Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Sunday, 28 May 2023

Ride the Giants, Development Blog 1

As mentioned here, I am attending the 'Cauldron' Con in Germany and am trying to develop a 'real time' adventure to run there. This is a development blog for that adventure. This is what I have so far. Later blogs will probably go into more specific sections and problems rather than giving an overview.

...................................................

Ride the Giants 

Once in every century, a crowd of ancient, stoop-shouldered giants come down from the Star  Mountains and stride down the Sword Peninsula towards the Titans Reach, where the Sea of Storms separates the Lands We Know from the nightmare Monster Continent which lies beyond. 

There, at the very point of the land, the Giants slow a little, perhaps to gaze at the wild ocean before them. Then they walk off the land, into the sea, and  wade across the Titans Reach, the sea covering them even to the neck, the mouth, the eyes. Without slowing, they surge through the waves and, after four hours of wading, they rise once again to the land, walking up the shore and making their way off into the Monster Continent. 

Where they go, or why, none know, nor how they return. Perhaps they endlessly circle the world, for in roughly 100 years, the same giants will return, again coming down from the Star Mountains, and again, slowing, just a little, to gaze at the Sea of Storms before they plunge into it and wade across the Titans Reach. 

They do not speak or communicate in any way. They walk through anything in their path, pushing down fortress walls like a man pushing through weeds, but ignore anything beyond it. 

A century ago observers with telescopes and trained birds noted ruins on the giants backs, strange parasites in their rocky skin, relics and remnants of unknown actions studded across them and what seem to be mysterious temples built atop their bowed heads! 

Now the Giants come again, but this time we are ready! 

I am King Sleet and I have called adventurers from across all realms. I have called you

Not to stop the giants, for nothing can, and we fear their wrath if we try, but to board them! 

As the giants slow before the Titans Reach, they are just slow enough that it becomes possible to climb onto their feet. 

Board a giant. Climb it. If you are quick, it should be possible to climb their legs as they wade into the ocean, staying just ahead of the rising water. Investigate. For any Lore or Treasure you return, you will be well paid. 

My small navy waits at sea. They shall try to follow the giants, as well they can. A few experimental Hot Air Balloons await. They are hard to control but they will try to follow and assist. 

You have FOUR HOURS (in real time) until the Giants walk onto the Continent of Monsters. None who go there return! 

They come! Prepare yourselves!  

 

 

The Scene 

As you look across the ranging fields you see spots of colour; other groups of wild adventurers waiting with hooks, grapples, ladders, horses and a crazy range of tool and tricks. 

Far beyond the giants path, the King observes from his pavilion, and lined around him, the people of the land, waiting to see the Giants. Far out to sea, the Kings small navy prepares to attempt to follow the giants and in the air, experimental but hard to control hot air balloons bob about, hoping to observe and perhaps even offer rescue. 

The brass horns are blowing! The ground is shaking! The crowd roars! 

 

The Giants 

The Giants are proportioned like immensely strong but very ancient men with stony skin. They walk bent over like hunchbacks, heads tilted up so they can see. 

From their perspective they are not walking very fast, but their enormous size means that, to us, their feet thunder past. The relative movement of their bodies is very slow, but for someone on the ground as they step over, the gargantuan foot fairly flies past overhead. 

The Giants heads are roughly 2,000 Feet in the air. 

Their skin is pitted and rocky. Where an ancient man would have wrinkles and folds, they have cracks and crevices. Their surface looks rough and fricative. Scrub plants have taken root in places. Some have trees or heather, scrubland and maquis, even small trickling streams, on their backs. 

If a giant was static and still, an energetic hiker could possibly climb one in an hour and a half. 

The giants have something like hair. Perhaps it is vines or growth of some kind mixed with ancient hair as thick as ropes or the branches of trees. The hair hangs down around their heads and faces. On some, hair speckles their forearms and thighs. The Giants have thick hanging crotch and ass hair, which thankfully spares the modesty of those who look upon them, and which might also prove useful to climbers. 

 

The Giants Path 

There are about a dozen Giants. They walk together in no fixed formation. They sometimes stumble and brush up against one another. (It might be possible to leap from one to another). 

Over the Eons the Giants have worn a shallow valley in the ground. Rivers and streams often weave and gather in this valley, so the giants sometimes splash through them on their way.

 

Giant Layout – Labelled

 



 

The Climb 

1. The Foot 

A 50 foot cliff. Very rugged, not sheer, more like a clamber. Race to the ankle. Need to climb up over and around the ankle to the back of the lower leg. There are unlikely to be other life-forms or encounters on the foot. 

Though, as the most accessible place, there might be small encampments of bandits, sigilites, monks or others who have mounted the giant at some point during its great journey. Those who understand the ocean is coming will either be about to jump off or, like you, be willing to risk a rapid ascent to stay above the waters. 

This would be a good place for a goatherds shack actually. They could let their goats rove all over the giant. Maybe they are a monk. Will they come with you as you climb or refuse to believe in their doom until the sea washes over them. 

 

The Ankle Cross 

A traverse around a moving joint. Big possibility of falling off here, it must be accomplished quickly before the giant takes too many steps into the sea. Once on the rear of the calf the terrain becomes more predictable and the angle of climb more advantageous. 

Of course you could try climbing the overhand of the shin, but that is madness.. 

If there are other teams or spoiling factors this would be a good first spot to knock someone off, but does not guarantee their death…. 

 

2. The Lower Leg Climb 

How far is this? About 150 feet. A hard scramble and climb up the back of the calf, a moving surface which shifts from near vertical to overhang in pulses as the giant walks. 

This is probably the most important time-sensitive climb as reaching the knee will keep you safe for most of the journey, only the deepest part of the ocean at the two-hour mark will reach past this 

 

The Knee Decision 

As one reaches the knee another traverse is required, followed by a decision. Should one continue to climb the frontal thigh, aiming for the hips and lower back, or risk it all with a daring leap onto the giants hand? 

The hand swings very close to the knee over the giants slow steps. It is certainly possible to try to jump onto a knuckle as it swings near the kneecap. This might allow you to climb the arm and give you a time advantage, avoiding whatever terrors occupy the back.. You can aim right for the head! It’s a straight climb up past the shoulder, 

 

3. The Upper Leg 

The climb up the front of the thigh may be fatiguing but is not technically difficult and it stands the best change of keeping your party together. As you begin to reach the hip you are truly out of danger from the rising sea level and can afford to take s short break to consider. 

Will you attempt a traverse up and over the hip, aiming for the side of the back? Or will you clamber into the giants dense ass hair? The growth is thick and tangled, making the way seem relatively safe. You could move through the crotch like a tick, work your way through the steaming jungle of the taint and then haul your way up to the base of the spine via the ass hair between the cheeks. 

It sounds horrific, but isn’t just such an investigation the reason you are here? And who knows who, or what you may discover in that Dark Realm? 

 

4. The Back 

At last, the great tilted expanse of the Giants Back. Finally you need no longer fear falling off. However this is a ready environment for combat, either with other explorers or denizens of the Giants body. Its also a good place for a Balloon to try to land, they could tie up here and wait for you, assuming you have already made arrangements. Or Balloons could land rival parties or pirates. 

Will you explore the karst and moorland of the back or head straight for the head and its mysteries? From here you can probably easily make out the tailing naval forces. You may also be exposed to any flying monsters.. 

 

5. The Head 

What is the mysterious structure atop the Giants head and what secrets or treasures does it hold? Can you gain access to the Giants Thoughts (and even PILOT the giant?) 

This would be a good place for a Balloon to try to pick you up from (if possible), but the Head may be haunted by Quetzacotolous or other flying creatures, perhaps mountain lions or even super-monkeys making their home in the dense forest of its hair. 

Getting through that dense hair to the temple or fort on the giants crown will be the hard part. One must risk diving or crawling through the maquis of the scalp, risking attack by whatever lies beneath, or attack from above, the whirl of strange flying parasites which circles above the giants highest point, riding the thermals of its exertions. 

From here you can easily see the head-tops of the other giants. Which other adventurers have already reached their summits? Some may be being picked up by balloons already, others may be rotating vast cannons or lazer guns to blast at you! Or signalling more peaceful intentions, even requests for aid… 

This might be a good place to consider, will you risk leaping to another giant? If you traverse down to the arm it might be possible as they brush against each other… 

Reaching the peak of the head would also give you a good look at the advancing line of the Monster Continent, coming closer with each mighty step…. 

 

6. The Arm Climb 

The arm in general is a tough, vertical climb with less hand holds and less safety. It may however be less populated than the thigh and if one can manage it, it might bring you more directly to the neck, and thence to the head, bypassing the great Karst of the back completely. 

 

The Mysteries of the Hand! 

Do the Giants have great rings upon those stony fingers? If so can you read the cartouche of its symbols as you climb across its golden surface? Or does the giant have something in its hand? How big is that something and might it drop it? Is the giants ‘skin’ around its palm and fingertips perhaps sensitive enough that it may detect the PCs climbing it? Here the swinging force of the giants movements would be the greatest of all. 

 

The Elbow Traverse 

Like the Knee traverse but worse. The angles of the giants arms are more vertical than their legs but its still much easier to climb the upward diagonal of the rear of its upper arm than to risk the overhang of the front of the upper arm. Cover is less, as the rocky ‘skin’ of the giant is less chunky and dense. 

 

Hair or Shoulders? 

The giants armpit hair can provide a brief respite of illusory safety but ultimately you are going to have to get up, out and over.. 

OR – if you are feeling truly radical, and if the giant itself has long enough hair or a long enough beard, you could try another LEAP into the giants beard and/or hair. 

 

Climbing the Hair 

The thick, foresty hair should be climbable by anyone thief-like or elf-like. But the hair is dense, may contain even more bugs and monsters. Huge flakes of dandruff, and is a vertical climb which, no matter the hand holds, will be challenging. Though if you fall there is s good chance of grabbing something on the way down. The beard (if  present) could provide a useful ‘off ramp’ for the last part of the adventure. 

If one wishes to make a quick exit on the return as the giant is rising from the waves, it might be worth abseiling or clambering down its beard and dropping from the tips, hoping to be picked up by following ships before the weight of your treasure drowns you. 

 

The Giants Face 

Only by climbing the hair will you stand a chance of looking deeply into the giants FACE

It can be seen from far off, but what strange sadness does it hold when seem from close up?

What impossible and ancient emotions might it project? 

 

The Great Shoulder Traverse 

The tricky part is getting out of the armpit via the overhang. But once this is done it’s a fatiguing but relatively simple scramble across its shoulders, up to its neck. If you are quick you may well beat anyone climbing from the legs. 


 

The Schedule 

How long to board the foot? 

How long till you have to climb? 

 

THE SPLASH POINT 

The giants enter the sea! This should be a major deal! As the giants foot slashes into the waves, from this point, the water is rising! 

 

Two Hours In – The Mid Point 

The Giants are as deep in the sea as they can be

Now would be the safest time to jump off

And if you are still alive it must be because you have got pretty high

So why wouldn’t PCs jump off at this point?

Maybe the Giants only get up to their hips? So you have two hours to get that high?

Then the rest of the time to get over the back and down?

Or maybe even to try your luck on another giant? 

 

Three Hours In  - race for the scalp 

 

Four Hours In – The Turnaround 


 

Design Questions 

‘Encounters’ while climbing 

Or just things you find or discover there..

These could be potential treasures, life forms, bits of history

Maybe whole ship fragments

In the foot-to knee area (currently the part of the giant where they are climbing quickly to escape the rising sea levels 

 

When might you fall off?

Lets say with climbing limbs

You are in most danger of falling off *when the limb is vertical*

And since the limb is moving in ‘real time’ you can use that as the ‘pulse’ of the game

With some kind of real-time timer

So while climbing, each pulse of gaming would be a scramble to secure yourself, or at least not be doing anything risky, before the limb reaches vertical 

 

What is the Procedure for falling off and getting back on? 

I mean, if you fall from high enough, death is pretty likely

Above a certain height water, even sea-foam, is like concrete

But there should be some kind of possibility of getting back on the giant

Bribing a ship captain with treasures or a balloon pilot 

 

Spoiling factors.. 

A Naval war as ships from a rival king, or even from the Monster Continent attack those following in the lee of the giants. A Trafalgar attacks! You see the ships blasting at each other from above. No idea who will win. Will you risk leaping into the sea, not knowing who may pick you up or how long it may take? Will you try to intervene, perhaps firing from the giants head or even attempting to manipulate a giant into crushing your foes?


Sunday, 11 December 2022

I Read "ItHot3bw" !!

 OSR CIRCLEJERK WARNING - I know Noisms well and play with Dave Greggs on the regular so strap on your circlejerk face guard.

Noisms of Monsters and Manuals has released his latest Kickstarted effort; In The Halls of the Third Blue Wizard, Volume 1, or as I shall be calling it "ItHot3bw"




So what did I think?

I liked it.

Art good = Fresco with Orcs good

Fiction Good
surprisingly not terrible at all
good elf birth scene
decent dungeon delve from the pov of a linkboy
a lot of potential to explore here

Adventures Good *largely* = 
Good inspiration
Good individual content
Some issues with playability
and most importantly, FOR ME, any problems with playability and text arrangement massively amplified by the FORMAT of the whole text



THE CONTENTS


"Offspring of the Siphoned Demon" by Ben Gibson - I did not really like this one I am sorry. If you did post a review to even the karma.

"The Black Pyramid" by Terrible Sorcery - COHERENT and PLAYABLE. Do you want to play in a dungeon that isn't a bunch of crazy pretentious bullshit and you can get it done in a session or two? Well here you go.

"The Chevrelier" by Brian Saliba - entertaining for as long as it was and probably good it wasn't longer as the idea was slight.

"Fresco with Orcs" by Joel Sammallahti - a very good illustration, my favourite of the book, I both want to know more about this world and situation, but also do not as, it would only clarify that which should remain pregnant with possibility.

"The Cerulean Valley" by George Seibold - a dense, coherent and interesting hexcrawl with a very good map - very playable, just charming.

"The Thirteen Dwarves" by J. Blasso-Gieseke - an amusing aperitif piece of dungeoneering meta-fiction about endlessly repeating dwarves, also exactly the size it is meant to be, which is short.

"Winter in Bugtown" by J. Colussy-Estes - nice side-on map, good concept might be difficult to use.

"Goblin Cave Battle" - its Kelvin Greens art, I do not love it myself but hopefully you do.

"The Hollow Tomb" by Harry Menear - a decent dungeon, compact, drowned lower level, tragic backstory.

"A Turn of Fortune" by Jose Carlos "Kha" Dominguez - Dungeon with what I found to be an inventive but maybe frustrating core concept of living/unliving statues, visible in magical mirrors, a whole dungeon layout mgical trick thing which is neat in concept. How will it play through?

"The Belly of the Fishy Beast" by Sam Doebler - an image AND a dungeon and a map, probably the most immediately playable thing in the book.

"The Beloved and Oft-Recounted Tale of the Mysterious Birth" by J.C. Luxton. A luxurious and well-written scene or story fragment from an Eld Court. Feels _very_ ItHot3bw I liked this one.

"The Transmuter" by Luca Vanzella. Excellent picture. Also feels very ItHot3bw.

"The First Fantasy World-Builder: William Morris The Well at the Worlds End by Roger SG Sorolla. Scholarly article, massive blog post and/or world creation thing? Whatever it is this feels VERY ItHot3bw - there are, or were, some bloggers who it felt were always meant to be in print - Tom K's Middenmurk was an exemplar of this, long posts with very rich language and almost as much an essay as a piece of experimental fiction and world building, more of this sort of thing please. Like, you can't lean back in your chair and smoke a pipe in your hobbit hole in front of a fucking computer, you can with a book and I feel like this is the kind of book ItHot3bw is trying to become.

"Moonrythm Mire" by Dave Greggs - ok, LOTS of caveats - know this guy, play with him, weird intense lyrical fantasy, ARGUABLY waaay too many moving parts. I liked it a lot. There were no adventures where I wanted to edit the content but many were I did want to move text around for clarity and playability and this is one. Ok I liked it a lot. Bizarre encounters in a magical mire with various Bande-Dessenie style factions and entities bouncing into each other and being weird.

"The Garden of Khal Adel" by Zane Scheider a location-based adventure in a musical-themed supercave (I think) with Goblins. Is decent, I was hoping for more orientalism from the title but ok.

Coils - a good illustration by Bert Bogaerts

"She Who Came to Oldgraves" by Autumn Moore, a dungeoneering story from the perspective of a local linkboy hired by the strangers who came to his village. Nebulous horrors and strange deaths await. Will there be anyone left to pay him his sliver piece by the end? In its content and theme this also feels very ItHot3bw. Classic Dungeoneering para-fiction. Not like 5e im-the-dragonborn-in-the-party stuff but maybe stuff like the story of the Silversmith who identified a magical ring for passing adventurers he never saw again and was perhaps cursed by dreamlike memories of an ancient time for a while, or the father of a runaway boy trying to find him, tracing his wanderings through life and death situations but always arriving after the event.

"The Devil in the Land of Rushes" -  by Noisms. Another boatload of Circlejerk warnings but I really liked this! Another really fucking dense adventure, in this case map based. Ages ago this was intended to be one part of a book of location based adventures set around where we lived. The book didn’t happen. My part became Silent Titans and Noisms part went through many and various changes over the years and now it is about as close to complete as it is going to get. If you were wondering what lies to one side of the sea in Silent Titans, well it may be this.  or perhaps this is yet another version or mirror-verse of that exact same land

This also feels VERY ItHot3bw but it would as it is Noisms and the basis for that aesthetic.

Should I go deep on this? It’s a location-based adventure about a timelocked land with the feel of North-West England in which the Devil is the main antagonist and everyone is cursed in various ways. ITs very bucolic, eerie, Alan Garners the Owl Service or Mythago Wood etc. Even 'The Sleeping Giant'.






SO MY COMPLAINTS ABOUT FORMAT AND ADVENTURES



Page Size and Column


 - A5 page size (roughly) and single column is awkward for text which has to be referred. I feel like read-across is bad when the text is dense and at these page proportions.


Adventures spread out over the book

 - so what if you want to play *just this* adventure and nothing else? And if you want to run it from the book? Not only are you flipping between small pages but you are doing so within a larger text, almost all of which you don't want at that time.


Inter-Referability is a Nightmare

Many of the adventures have some complex particular spaces and locations, plus bestiaries, if/then tables and descriptions, some fun random generators. But the pagination, titling and breakdown of information hierarchy is nowhere near bold, strong or designed enough for my taste.




POTENTIAL WAYS FORWARDS


More fiction? (if its any good, if David can get enough actually-decent fiction). The format seems made for these short, specific and dense fictions.

More scholarly articles/blog posts/essays - really the kind of thing where it is all yet none of these. The format also seems made for this kind of thing maybe even more than blogs. Like 'here's the Palace of Morpheus in Spensers Fairy Queene and here is a map of what it would be like to sneak into it and here a discussion of the metatextual adaptations of the character and here are some treasures and an encounter table kind of thing.

more ART - Of course artists are MUTE BEASTS but they can be paid readily enough. Art additions could be added to a Kickstarter relatively easily?

Interrelation of fiction/adventures to the art? don't know if Noisms would want to do this but if you could create a unified 'package' of an art piece, a bit of fiction and a playable adventure for each section that would be cool, would be a fucking nightmare to organise and edit though.

Separate adventure PDF's? Many people play from the PDF anyway and its the simplest way to make an adventure "more playable". Could be sold as a bundle like here’s the full text PDF and here are the adventures as sperate files.

Improved layout and information design for the adventures - this is expensive, time consuming etc as well, even getting things on unified spreads without hanging paragraphs would help

Playability editing of titling and information hierarchy? Clearer bold titles and section headings. I like double-column but that’s me.

Read-to-play editing of text? A taste thing. Editing adventure text so there are less hidden recursions, more say-as-they-see descriptive text.

A SPINE.. of course this is a pipe dream BUT, the density of the text, the extent to which you have to refer to adventures in order to actually use them, it would be cool if a hardback with a stitched spine could be made it turns it from more of a magazine into more of a book, and seems to fit the nascent Hobbitcore visionary aesthetic and social movement which appears to cluster about "Hot3BW".

This may sound insane but I actually believe that if the book was in hardback, better laid out, in 2 column format for the adventures, the very deep density of the adventures would be converted by some strange alchemy from quite frustrating to Good, Actually, just by the manner of their instantiation rather than their content.

One thing I absolutely INSIST ON for the next issue is an introduction written in the voice or the titular Third Blue Wizard, the editor taking on the Persona of a magical intermediary is ABSOLUTELY NECESSARY for a publication of this type!

I hope Noisms keeps this one up, OR IS IT GOING TO TURN OUT LIKE THE PERIDOT DAVID????

Tuesday, 6 December 2022

The Chill Lvl Zero Caravan Guard Adventure

 In this adventure you are level zero Caravan guards and nothing really happens, or if it does it’s taken place by the 'high end' guards, like level 1 or level 2 types, the real tough guys.

(the tough guys even have their own horses and camels you lot just follow along on foot)


Eugène Girardet - A Desert Caravan


So what would it actually be?
  • keeping watch
  • minor acts of theft
  • stopping the pilfering
  • getting to know the merchants in the caravan
  • try to stay alive if the caravan gets raided
  • try not to run away
  • or to let the raiders rob too much too easily
  • listening to tall tales from the crazy old man of the caravan
  • picking up bits and pieces of swordplay from watching the real guards
  • finding ways to not fall asleep or freeze if you are on sentry duty
  • hanging out with the other low-status types when the caravan stops 

Probably you yourselves are ex-slaves, runaway teens, beggars who ran out of rope, maybe just a citizen whose whole family died from plague. All you have is an eating knife and a spear, maybe a helmet for the leader, and a bell or rattle; "if you see anything, spin the rattle! ring the bell!" Better not give a false alarm though or you will get a clout round the ear.

Likely pressed into service as linkboys and for carrying stuff if the main guards have to go on an 'investigation', (you don't have to go, it’s not in your agreement, but you might get a silver piece out of it)

Some scholar (a mage maybe?) has paid the caravan master to take these 'detours' to sites of special interest in the deep waste. It’s sort of on the way and the caliph said you had to do it, not much time to explore each spot through, caravan has to keep moving on...

It gets fucking cold as shit in the desert at night. You want to gather round the fire but are meant to be keeping watch, the stars are unnervingly bright.  Can you even light fires in the desert? I suppose you can if you use dried camel and horse dung and guess whose job it is to pick that stuff up? Still if you do it well you might be rewarded with gratitude and a spot close to that particular fire that night.

Treasure for your group is counted in;
  • pennies
  • tobacco
  • new sandals
  • a proper fighting knife
  • a charm against bad spirits
  • a cool tattoo
  • maybe... a shield! (if you really impress a guard)





You are never going to see gold or silver on this trip except maybe at the end, or if asked to carry it by someone important. You only really go into the 'sites' once everything is over anyway, have to pull the bodies out, (better not mess with them or the real guards will be PISSED. They look after their own). A real, valid, caravan guard is a thing to aspire to, some even have recurve bows! (you are not strong enough to draw one), coats of coins from different realms, fine beards, scars, missing fingers, its a hell of a life boy.

'Adventures' include;
  • trying to stay awake
  • not getting scared of ghosts in the desert
  • finding somewhere warm to sleep
  • scheming your way out of guard duty
  • learn the ways of the desert
  • or at least how not to get bitten by a camel
  • and how not to drink all your water ration on the first day
  • not getting cheated by the guards in dice games
  • getting baked with half a weed stick the guards left behind
  • picking up arrows after a fight (its a penny each for a usable one!), (don't get shanked by a goblin wolf rider who was just playing dead); the group fighting one whole wounded goblin would be like an epic conflict for this game.
  • a camel has stopped giving a fuck, gotten into the oasis and won't come out
  • HIPPOS! RUN!
  • A guard gets bitten by a viper and has to be carried back to the caravan where hopefully he can get treatment, other guards are busy with a delve - if you can get him back he will owe you one, if you fail the guards will be pissed with you.



further aims;
  • survive to the end of the caravan journey
  • get paid
  • you are now level 1 PCs!
  • in a foreign city! wow!




Don't know really what ruleset to run this in, was thinking some classic not too crunchy sword and sorcery ruleset to represent the slightly storybook nature of events but with all the major conflicts over minor things like staying warm, winning a dice game, being able to trap a scorpion without it stinging you, finding your friends in the dark, running away from the wolf-riders without getting shot, getting lost and trying to get back to the caravan before it moves on, not passing out from dehydration.

What happens when some of the slaves hatch an escape scheme? You going to do anything about it? Work to get on the hunting party that goes after them? Or work to make sure you stay off it?

There are relatively few life threatening situations so what is being threatened by failure, your will go on, self-belief and developing heroic spirit. If you end the journey with a high WP then you 'graduate' and become a real PC and potential hero if not you end up back on the street, begging, or taking day labour and drinking your nights away and/or in massive debt. Or conversely, well rewarded by the caravan merchants for your excellent work, with coin, but more importantly, with contacts and reputation.

You could be the group who dragged Iqbal four miles when he was snakebit, good for a meet up and a story in a bar, nearly one of the guys, or that gang of fucking idiots who let my silk waggon get burned by the goblin raiders.

Could also be a low(ish) stakes social drama about the people who make up the caravan, a little section of pseudo-silk road culture. People do have to group together for protection, so could range across the social scales, could be a princess, or at least a nobles daughter in a covered waggon with its own set of guards who never leave, bunch of pilgrims on foot, scribe on a donkey..

Wednesday, 24 February 2021

Sticky Goblins

Yes, the title was a lie to draw you in. This is actually a game-design post. As an apology, have this thematically-correct image;







WHAT LEAD ME DOWN THIS TRAIN OF THOUGHT


For different books I've been working on I've been putting together different monsters, groups, characters and situations. One problem or difficulty I've come up against  is producing large numbers of encounters that are what I came to think of as 'sticky'.

What happened is that I found myself often repeating or cycling through similar patterns of encounter.

Originally I wanted encounters that were somewhat dramatic, or at least interesting within themselves, expressive of the character of different individuals and groups, had world-texture to them so experiencing them taught you about the world of the game or adventure, but were also not necessarily violent, though they might have the potential for violence within them, yet were also consequential.

That's a lot really, the density of concepts of what I was looking for maybe explains some of why I have found it so challenging.

After thinking about it a bit more I have broken it down into different kinds of 'stickiness' which, though actually pretty different, seem to mesh quite intuitively in play and design.




OPENESS - short term stickiness


The first is the openness, or the embracing nature of the encounter - how much its elements allow interaction, and how much they would *actually want* the PCs to interact.

Low openness would be; 

- You hear the sound of hoofbeats and enter a clearing to see two fully armoured knights encountered in the act of directly charging towards each other, lances levelled.

The Knights are presumably higher status than the PCs and they won't be happy if the PCs get in the way. Physically if the PCs do intervene then it will likely only lead to injury for them and the Knights as well. Afterwards, no-one will be happy with the PCs. So socially, politically and physically this is a situation that is very 'closed'. More like a scene from a film. You *could* push yourselves to interact but most of the logic of the situation is against it.

Very high openness might be; 

- A plump halfling screams as a greasy, naked goblin holds it down and tries to force cheese into its mouth. The Halfling is crying "The CHEESE! No! Not the CHEEEESE!" while the Goblin cackles madly.

So physically and socially both parties are much weaker than the PCs. It shouldn't be too hard to overpower them and stop this from happening. (Apart from the greasiness of the goblin). There are no weapons involved that you can see so its non-lethal. As opposed to the Knights, its seemingly unequal - the Goblin looks to be in the wrong and the Halfling looks like a victim. Also its over something ridiculous like cheese, which lowers the status of the encounter and so perhaps the fear of intervention.

I mean, very few D&D parties are going to just walk past the Cheese encounter. They will want to do something, even if its just to encourage the Goblin.





NEUTRALITY


A second quality is the non-neutral nature of the encounter. This something where if you leave it, there will be no big change. Like walking past a beggar in the street, you are technically guilty of ignoring every beggar you don't help but its probably not going to stick to you or turn up again in your life, or the world, in a noticeable way.

What’s a highly neutral encounter? Maybe something like;

- You see a group of destitute Orcs in the distance. In this game all Orcs are violent and bad, they never negotiate and always attack. This group is large. They are clearly migrating across an empty plain in the distance, from one land you don't know to another you also don't know. You have seen them and they haven't seen you. To avoid them, just stay still for a while then move on.

The Orcs are (in this setting) simply bad and always aggressive. You know exactly what they are going to do if they meet you and its always the same thing. There are a lot of them, so they might win a fight between you. They have no wealth so no immediate material award. They are going from a place you have no connection to, to another place you have no connection to across an empty place you have a slight connection to. They are interacting with nothing and dealing with them will probably change nothing you will ever learn about.

What’s and extremely non-neutral encounter? A 'polar' encounter?

- You are in a city in lockdown due to plague and overhear, then directly visually witness, a sexual assault between two relatively high-status individuals with their own networks. Say the son of the citys Guard captain and the daughter of the cities minority-ethnicity crime gang. Both individuals see that you have seen them.

So, this is going to be a thing whether you like it or not. Firstly it’s an immediate interaction happening right in front of you, in your personal space (so that’s more openness, but it also means 'you could have done something). It’s between two individuals who are connected to two groups who will definitely side with those individuals. Both of those groups have a major ability to affect your life in different ways. The city is locked-down and you can't leave. Even if you pretend you saw nothing neither individual will accept this and neither will their prospective groups. They NEED you on their side and will not accept a neutral position. neutrality will be considered opposition to them. Not only that but its a hot-button cultural issue in a contained, dangerous and resource-poor environment so your relationship with the various factions more-directly affects your ability to survive.

I have slipped over here into describing 'Consequences', the last part of my division, which illustrates either the difficulty and possible futility of taking a cartesian approach to the most human of games or just my own ill-discipline and stupidity.

Really in a 'lived reality' openness, neutrality and consequences will all interact and amplify/neutralise each other. If there was nothing you could *physically* have done, then there will be less polarity and less consequences;

"Hey you saw the two mega-giants fighting and did nothing."

"Aye, for they are fucking massive and I am but small."

"A reasonable response."




CONSEQUENCES - encounter tail or long term stickiness


The last is the tail of the encounter. The degree to which your action or inaction will affect the players and PCs afterwards.

This seems to relate most deeply to the containedness of the environment and social situation. The more tied the PCs are to a certain social and political milieux, and the more deeply connected the agents of the milieux are, or perhaps simply the greater their ability to project power, then the deeper the consequences.

Murder-Hobo PCs traipsing across an infinite world populated by atomised and individually weak groups will experience few consequences while relatively weak PCs trapped in a complex and closely connected world of powerful actors will experience deep consequences.

There is also the moral nature of the encounter itself of course.. Lets see what I can come up with for a very consequential encounter;

- You are in disguise as the missing Duke and his entourage. The city/castle is under siege. You see the Queen about to push the King down some stairs from behind. 

Hmm. What’s a super low-consequence encounter?

- You are marching along the Kings highway as night comes on. You are in the middle of a big host of travelling people. In the dirt by the side of the road you see a leprous peasant fighting a blind dog for a bone with a scrap of meat still attached.

Its night, or evening so you are nearly visually anonymous. There is a crowd so you have crowd/group anonymity. Its a road so everyone there is atomised somewhat from their usually social networks. The peasant and dog are both very low status, probably far below your own, which might increase the 'openness' of the encounter, it would be physically and socially easy to intervene, but means that neither are likely to have a consequential effect on your future. The diseased nature of the peasant and the fact that the dog is blind mean neither are likely to be useful or effectual in any way.








QUESTIONS


- What do you think of my division of concepts into openness, neutrality and consequences?

- Are neutrality/polarity [whether you interact or not has a big effect] and Consequences [the results of your interactions will stick to you long-term, even useful concepts, considering how bad and blurred my examples were?

- if not, why not?

- what tools of thought would you use to make encounters like this?

- what notable 'sticky' encounters do you remember from your own games?

- how much of each quality do you prefer in your own adventures and campaigns, and how does that relate to the kind of campaign or adventure? as in more naturalistic and long term, short punchy ones, city or rural based?

- Any novel, innovate or interesting ideas for generating different kinds of stickiness?

- I’m interesting in what differently-minded people might do with the same problem. What would an Arnoldish approach to stickyness be? Literal organic stickiness, mutation, some game-rule or diagetic artefact? I'm not a very 'D&D' D&D creator, so there should be many ways of applying consequences in particular that spring from magic or high-fantasy elements...