I made a salty response or comment (here or on your blog) in the last few days...my apologies.

Okay. On with the show!

[oh, wait...yeah, I changed Ye Old Blog's layout a bit. Blogger is "easy" to use, but it's a bitch to adjust when you can't access the code and the options for manipulation are limited. Hopefully, people aren't having a hard time with the new look...more apologies for any inconvenience]

Over at Prince's, there was an announcement that the "goal" for this year's NAP III contest would be to explore the concept of play/adventures for high level characters, a woefully underdeveloped area of D&D gaming. This prompted much discussion amongst the commenters...both excitement and not-a-little trepidation.

There is...and has been for a long time...a dearth of D&D game play in the upper echelons of level range, at least amongst MANY of the folks 'round this neck of the woods (old edition D&D players). Which is a tad silly, considering how many YEARS this OSR ball has been a-rolling. Why silly? Because, with regular, committed game play, getting to a "high" level in D&D doesn't take that long...assuming, of course:

A) players are getting better at playing, and
B) DMs are providing adequate, regular opportunities for x.p. (i.e. treasure)

There are two AD&D campaigns currently going on in my household: one run by me, one run by my son. For a variety of reasons (mainly sheer busy-ness) we don't get as much time to play as anyone would like...maybe a couple/three times pre month?...the boy hasn't even run us since, I think, December or November.  Today, he'll be our DM.

[ah, jeez. Just found out Diego is sick with something...has a fever. Well, that throws a monkey-wrench in everything. Add more stress to the pile!]

Hmm. Well, today he was supposed to be our DM. *sigh*  

Anyway, despite that game playing infrequently, I've still managed to get my "main" PC to 5th level and a secondary PC to 4th. In MY campaign, the players started new 1st level characters, and the party ranger (a notoriously difficult class to level up) just hit 2nd level after three-ish sessions? That's withOUT an earned x.p. bonus (his ability scores don't meet the threshold for the +10%).

If we were to play regularly (which I'd consider four to six hours per week), I'd expect all players to be hitting mid-level in two to three months. By the end of the year (always assuming decent play and participation) I'd expect most...if not all!...of the players' main PCs to be starting to see the lofty heights of "high-level."

But what does that mean, exactly: High level? Mid level? There seems to be some confusion/consternation floating around in Ye Old Inter-Webs. Some folks consider anything above 7th level to be "high level;" I saw one commenter who considered 5th level to be "high." 5th? Not much room for a mid-tier there!

I think, perhaps, some definitions could help.

AD&D is the most robust of the old school systems, and (of the older editions) is best able to accommodate ALL scales of D&D play. In fact, I would argue it is DESIGNED to do so (compared to the Basic sets which were written to introduce new players to the game, or the OD&D rules which were a "first pass" at the creation of this new hobby). Plenty of monster, magic items, powerful spells and hostile environments (planar travel, anyone?) to challenge the highest tiers of character power.  However, there are (for me) clear delineations, or TIERS, of play.

Low-level play: 1st through 5th
Mid-level play: 6th through 11th
High-level player: 12th+

These are approximations. To measure in experience points, I'd tag a good breakpoint for "mid-level" at 50,000 x.p. and "high-level" at either 500,000 or 1,000,000 x.p. (depending on the individual campaign).

My measure for this is in terms of PC power/effectiveness which (in AD&D) can generally be equated to which magical spells are readily and easily accessed by an adventuring party with a good variety of character types. 

The mark of mid-level play is the ability to access 3rd level spells...easily and readily. 3rd level spells is the category when the troubles of low-level (beginning) adventurers start to lose their sting. In the cleric section we see spells like continual light (who needs torches?), create food & water (ditto rations!), cure disease (removing rot grub, green slime, giant rats), dispel magic (handy), glyph of warding (protect your safe room in the dungeon!), locate object (where was that stairway up?), and remove curse (obviously good). For the necromantically inclined, animate dead can turn those dead orcs into meat shields and/or treasure porters, and speak with dead gives PCs good intel on the dungeon.  Dungeon crawling, the meat and drink of low-level adventurers becomes far easier with a handful of these babies every day.

For the magic-user, the spell book really begins to open up with 3rd level spells. Certainly fireball and lightning bolt become wonderful crowd clearers and monster killers, but utility spells like fly, invisibility 10' radius, Leomund's tiny hut, tongues, and water breathing allow exploration possibilities that weren't previously available. Scouting becomes easier with spells like clairvoyance and clairaudience, and protection from normal missiles makes the party's wizard much more durable. Of course, spells like haste, slow, and hold person can provide huge advantages in fights...especially against numerous lesser opponents. 

However, it's not enough that the party cleric or wizard has only ONE of these spells. To be a true mid-level party, you need ready access...enough to sustain a significant delve or session. Four to six applications of 3rd level power is what you're looking for, with six to eight being even better. Once your players have access to that level of magical resource (and are smart enough to not simply stock "fireball x3") then you can look at the group as "mid-level."

In similar vein, I peg "high level" player to approximately 12th level. In truth, with decent players (and excellent magical equipment) 10th or 11th would be a fine breakpoint, as it is the ready access to 5th level spells that denotes high level play. 

But at 12th level, the kid gloves can finally come off.

5th level magic is the kind of stuff that breaks a lot of DMs poor little noggins. For clerics, we get spells like commune, dispel evil, plane shift, raise dead, and true seeing...spells that allow intel/recon without fear, spells that remove the sting of death, and spells that can banish even pit fiends back to their own planes (woe betide the player who feels cure critical wounds and flamestrike are the cleric's best spells of this magnitude). For magic-users, we gain access to cloudkill, conjure elemental. contact other plane, hold monster, magic jar, passwall, and teleport...some of the most powerful spells in the entirety of the game. Whole dungeons levels can be cleared by means of these spells...dungeon levels readily mapped with the use of the 4th level wizard eye spell. 

But 6th level magic (obtained at 11th level by clerics, and 12th level by magic-users) puts even these to shame. Clerics gain the ability to cast heal, which not only enable the curing of insanity and the instant recovery of hit points, but can also bring a raised character back to full adventuring strength (no waiting a week for recovery!). Find the path makes the objective of any dungeon quest far more easily accessible, and word of recall gives the character an instant "get out of jail free" card to return to his/her fortress (and EVERY cleric, by 11th level should have a stronghold staffed by loyal followers).  For magic-users, stone to flesh enables a party to recover from petrifaction, while reincarnate allows the wizard to act as an "emergency cleric" if the group's patriarch has been killed. Anti-magic shell, legend lore, death and disintegrate are all incredibly useful, and no wizard should be caught at sea without control weather in the repertoire.  Just having access to two or three of these 6th level spells can greatly extend the operational range of a high level party. 

Of course, any party that has a 12th level magic-user should (assuming equitable distribution of x.p.) include a 13th level thief (or 11th level in the case of a multi-classed demihuman).  13th level sees thieves with a 99% of moving silently, and 85%-99% chance of hiding in shadows (depending on race), and quintuple damage from a successful backstab. For a thief with a +3 short sword and an (off-hand) +2 dagger...not an unheard of combo...that's an average of 55 damage, enough to bring down a 12 HD monster (say, a fire giant) in a single go.

Fighter types of 10th and 11th level will generally have AC well below zero and hit points in the 60+ range (70+ for rangers) in addition to multiple attacks, and bonus spells (paladins and rangers). An 11th level paladin turns undead on the same column as a 13th level cleric, auto-turning wights, wraiths, ghouls, and ghasts and having a decent (better than 50%) chance against anything up through vampires. And rangers at high level gain IMMENSE damage bonuses versus evil humanoids, like giants. 

All of which is Good & Necessary. As I said, DMs need pull no punches when it comes to high level adventuring parties: greater demons and devils, giants, gorgons, mind flayers, purple worms and (duh) dragons all should be available as challenges for high level parties. Monsters that would result in TPKs if placed in adventures can finally hit the table without resentment; fiendish traps and magical curses can abound. Deep forays into the bowels of the earth...or the unknown of extra-planar realms...can occur. And the DM need not fear reprisal and hostility from the players. After all, this is what they've been working towards, over dozens of play sessions. It is the very reason to play the extended Dungeons & Dragons campaign.

Okay...that's enough to chew on for now. I hope to have a follow-up post that provides some helpful hints on transitioning players from one tier to the next. I feel like THAT is (yet another) subject solely lacking intelligent discourse and explanation.
; )

A typical LOW-level party.


Thursday, October 27, 2022

Of Dragons And Elves

Moving right along...

Probably should have drawn some attention to Prince of Nothing's second installment of his No ArtPunk contest. My adventure was able to crack the Top 5 this year (though I believe a late entry knocked it down to #6), so...guess what?...it's going in the compilation book. Which is pretty cool but means that UNlike last year's offering (Hell's Own Temple) I will not be offering the thing for free on my blog: pick up the compilation when it arrives (hopefully before New Year) and Pay What You Will to the charity Prince designated.

One thing I like about the contest (besides an excuse to write adventures and a chance to test myself against other designers) is the opportunity it affords to discuss various aspects of "adventure design." In fact, one commenter suggested I blog my own thoughts and stipulations on how to write adventures...and someday, hopefully, I will (actually, I started writing such a post last month; still in draft form).

But TODAY, I want to come back to the "world building" thing. I've been thinking a lot about world building lately...mainly due, I think, to the shows I've been watching: Andor (Star Wars), House of the Dragon (GRRM), and Rings of Power (Tolkien). I could write (long) blog posts on every one of these series, but for today's purpose I just want to talk about how each one expresses a different fictional world/universe of its creator(s)...fictional worlds in which fans of these shows are, more or less, fully invested.

Hmm...quick aside: I have also been rereading The Silmarillion because I wanted to refresh my memory of Tolkien's Second Age as the RoP series seems "off" (and it is, and I'm not a fan of the liberties the show has taken with Tolkien's timeline. OTOH, modifications like racially diverse fairy creatures and warrior elf women bother me zero. The Silmarillion is, of course, a tour de force of world building, and might as well be an alternate reality compared to the TV series' version.

But let's leave Tolkien's book out of the mix for a moment, because it is DIFFERENT from these other examples of world building...and not just because "text" is a different medium from "television." 

The thing is: all of these TV examples of built worlds exist and are written/created for a very specific purpose: to tell stories. Multiple stories, actually, BUT, still: very specific stories. 

Andor is the story of one man's rise to being a top agent in a guerrilla war against a tyrannical Empire. Side stories include the formation of rebellion, the Empire's response to rebellion, and individual character arcs and side-stories.

House of the Dragon is the story of the Westeros civil war between competing branches of the ruling family. It's not very much different from any other "family drama" centered around the rich and powerful (The Sopranos, Succession, Monarch, Vikings, Blue Bloods, Big Love, etc., etc.). Side stories are generally limited to individual character arcs, all of which contribute to describing individual personalities that fuel the family's struggle against itself.

Rings of Power is the story of how Amazon attempted to recoup its $250 million investment in an established IP with a built-in fan base. Ha! Just kidding. No, it's the story of how a one-time on-line book dealer made a push to become a corporate media giant on par with the Disneys of the world, and attempting to maintain a step ahead of AppleTV.

Okay, no, let's be serious for a moment. Rings of Power is a bit of a mess...and not simply because it makes hackwork of Tolkien's rich and thoughtful world crafting. Mm. I really wasn't going to talk about this, but it's at least a little pertinent. Ostensibly, the RoP series is about...well, nothing really. Just Middle Earth before the Peter Jackson LotR films. Does everyone know what a premise is? Here's a good definition:

The premise of a text such as a book, film, or screenplay is the initial state of affairs that drives the plot. Most premises can be expressed very simply, and many films can identified simply from a short sentence describing the premise. Examples: a lonely boy is befriended by an alien; a small town is terrorized by a shark; a small boy sees dead people. 

That's from Ye Old Wikipedia. Here's what the Wik quotes for the premise of Rings of Power:
Set thousands of years before the events of The Hobbit and The Lord of the Rings, the series is based on author J. R. R. Tolkien's history of Middle-earth. It begins during a time of relative peace and covers all the major events of Middle-earth's Second Age: the forging of the Rings of Power, the rise of the Dark Lord Sauron, the fall of the island kingdom of Númenor, and the last alliance between Elves and Men.[1] These events take place over thousands of years in Tolkien's original stories but are condensed for the series.[2]
See, that's not a premise. That's just a description of what you're going to get in the show: fan service for (film-)Tolkien-philes. Sweeping vistas of New Zealand. Funny/lovable hobbits. Badass elves slaying orcs because they're so fast and agile ('cause being big and strong is never an advantage, right?). Dwarves in amazing subterranean set-pieces. Fantasy languages being spoken fluently. Men of iron and honor and stout hearts and great facial hair. Call backs to the popular films and name drops for the true Tolkien nerds out there (like myself). Etc, etc.

But there's no single story here. We have multiple points of views, multiple "things going on," and the only thing tenuously tying it together is the fact that it's all set in Tolkein's universe. That's it! Elrond hanging with the dwarves. Galadriel on her personal quest. Elf dude and his forbidden love. Human mother-son tandem dealing with orcs. Numenorean family dealing with their own shit. Other Numenorean family dealing with other unrelated shit. Proto-hobbits struggling to survive. Dwarves dealing with THEIR issues. Evil elves looking for Sauron. Gil-Galad's elves are withering. I mean...*sigh*.

Look, let's talk about three fairly successful TV series that including multiple POV characters with multiple "story arcs:" Lost, Downton Abbey, and Game of Thrones. In all three cases there is a central premise that UNITES all the characters and stories together: a hub around which the spokes of the wheel rotates. For Lost, it's that all these different, distinct people with distinct agendas are trapped on a mysterious island. In Downton Abbey, for both the aristocrats upstairs and the servants downstairs, their lives revolve around the enormous manor house (Downton) in which they live and work. For Game of Thrones, you have three distinct families (the Starks, Lannisters, and Targaryans) all vying for rulership of Westeros.

[that IS what GoT is about in the end: the Targaryan queen's conquest of the eastern continent is just a step in her grand strategy to take back the Iron Throne. The Lannister's protection of their house and fight with the Starks is just their desire to maintain their hold on the Throne. And the Stark's war of revenge with the Lannisters? What do you figure is their endgame if they win? Of course, they'd take the throne! What else would they do? Even the whole "white walker" storyline is secondary to this (Jon Snow's quest to unite the realm against the undead is just another form of conquest through diplomacy). There's a constant thread throughout the show of individuals seeking to climb higher and higher, hoping (eventually) to end up on the Throne, at the pinnacle of power]

Rings of Power has...nothing. It's just sightseeing in Middle Earth (with occasional...and brief...side-treks to Numenor and Valinor). Storylines are ramped up for drama value...and then connected only by the barest of coincidence, often feeling forced or contrived (both adjectives aptly applied). Please understand: I'm not decrying the acting or direction or editing or dialogue or fight choreography or anything. Just the overall story/writing/plotting of the show. You can praise the reimagining (or bitch about the mangling) of Tolkien's mythology, but as a television series, the show lacks a solid, unifying theme, except maybe "life is inexplicably hard in Middle Earth despite the conspicuous lack of a Dark Lord threatening everyone."

Seriously! This is the time between Morgoth's dominion and Sauron's ascendancy and the various peoples of ME are worse off and more stressed than Jackson's free peoples? Whaaaat? Are you just trying to drum up drama here, showrunners?

[probably, because...again...there's no central premise/story here]

Contrast that with The Silmarillion (just to come back to that): the point of Tolkien's opus was to create a rich mythology of England that could...in some other reality...stand as an alternate, prehistoric history, explaining both the existence of fairytale creatures and the evolution of the English language (and nicely paralleling Tolkien's Catholic belief system). But it is mythology...it is a creation story, a fiction along the lines of the Judaic Genesis, albeit with elves and dragons. It is not literature...it is not a novel. It is an imagined story of the world, not for the world (i.e. the reader). When Tolkien does spin a yard (as in his Lord of the Rings trilogy) it is around a unified premise and plot, even when the text is split between multiple point of view narratives: the book may jump from Gondor to Rohan to Mordor, but everyone is still talking about The Ring and the war against Sauron, right?

All right, JB: so what's the point here? What does any of THIS have to do with world building for Dungeons & Dragons?

So, all right...I'm assuming here that you're already on the same page as me as far as the absolute importance of world building, at least so far as it comes to running a rich and satisfying, long-term campaign that both the DM and players can invest in and engage with (if you're not there yet, um, none of this will probably matter to you...). When most of us sit down to "build a world" we're constructing it from an eclectic variety of sources: real world history and geography, mythology, and (of course) fiction, fantastical or otherwise. For folks who are initially drawn to D&D through fantasy serials...like Tolkien or Martin, for instance, or the "space fantasy" of George Lucas...inspiration is likely to come from these sources.

And yet the world building that goes into MOST literature (and its television adaptations) is there in order to serve the needs of the story. Hobbits are present because the author wants to show the triumph of the humble everyman over The Wise or The Impossibly Powerful Evil. Luke Skywalker grows up on a humble backwater planet in a run-down galaxy (rather than some sort of Philip K. Dick urban sprawl) to draw parallels with similar hero stories of the Kid-From-The-Sticks being pulled into the Wider World. Martin has White Walkers and dragons because he's a big D&D nerd and wants to do this Fire/Ice contrast thing against a pseudo-War of the Roses fantasy retelling. The setting (i.e. the world the author has built) only needs to be as  solidly constructed as it is useful to the storytelling.

But D&D is not about telling stories (stop me if you've heard this before). It is a game of fantasy adventure. The rules of the system are there to facilitate play of that game...and the act of game play is an experiential one (okay, I know I've written that before). And because of that, because players are experiencing the world through their surrogates (i.e. their characters), it must have enough verisimilitude to facilitate that experience. Which is probably DEEPER world construction than what an author (or show runner) requires for the telling of a story.

Let's say you're playing an adventure scenario that features a small village (call it a hundred or so souls) with a small. three-level dungeon nearby. The party wants to hire some meat...er, "extra swordsmen"...to bolster their numbers. The party is circa 5th level with a well-stocked war chest, and can offer each man 10 or 20 or 25 gold pieces per day (in addition to arming them)...more money than a farmer might expect to earn in a month or more (depending on your fantasy economy). 

[FYI: 1 day of grain for a horse in AD&D is one silver piece. An active, 1000 pound horse eats about 9 pounds of grain (in addition to grazing)...so let's call it 10 pounds of grain per silver or 200 pounds of grain per gold piece. A medieval farm was about 30 acres on average and would produce 7-15 bushels of grain per acre (60 pounds per bushel). SO: 1 average farm produces an annual yield of (11 x 30) = 330 bushels = 19,800 pounds = 99 g.p. worth of grain annually or 8.25 g.p. per month. However, in a poor year that yield might drop to less than 4 bushels per acre...which would produce (on average) less than 7,200 pounds of grain. That's an annual return of under 36 gold pieces (3 gold pieces per month!)]

So all these strapping lads...and adult farmers suffering from a poor harvest (or who have been a victim of raids from the humanoids in the nearby dungeon) jump at the chance to earn hard coin carrying a sword, regardless of the danger. After all, everyone has a price...when the price gets high enough, you'll get your red shirts to line up. And the party does. And they go into the dungeon and all the hired swords get butchered. Then the party returns to the village, rich with treasure, and offer MORE money for swords...and get them. And then those 0-level "warriors" get gutted in the next foray. And then they return again. And again. And again.

At what point does the village run out of strong backs? At what point have enough able-bodied farmers get slaughtered that there's no one left to bring in the harvest...forcing the abandonment of the village and/or the starvation of the populace?

Without world building, new cardboard cutouts sprog from the countryside as often as needed. With world building, the resource of hirelings becomes another challenge to be solved. Especially if the DM is on the ball and giving the people actual personalities. Families wondering what ditch Dad or Brother Bill or Sister Sue ended up dying in, and whether or not this band of rich adventurers actually deserve praise for their actions or...rather...scorn and eventual lynching.

Back to Tolkien...real Tolkien, not "Amazon Tolkien"...for a second. It's often been said that Middle Earth, despite its richness is not a great setting for an adventure campaign specifically because so much of the world's "story" and history has already been told by Tolkien himself. That there is no room for "new heroes" in a world that already contains Frodo and Bilbo, Aragorn and Gandalf, Beren and Luthien, etc.

I do not disagree with the sentiment, only with its reasoning. The fact is: Tolkien's world is not ROBUST enough to facilitate D&D. Even going back and using the earlier Ages found in The Silmarillion. Look at how few people enter into the stories: a tiny handful of families. Three branches of the Edain. A half dozen elvish clans. A couple-three instances of human-elf mating. Maybe a dozen dwarf families and twice that in Hobbiton.

Our world...our REAL world...has hundreds and thousands and millions of stories that could be told of individuals and families, even if you confine your setting to limited regions and periods of history. That's because there are far more people in our world than in Tolkien's. Prior to 1500 CE, the population of Europe (a geographic region about on par with Middle Earth) accounted for 10% of the world population and hovered right around the 25 million mark from the 1st-10th centuries. Tolkien's population has been estimated as never getting much beyond 20-30% of that range (here's a true Tolkien nerd who's done his best to calculate pop. figures from the professor's text). JRR's world, for all its rich history and thoughtful crafting, is a very small world and far less densely populated than our own.

Which, by the way, is FINE because it is a setting that he uses to tell his stories. But D&D is not a system for telling stories.

[and just as one more aside: the fact that Middle Earth is SMALL is not a knock on Tolkien's world building. If you want to look at poorly designed worlds, you need look no farther than Martin's Westeros]

And THAT, more or less, is the point: any fictional setting one creates is FINE if the whole point is to facilitate the telling of stories. A descendant of the last King of Gondor claiming a 3000-year empty throne after a tremendous victory over Satan's lieutenant? Good theater, absolutely...the fridge logic only becomes apparent when one starts contemplating the ramifications of such a political ascent. And that "good theater" thing isn't good enough for Dungeons & Dragons.

Because D&D isn't a book you close. Or a film with credits that run. 

Ideally, your D&D campaign is something you continually come back to. It is a fictional world in which you "live" (through your various characters) experiencing all the wonders and perils the setting has to offer.

All right, that should be enough scribbling/meandering for now. The only other thing I'd add is that ALL of these shows I've mentioned (yes, including Rings of Power) have given me enjoyment in the watching (some to a greater degree than others) and many hours of fantasy entertainment. And all have likewise been useful to some degree: things that I'd like to borrow/use in my own game, and/or pitfalls I'd like to avoid. 

Monday, September 19, 2022

Monday Morning

Mmm.

Lot of distractions lately, and I'm not just talking about the putrid football coming out of the local team.

[make no mistake: the Seahawks are not good. And I was at that Monday Night Football game where they beat Denver. That victory was 85% crowd...I haven't heard the stadium that loud since the NFC championship game against Green Bay. Hell, I'll even give myself credit for starting the chants of "Geno! Geno!" but, at least in our section, we meant it in a sarcastic, raucous way in order to poke the eye of...and stick it to...Russell Wilson. If you rewatch the broadcast, you'll see that the chants started in the second half (when the offense was stinking up the joint and the ONLY thing Smith was  doing was running the ball like a poor man's RW). We weren't actually backing the QB; we were yelling nah-nah-nah at the Broncos and their $250M man. Longtime fans who remember the AFC West will remember how much we hate Denver]

No, the majority of distraction is all family-related. Good things to be sure...not financial issues or health issues or marital issues or anything like that. School, church, and a TON of sports activity. Yes, sports participation for the most part (two kids on four teams, one of which I'm coaching), but also 2-3 fantasy leagues (that I'm running, or helping to run, for extended family), a Blood Bowl season of 16 teams, and then the ongoing, must-follow fun of the NFL, Sounders team (struggling), Mariners team (ascending), and local college programs.

[let's not forget the Seattle Storm's playoff run...yeah, it ended a few weeks ago, but I didn't post much even in August, and the Storm was part of that. Much love and respect to Sue Bird

Fact is, Dungeons & Dragons has, in general, taken a backseat. Oh, I did get something written up for the second installment of Prince of Nothing's "No ArtPunk Contest"...a little high level one-off for AD&D that came out to some 17ish pages. This one actually got some play-testing from the kids (Diego, Sofia, Maceo, and Winston), and much fun was had.

[a couple quick notes about that (for interested parties): none of the players have "high level" characters, so they used pre-gens made specifically for the adventure (these were included with my submission adding another six pages for a total of 23). Second, on average a party of 10th to 14th level are looking for the same x.p. as a party of 16th, 18th, or 20th level so treasure scale for high level adventures aren't all that tough to write...the main thing is to create scenarios that take into account the higher level of resource attrition. I might talk about this in a future blog post]

But other than that, I haven't been doing anything as far as running/designing for D&D. I was playing in my son's AD&D campaign...absolutely destroying the Keep on the Borderlands (that's a future post, too), but even that's been put on (hopefully brief) hiatus as our focus and priorities have shifted.

And so we come to the "Blues" part of my Monday Morning: I know I've been lax in blogging, but there's two things that have delayed/prevented me from posting. I've kind of decided that I really, really want this blog to be about gaming, specifically D&D, AND I want it to be as positive and constructive as possible...which I've probably said a dozen times in the past but this time (yeah, sure) I really mean it.

I've got multiple posts sitting in draft form on Ye Old Blog because they just tend to go off into fairly negative rants (also, they're not all that good...you folks aren't missing much). And while it's easy to denigrate someone's play style or design work or gaming ignorance...or even The Company's failings...that's all a waste of my time. I mean, it's not like I haven't vented that a gazillion times already, right?

I want to be helpful. It IS useful to tear things down to build them back better and stronger, but I have to make sure that that's what I'm doing. Doing that takes focus...and the distractions get in the way of focus. Right now the majority of my focus has been on my family and (probably not surprisingly) the kids I'm coaching. I could certainly blog about the latter...but, then, that's not D&D, right?

[by the way, ripping on the Seahawks isn't exactly positive, but players and coaches in pro-sports are paid millions of dollars to entertain fans. I don't feel zero remorse about expressing negativity and disapproval to guys making that kind of money: that's the job, dudes]

So, a bit of a quandary. But I'll give it a shot, in the next few days, to get things going. I should have a little more time coming up (especially after next weekend). I'll try to put together a list of topics and see if I can't bang out a couple per week in the next few weeks.