I'm almost ashamed to admit that up until recently I had never run or played in Gary's B2 module. I've never been a fan of modules in general other than for idea mining, and growing up, me and the guys never really played in any of them. We just created our own adventures for the most part unless we were crawling through Undermountain or Night Below.
I have read B2 over many times, particularly for Gary's advice on how to run an open-ended style game. To me B2 is perfect for that because it gives you an introductory method on how to run a mini-sandbox. After some years of playing, however, the generic ho-hum of the content never resulted in me actually playing or running the material within.
Now, with all that said, my daughter, who is now 10, sees me pouring over my D&D books, and reading things about the game. She's asked me several times if she could play, and I thought, what better way to introduce her to the game than B2? After all it has all the classic tropes (goblins, kobolds, ogres, orcs, etc.) and it's pretty much open-ended enough as a site that I could toy with it enough to make it my own. Plus, it would save me in having to prep for yet another game.
So, with that said, the wife decided she wanted to join in as a player too, and as she is fairly inexperienced with the game herself, I thought it would be a perfect opportunity for us all to experience this module. I don't know, I kind of feel like just as inking your own dice, playing or running through B2 is sort of like a rite of passage into the game that we all should go through at least once, especially those of us with the mindset of an "old school" mentality.
So, the wife made a human thief named Lornella and the daughter made an elf mage named Aran. I threw in a NPC fighter (to give them a little muscle) named Crokus, and away we went. Eventually they met up with a cleric who is trying to retrieve an amulet from the kobold cave, a 0 level guide whom they paid to take them to the caves, and a hireling level 1 Fighter. We are now about 3 mini-sessions in, and they've been having a blast. Heading into the first delve into the cave was dangerous for them. As they went to enter into the kobold lair, they were ambushed. I decided that the kobolds would use a weighted net strung up in a tree to drop down on them then have a couple of archers in the trees to shoot any that might escape the net when it came down. Well, Lornella and Aran managed to dodge the net, but couldn't dodge those two arrows, and both got shot, and reduced to negative hit points in their first encounter.
Naturally I start to panic a little, as I really didn't want their very first taste of the game to be a TPK (although had it happened, oh well.) The cleric was stuck in the net and couldn't seem to get out round after round of trying. The kobolds jumped down from the trees and attacked Crokus and the other hireling, but eventually the cleric escaped and healed Lornella and Aran.
Now, they've managed to enter into the kobold lair, but haven't managed to get past the first entry area. A group of 6 kobolds, then the wandering kobold troops have kept them at bay and they've really had to focus on managing their resources. They've spent a lot of time in that one area provoking random encounters as they try to heal up and memorize spells.
I was a little concerned about my daughter playing a magic-user at 1st level. We all know that low level mages are often a liability in a game rather than an asset. She's gone down a couple of times, but she has never complained. She's even asked me a time or two "Did I die?" but not in a truly disappointed way, but more of a "I'll roll a new character up" kind of way.
All in all, it's been a great time. They've both been enjoying it, and it's a way for us all to experience B2 together. I'm not sure it will matter to my daughter in a few years, as she will likely grow up into her teens and forget D&D, but maybe one day she'll look back and be able to say, "oh yeah, I played in the original Keep on the Borderlands."
As a side note, I'd like to thank Zak. I asked if anyone had any legible maps of the caves of chaos on G+ the other night, and he responded linking me to his totally awesome one-page dungeon map he did of the caves. Really, really handy and has saved me tons of time at the table flipping through the module pages.
Anyway, as they continue to progress through the caves, I'll continue posting updates of their exploits.
Showing posts with label Sandbox. Show all posts
Showing posts with label Sandbox. Show all posts
Monday, January 30, 2012
Tuesday, January 24, 2012
What Motivates Your Players?
Sounds like a simple question really, and one that would seem easy to answer. What kind of rubbish is this? Players are motivated by killing things and taking their stuff. And yes ultimately no matter what kind of game you play in, that is at least one of the end goals, but it is often not enough to motivate your players, especially in a sandbox game.
I often hear the question raised, "how can I get new school players into older style or 'old school' gaming?" I think the key really boils down to one thing; how experience awards are handled. This one feature sets the tone for a particular style of play. You see, back in the day, when players sat down around the table, and began to seek adventure, they did so on their own, and the DM facilitated the world for them. This was because the players had a goal (kill things and take their shit and advance and become more powerful) and the goal was rooted in the process by which they attained it. Going up in level via experience points.
The older iterations of the game made it quite clear. You advanced in level and gained experience points primarily in two ways; killing monsters that were challenging to your level and by collecting treasure. Even up into the 1e DMG, Gygax held this to be true. In that guide he references the exchange of treasure, or gold pieces, into a converted ratio for experience and specifically pointed out that the treasure must be somehow carried out of the dungeon, not just found.
The change began in 2e, in which the game began to take a shift overall as a whole. It became less about gaining treasure and fighting monsters and more about that dreaded two-word-phrase "the story." In the 2e DMG the notion of awarding XP for treasure is resolved to a small blurb, highlighted in light blue, and annotated as an "optional rule for experience."
As an option?! Seriously? So, the new school player (or those whose roots lie in ONLY 2e or editions that followed) have a clear reference on how the game should be. This is why the new school player will sit around, waiting for the DM's guiding hand to lead him to "the story." And when the DM doesn't do this (i.e. the old school DM), the game becomes lost in translation and can become a bit awkward. An example of how a typical adventure may start with an old school DM with new school players:
DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates. A minstrel plays a lively tune in the common room. Patrons move to and fro eating and enjoying the evening. What are you doing?
New school player: Uhh....I have an ale.
DM: Okay, 1 copper. The keep brings you the ale. What else are you doing?
New school player: Uhh....*waits for DM to spoon-feed him "the story."*
A very similar exchange with old school DM and players:
DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates. A minstrel plays a lively tune in the common room. Patrons move to and fro eating and enjoying the evening. What are you doing?
Old school player: I order an ale, slap the serving wench on the arse, and ask the keep if there are any rumors of this place.
DM: Okay, 1 copper. The keep brings you the ale. The serving wench slaps you in the face. The keep then tells you of some ruins just outside of town which are said to hold a golden jeweled crown worth a fortune.
Old school player: We head out tonight.
You see, the old school player doesn't need any other motivation than the notion of the possibility of fighting some shit and getting a treasure, because the treasure paves the way for the advancement. It is THE motivation to play. There is no need for them to sit around and wait for the DM to serve up the one ring to take to Mount Doom.
The key, when starting a new campaign, is to find the players who fit the style of game you want to run. There is nothing wrong with storylines in games. I use them myself. But make it clear from the on-set on how experience is gained and how level progression works. So, if you're running an old school style game, make it clear to the players, "hey, you level up by killing shit and taking treasure because each gold piece worth of treasure taken also equals that much in xp." If they are new school players, they might not get it at first, because it might not come natural to them. If you have someone more familiar with this style of play at the table it helps because they can guide the new school player, and really, it's so bloody simple they'll feel foolish for not catching on in the beginning once they see how it's done. The difference is being able to recognize what motivates the new school player vs the old school player.
To put it in a simple analogy, the new school player is all about the destination (the story) while the old school player is all about the journey.
I often hear the question raised, "how can I get new school players into older style or 'old school' gaming?" I think the key really boils down to one thing; how experience awards are handled. This one feature sets the tone for a particular style of play. You see, back in the day, when players sat down around the table, and began to seek adventure, they did so on their own, and the DM facilitated the world for them. This was because the players had a goal (kill things and take their shit and advance and become more powerful) and the goal was rooted in the process by which they attained it. Going up in level via experience points.
The older iterations of the game made it quite clear. You advanced in level and gained experience points primarily in two ways; killing monsters that were challenging to your level and by collecting treasure. Even up into the 1e DMG, Gygax held this to be true. In that guide he references the exchange of treasure, or gold pieces, into a converted ratio for experience and specifically pointed out that the treasure must be somehow carried out of the dungeon, not just found.
The change began in 2e, in which the game began to take a shift overall as a whole. It became less about gaining treasure and fighting monsters and more about that dreaded two-word-phrase "the story." In the 2e DMG the notion of awarding XP for treasure is resolved to a small blurb, highlighted in light blue, and annotated as an "optional rule for experience."
"As an option, the DM can award XP for the cash value of non-magical treasures. One XP can be given per gold piece, or equivalent, found."
As an option?! Seriously? So, the new school player (or those whose roots lie in ONLY 2e or editions that followed) have a clear reference on how the game should be. This is why the new school player will sit around, waiting for the DM's guiding hand to lead him to "the story." And when the DM doesn't do this (i.e. the old school DM), the game becomes lost in translation and can become a bit awkward. An example of how a typical adventure may start with an old school DM with new school players:
DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates. A minstrel plays a lively tune in the common room. Patrons move to and fro eating and enjoying the evening. What are you doing?
New school player: Uhh....I have an ale.
DM: Okay, 1 copper. The keep brings you the ale. What else are you doing?
New school player: Uhh....*waits for DM to spoon-feed him "the story."*
A very similar exchange with old school DM and players:
DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates. A minstrel plays a lively tune in the common room. Patrons move to and fro eating and enjoying the evening. What are you doing?
Old school player: I order an ale, slap the serving wench on the arse, and ask the keep if there are any rumors of this place.
DM: Okay, 1 copper. The keep brings you the ale. The serving wench slaps you in the face. The keep then tells you of some ruins just outside of town which are said to hold a golden jeweled crown worth a fortune.
Old school player: We head out tonight.
You see, the old school player doesn't need any other motivation than the notion of the possibility of fighting some shit and getting a treasure, because the treasure paves the way for the advancement. It is THE motivation to play. There is no need for them to sit around and wait for the DM to serve up the one ring to take to Mount Doom.
The key, when starting a new campaign, is to find the players who fit the style of game you want to run. There is nothing wrong with storylines in games. I use them myself. But make it clear from the on-set on how experience is gained and how level progression works. So, if you're running an old school style game, make it clear to the players, "hey, you level up by killing shit and taking treasure because each gold piece worth of treasure taken also equals that much in xp." If they are new school players, they might not get it at first, because it might not come natural to them. If you have someone more familiar with this style of play at the table it helps because they can guide the new school player, and really, it's so bloody simple they'll feel foolish for not catching on in the beginning once they see how it's done. The difference is being able to recognize what motivates the new school player vs the old school player.
To put it in a simple analogy, the new school player is all about the destination (the story) while the old school player is all about the journey.
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Sunday, January 15, 2012
So You Need an Idea for an Adventure
Yesterday one of my friends suggested we play some D&D over skype later in the evening. So, naturally I agree before thinking and then the "oh shit I need an adventure" hits me. I created this table a while back, mostly for writing purposes, but thought, what the hell, I'll give it a go. After a few random rolls I was able to come up with a pretty good adventure for the group. Unfortunately, we didn't get to play after all, because one of my friends got ill later on that night.
Here is a link to the table (hosted on Google Docs). Now, the original chart only had the first two tables, which I used last night to make my adventure. I added a third table on the chart this evening. Basically all you do is pick up a d100 roll it and consult the first table. Roll it again, consult the middle, then roll it a 3rd time and consult the 3rd table. Keep doing this several times. Write down your results. If you get something that sounds cool, write it down. Then go through, pick out the best ones, and you should have some good starting inspiration for an adventure.
I'll give you an example off the first couple of tables, of what I got. I rolled several times, but eventually came up with these usable combinations:
Sad Prince
Whorehouse of Decadence
Cathedral of the Fatal
Mute Bride
Charming Demon
Verses of Failure
Servant of Fear
Now, the tables as they are leave out the "of"s and "the"s. Just mix and match the words and let the imagination take over. When I began I knew this adventure would be city based, so I took what I thought could be most useful of what I rolled for that. So, out of those useful combinations I came up with the following notes which I scribbled down in a notebook:
"Sad Prince in disguise approaches PCs about rescuing his bride who is mute (now.) Tracked her down to Whorehouse of Decadence which is being run by a succubus (charming demon) named Absuroma. But first the PCs must infiltrate the Cathedral of the Fatal and steal the Verses of Failure which contain banishment ritual to banish her back to her plane."
So, a few rolls on the chart, some inspiration, and I have a couple of adventures to last at least 2 sessions. I added some more stuff as well once the ball got rolling. Like the fact that the Cathedral of the Fatal is being overrun by ghouls. Why? Because their is a priestess in the halls below the cathedral being held in a sleep like stasis because some BBEG harnessed her soul into a garnet stone and put it in a circlet which the priestess is wearing. So the ghouls are entering the cathedral through her dreams. Of course, this leads to even more plot hooks. Who did this to her and why, etc.
Anyway, the chart and tables are useful for brainstorming when the old adventure writing block demon strikes.
Here is a link to the table (hosted on Google Docs). Now, the original chart only had the first two tables, which I used last night to make my adventure. I added a third table on the chart this evening. Basically all you do is pick up a d100 roll it and consult the first table. Roll it again, consult the middle, then roll it a 3rd time and consult the 3rd table. Keep doing this several times. Write down your results. If you get something that sounds cool, write it down. Then go through, pick out the best ones, and you should have some good starting inspiration for an adventure.
I'll give you an example off the first couple of tables, of what I got. I rolled several times, but eventually came up with these usable combinations:
Sad Prince
Whorehouse of Decadence
Cathedral of the Fatal
Mute Bride
Charming Demon
Verses of Failure
Servant of Fear
Now, the tables as they are leave out the "of"s and "the"s. Just mix and match the words and let the imagination take over. When I began I knew this adventure would be city based, so I took what I thought could be most useful of what I rolled for that. So, out of those useful combinations I came up with the following notes which I scribbled down in a notebook:
"Sad Prince in disguise approaches PCs about rescuing his bride who is mute (now.) Tracked her down to Whorehouse of Decadence which is being run by a succubus (charming demon) named Absuroma. But first the PCs must infiltrate the Cathedral of the Fatal and steal the Verses of Failure which contain banishment ritual to banish her back to her plane."
So, a few rolls on the chart, some inspiration, and I have a couple of adventures to last at least 2 sessions. I added some more stuff as well once the ball got rolling. Like the fact that the Cathedral of the Fatal is being overrun by ghouls. Why? Because their is a priestess in the halls below the cathedral being held in a sleep like stasis because some BBEG harnessed her soul into a garnet stone and put it in a circlet which the priestess is wearing. So the ghouls are entering the cathedral through her dreams. Of course, this leads to even more plot hooks. Who did this to her and why, etc.
Anyway, the chart and tables are useful for brainstorming when the old adventure writing block demon strikes.
Sunday, January 8, 2012
Hexcrawling and Its Fundamental Use in Old School DnD Part 3
Previous entries: Part 1, Part 2.
In the last entry, I discussed creating the first 7 hexes including the starting location (usually a village or city, but could be any civilized area/feature) which is in the center, and at least 3 interesting locations outside of the starting location to explore.
So, this next step requires a little bit of prep time, but don't spend too much time on any of the 3 locations (unless you have the time to do so, that is). We know we have some sort of tower in hex 04.05, a ruin in 05.03, and a monster lair of some sort in 04.03. This is the time for some brainstorming. If you've already taken the time to think of some places/NPCs your PCs are likely to encounter in the starting village (inns, taverns, local lords, sages, etc.) now is the time to start tying them into the surrounding locations.
Why do the NPCs know about the monster lair? Perhaps it is the home of an ogre who has been pillaging the farms of Windholm at night? Maybe the spot of a local group of bandits who have been hijacking merchants passing through, effecting the commerce in the village. Obviously these are quick and simple ideas, but they are presented to give you an example. Find some way to tie these locations into your starting location.
Jot down some starting notes on each location based on their hex:
04.03 - Lair of Hedgemog the Ogre (stats here in parenthesis) Has a group of hobgoblins working for him (stats for hobgoblins in parenthesis). At night Hedgemog wanders countryside (50% chance the PCs might catch him in his lair at night). During the day he sleeps in his lair and the hobgoblins protect him.
Now, if you have the time, you might want to draw out a quick map of the lair, key it with monsters, traps, etc. And you'll need to do this for at least the first level of each of the 3 locations, but no more than the first level of each location (if it has multiple levels). If you're pressed for time, try any number of free dungeon generator tools out there to get a layout for each location quickly, then key it up yourself.
The idea in the sandbox and/or hexcrawl is that the players have freedom of choice to go where they want and basically do what they want (and suffer the consequences therein), so you're going to want to ensure there is incentive for your PCs to want to explore at least one of the areas you've prepared. There are any number of ways to get your PCs going. Often most campaigns kick off in the common room of a tavern. How will the PCs know of these locations or learn of them? Why should they want to go there? Perhaps they are approached by an NPC offering payment to retrieve a MacGuffin from one of these locations. Or perhaps they just hear about one or more of them as prime unexplored locations ripe for plundering via rumors in the town.
Rumors are a great way to get the ball rolling in a sandbox, and in my opinion, offers the PCs the most flexible freedom of choice in what they choose to do. I would start off with 10-12 rumors with half of them being either completely false or only half-true, while the other half are completely true. Place them on a chart, and roll for one while they are in the tavern in the first night. If they actively seek out rumors, roll a die (d4 or d6, subtract reaction adjustment but no less than 0) to determine how many rumors they hear from various occupants of the town. Roleplaying these out can be great fun as well, and really bring the world alive for the PCs.
The key here is making them WANT to explore places you've prepared. If you don't make them appealing, chances are your PCs can wander off into areas you haven't really prepped yet, and then you're completely flying by the seat of your pants. Sometimes this can prove to be just as fun, and to be sure, there will always be a certain level of improvisation that goes into a sandbox or hexcrawl game anyway.
In the next post, I'll discuss topics relating to getting the PCs there (i.e. the actual crawl) from constructing random encounter tables, determining movement, weather, etc.
In the last entry, I discussed creating the first 7 hexes including the starting location (usually a village or city, but could be any civilized area/feature) which is in the center, and at least 3 interesting locations outside of the starting location to explore.
![]() |
| Our starting map with 3 locations to explore |
So, this next step requires a little bit of prep time, but don't spend too much time on any of the 3 locations (unless you have the time to do so, that is). We know we have some sort of tower in hex 04.05, a ruin in 05.03, and a monster lair of some sort in 04.03. This is the time for some brainstorming. If you've already taken the time to think of some places/NPCs your PCs are likely to encounter in the starting village (inns, taverns, local lords, sages, etc.) now is the time to start tying them into the surrounding locations.
Why do the NPCs know about the monster lair? Perhaps it is the home of an ogre who has been pillaging the farms of Windholm at night? Maybe the spot of a local group of bandits who have been hijacking merchants passing through, effecting the commerce in the village. Obviously these are quick and simple ideas, but they are presented to give you an example. Find some way to tie these locations into your starting location.
Jot down some starting notes on each location based on their hex:
04.03 - Lair of Hedgemog the Ogre (stats here in parenthesis) Has a group of hobgoblins working for him (stats for hobgoblins in parenthesis). At night Hedgemog wanders countryside (50% chance the PCs might catch him in his lair at night). During the day he sleeps in his lair and the hobgoblins protect him.
Now, if you have the time, you might want to draw out a quick map of the lair, key it with monsters, traps, etc. And you'll need to do this for at least the first level of each of the 3 locations, but no more than the first level of each location (if it has multiple levels). If you're pressed for time, try any number of free dungeon generator tools out there to get a layout for each location quickly, then key it up yourself.
The idea in the sandbox and/or hexcrawl is that the players have freedom of choice to go where they want and basically do what they want (and suffer the consequences therein), so you're going to want to ensure there is incentive for your PCs to want to explore at least one of the areas you've prepared. There are any number of ways to get your PCs going. Often most campaigns kick off in the common room of a tavern. How will the PCs know of these locations or learn of them? Why should they want to go there? Perhaps they are approached by an NPC offering payment to retrieve a MacGuffin from one of these locations. Or perhaps they just hear about one or more of them as prime unexplored locations ripe for plundering via rumors in the town.
Rumors are a great way to get the ball rolling in a sandbox, and in my opinion, offers the PCs the most flexible freedom of choice in what they choose to do. I would start off with 10-12 rumors with half of them being either completely false or only half-true, while the other half are completely true. Place them on a chart, and roll for one while they are in the tavern in the first night. If they actively seek out rumors, roll a die (d4 or d6, subtract reaction adjustment but no less than 0) to determine how many rumors they hear from various occupants of the town. Roleplaying these out can be great fun as well, and really bring the world alive for the PCs.
The key here is making them WANT to explore places you've prepared. If you don't make them appealing, chances are your PCs can wander off into areas you haven't really prepped yet, and then you're completely flying by the seat of your pants. Sometimes this can prove to be just as fun, and to be sure, there will always be a certain level of improvisation that goes into a sandbox or hexcrawl game anyway.
In the next post, I'll discuss topics relating to getting the PCs there (i.e. the actual crawl) from constructing random encounter tables, determining movement, weather, etc.
Thursday, January 5, 2012
It's a Game, Not a Novel Played Out With Dice
Alexis has a great post up today about player agency, using NPCs based on behavior and motivations, and how that can, and should, define the "narrative" within a DnD game. I'm not going to attempt to personally attack Alexis here, so I hope it's not perceived as such, but he is a rather controversial figure here in our little blogging world. Most of his posts, despite what can be looked at as written with a somewhat pretentious attitude, are interesting, informative and entertaining to read. Despite his somewhat contemptuous and misanthropic demeanor in our little corner of the world, he quite often has these moments of genius which make you look back and say "fuck yeah!" and this is one such moment.
There is often this perception that the "sandbox" cannot co-exist with the "story narrative" in DnD. I believe, however, that the two are so intertwined that neither element can be successful without the compliment of the other one. The modern day RPG focuses on "paths" and "storylines" in which there are defined encounters or events that are going to happen no matter what the PCs do. These narrative railroads essentially lead the PCs down a trail where the DM is the storyteller, and the players little more than kids sitting around the campfire, listening, and maybe rolling some dice here and there.
In the sandbox, however, there are an infinite amount of storylines happening all over the place. The ones the PCs choose to get involved with, should have meaningful consequence based on the choices they make as players. Otherwise, why bother with the game? The sandbox isn't about simply going from hex to hex, or dungeon to dungeon, fighting goblins and collecting treasure. Of course, they could be, and many are, but that doesn't make for any more of a meaningful experience for a player than a railroaded storyline. At least in the storyline, interesting things are happening.
Rather, the sandbox and the story should co-exist and feed off of one another. There are factions, and people, in the world that are trying to do different things. If the PCs suddenly become a part of that, then their choices should have some consequence, but ultimately they should have the choice. And those choices might not always lead to rousing success. In DnD, just as in life, sometimes you fail. There will be moments when your PCs will do something, or not do something, which might result in some pretty severe consequences, perhaps even death for the character(s). If you utilize NPCs, especially villain NPCs based on their behaviors (rather than as a means to satisfy a story you have concocted) then you are showing the PCs a living and breathing world, one in which their actions, or lack thereof at times, matter...at least in terms of whatever plot, or story, you might have them engaged with.
Could those actions have world changing consequences? Maybe. Could those world changing consequences have a significant impact on the game? I'd say definitely. Death Frost Doom is a great example of this. If the PCs follow a certain series of choices in that adventure, they will unleash a horde of undead onto the land. We've all seen play reports on this module in which that was the case. Would that be a world changing event? Damn right it would be, and if so, let it be.
To illustrate this, I'll use an example of how I am using NPC behavior and player choice/consequence in my current game, rather than just letting an event happen for the sake of the storyline. In our very first session of my current campaign, the PCs were tasked with retrieving a certain MaCguffin. They needed to raid a thieves guild warehouse to get it. They failed in this. So what happened? The villain NPC who was trying to get said MaCguffin was able to get it before the PCs. The result of the NPC having retrieved this MaCguffin had some pretty dire consequences. Within the sewers below the city, this villain was able to unleash a horde of undead which threatened the security of the city. When the PCs managed to return, they had to fight through a group of undead to eventually find the NPCs lair in the sewers. They were, unknown to them in our last session, one room away from tracking him down. So what did they decide to do? Well, being severely depleted of resources and hit points, they decided to rest, heal some wounds, and memorize some more spells. Now, I could have the NPC still waiting on them in the next room, ritual dagger in hand ready to sacrifice a victim just as the PCs enter (that would be the case in a story driven module where player agency matters little), but the PCs made the choice to rest. The NPC knows they are there. They have severely put a dent in what he was trying to do. But if he knows they are there, he isn't going to wait in his chambers for them to walk right in and defeat him. So, in the midst of their rest, he will make an escape, and be successful. Why? Because based on the circumstances and choices the players made, this is the behavior he would illicit in response. He is, by the way, leaving behind a summoned demon from the Abyss to slow them down.
As Alexis stated in his blog post, the narrative for DnD is, and never should be, a predefined set of events. If you know what will happen in the end, why bother playing? The fun in the game is NOT knowing what will happen, and giving the players the freedom to define for themselves, through play, what their destiny will be.
Thursday, December 29, 2011
Hexcrawling and its Fundamental Use in Old School DnD Part 2
Second in my series on the hexcrawl campaign in DnD. See the first post here.
So, most people know that the premise of the hexcrawl is pretty much a central and fundamental factor in a "sandbox" style campaign. The sandbox being, a world within which your PCs are free to explore, plunder, and do with as they wish at their own discretion. Now, I could go on in another entire direction here discussing the elements of the sandbox as a whole, but right now I'm just focusing on the fundamentals of a hexcrawl and the basic elements to start one.
There are hundreds of posts on forums and blogs that go into much greater detail into the fine art of designing a hexcrawl and world building than what I will offer up here. Rob Conley, for example, has a fantastic series of posts going in depth on world building and designing your hexcrawl campaign worlds. Even if you don't plan on using his method, I'd still highly recommend having a read through because there is a ton of valuable information in those posts. There are others as well to be sure, and chances are if you're reading this, you have your own ideas of the best ways to go about designing a hexcrawl. By no means is the method I am suggesting, or the advice I am offering the ONLY way to design such, it's just MY way of doing so. It works for me. Maybe it will work for you as well.
As I noted in my first entry, the first step is to draw a map. Sounds pretty simple. If you're like me, however, designing great maps can be frustrating. I've drawn hundreds over the years, and never seem satisfied with the results. There are all sorts of theories that go behind world building and terrain placement relative to regions, etc. I'm just going to keep things simple for this exercise. You might opt to sketch out a rough drawing of your map on a scrap piece of paper beforehand, or maybe you just want to wing it. Both have their advantages and disadvantages. I'm going to focus on designing the hexcrawl using the least amount of effort initially. If you're like me, you already have a busy life, and while designing campaign worlds is a great way to spend your time as a hobby, you don't want to spend countless hours on world building and writing up histories and details about far away and distant lands your PCs might never encounter. One basic rule of campaign design for me: focus on the immediate areas/regions my PCs will be engaged in prior to each session.
So, let's get right down to business then. The first step is to get the initial hex map ready for where you're going to start the campaign. You can either print a blank one out and draw in the details yourself, or use a program like hexographer to do it on the computer. In this exercise I'm going to just use hexographer. Now, mind you, it will take some time playing around with this to get the full use of the program, but the free version is an excellent utility for mapmaking and comes highly recommended.
In the first step, we'll start out very basic here. Enough to get your wheels turning and start getting you ready for that first session. Whether you printed off a map, or are using hexographer, or any other utility, you always want to start your mapping for the campaign from the center most hex. This way, as your players explore in whatever directions they might choose, you have plenty of room to go in and add features to your already existing map.
To make things simple, let's simply start out with 7 hexes, with each hex equal to 6 miles. One center hex, and 6 surrounding hexes.
In the above picture we have the central hex with the 6 surrounding hexes with grassland hills, a light forest, and a forested hills, with a river, which forks, running down the center. Now, that we've placed our basic terrain features we need to determine what exactly are in these hexes that our adventurers are going to want to explore? So, let's start by adding 4 basic features to the map. A starting village (in the center hex), a ruin, a tower, and a monster lair. Fairly basic components just to give you the idea.
In the center hex, we have the village of Windholm, which sits along the river, as well as a set of ruins not far away, a monster lair in the forested hills, and a tower of some sort in the grassy hills to the south. So already you have 4 areas for your PCs to explore, although they'll certainly focus on the 3 areas most ripe for adventure outside the starting village. Jot down the hex number on a piece of paper, or word document and write a brief description of that hex's details. For example:
04.04 Windholm - Small fishing village located along the Southling River. Population 80. Ruled by a town council of elders led by Sumerus Halfhand (LG hf9)
Of course, the above is simply an example. You want to write out as much detail as possible in your notes. You might want to consider drawing a map of the village, or just doing a short write-up of the major locations your PCs are likely to encounter (inns, taverns, etc.) and the NPCs they are likely to interact with. No need to get too crazy with the details though. It doesn't matter if Farmer Goldenwheat has a bag of 10 silver pieces hidden under a hay pile in the barn. These things are simply filler and can be made up in the game as you go. Focus on the important stuff, and go from there.
In the next post, I'll talk about fleshing out the areas for your party to explore, getting them to learn about the areas, and a bit about traveling to them.
So, most people know that the premise of the hexcrawl is pretty much a central and fundamental factor in a "sandbox" style campaign. The sandbox being, a world within which your PCs are free to explore, plunder, and do with as they wish at their own discretion. Now, I could go on in another entire direction here discussing the elements of the sandbox as a whole, but right now I'm just focusing on the fundamentals of a hexcrawl and the basic elements to start one.
There are hundreds of posts on forums and blogs that go into much greater detail into the fine art of designing a hexcrawl and world building than what I will offer up here. Rob Conley, for example, has a fantastic series of posts going in depth on world building and designing your hexcrawl campaign worlds. Even if you don't plan on using his method, I'd still highly recommend having a read through because there is a ton of valuable information in those posts. There are others as well to be sure, and chances are if you're reading this, you have your own ideas of the best ways to go about designing a hexcrawl. By no means is the method I am suggesting, or the advice I am offering the ONLY way to design such, it's just MY way of doing so. It works for me. Maybe it will work for you as well.
As I noted in my first entry, the first step is to draw a map. Sounds pretty simple. If you're like me, however, designing great maps can be frustrating. I've drawn hundreds over the years, and never seem satisfied with the results. There are all sorts of theories that go behind world building and terrain placement relative to regions, etc. I'm just going to keep things simple for this exercise. You might opt to sketch out a rough drawing of your map on a scrap piece of paper beforehand, or maybe you just want to wing it. Both have their advantages and disadvantages. I'm going to focus on designing the hexcrawl using the least amount of effort initially. If you're like me, you already have a busy life, and while designing campaign worlds is a great way to spend your time as a hobby, you don't want to spend countless hours on world building and writing up histories and details about far away and distant lands your PCs might never encounter. One basic rule of campaign design for me: focus on the immediate areas/regions my PCs will be engaged in prior to each session.
So, let's get right down to business then. The first step is to get the initial hex map ready for where you're going to start the campaign. You can either print a blank one out and draw in the details yourself, or use a program like hexographer to do it on the computer. In this exercise I'm going to just use hexographer. Now, mind you, it will take some time playing around with this to get the full use of the program, but the free version is an excellent utility for mapmaking and comes highly recommended.
In the first step, we'll start out very basic here. Enough to get your wheels turning and start getting you ready for that first session. Whether you printed off a map, or are using hexographer, or any other utility, you always want to start your mapping for the campaign from the center most hex. This way, as your players explore in whatever directions they might choose, you have plenty of room to go in and add features to your already existing map.
To make things simple, let's simply start out with 7 hexes, with each hex equal to 6 miles. One center hex, and 6 surrounding hexes.
![]() |
| 7 starting hexes |
![]() |
| Our original hexes with some areas for the PCs to explore |
04.04 Windholm - Small fishing village located along the Southling River. Population 80. Ruled by a town council of elders led by Sumerus Halfhand (LG hf9)
Of course, the above is simply an example. You want to write out as much detail as possible in your notes. You might want to consider drawing a map of the village, or just doing a short write-up of the major locations your PCs are likely to encounter (inns, taverns, etc.) and the NPCs they are likely to interact with. No need to get too crazy with the details though. It doesn't matter if Farmer Goldenwheat has a bag of 10 silver pieces hidden under a hay pile in the barn. These things are simply filler and can be made up in the game as you go. Focus on the important stuff, and go from there.
In the next post, I'll talk about fleshing out the areas for your party to explore, getting them to learn about the areas, and a bit about traveling to them.
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Wednesday, December 28, 2011
Hexcrawling and its Fundamental Use in Old School D&D Part 1
The first in a series of posts whereby I discuss the merits of the old school hexcrawl.
In new school era games (3e, 3.5, 4e, etc.) when PCs are expected to travel long distances to get to their next destination, it might be typical for a DM to say "after a week long travel you all arrive at 'destination x,' subtract a week's rations," for the sake of "moving the story along." That's fine and dandy and all, and maybe the players want that at times, but let's face it, in a world of medieval/weird/apocalyptic fantasy, "getting there" is half the battle. That's the difference between the old school game and the new school era, video game centric scaled "encounters" in modern RPGs. In the old school, it's not always about the destination, but more about the journey. After all, in a fantastic setting peopled with monsters and magic, all kind of things can happen when the PCs are moving through the wilderness, even if they take a populated and well traveled road.
In my present game, it won't be long before the party gets a clue to what will likely be their next destination, should they follow that path of course. They could certainly choose to ignore it, but most likely they won't. As such, the journey will take them almost a month, on horseback, even if they take the main road. In a world of fantasy, a lot can happen in a month's time. So, in essence, they'll be doing some hexcrawling for a while. Maybe even a few entire game sessions. A lot can happen on the way to town.
Hexcrawling has been covered in great detail all over the OSR blogging world. There is already a wealth of information on the subject. While some may argue semantics, at its heart hexcrawling is similar to dungeon crawling, except the "crawl" takes place above ground, often in wild, and relative uncivilized lands where lots of interesting things might happen. It becomes even more dangerous at times than the dungeon crawl, with the probability of getting lost, running out of food, or encountering creatures and people well above the level of the party.
If handled properly, a wilderness hexcrawl can be an exciting and engaging part of your campaign that will be just as enjoyable (maybe even moreso) than the "story" you have presented them with. So, here is my take on the hexcrawl, some pointers on how to make it engaging, and keep your players' interest in the game.
First, the basic elements of what you need for a hexcrawl are pretty much considered universal.
- A numbered hexmap of the area (preferably with hexes representing 5 or 6 miles...I like to use 6 miles) with various land and terrain features like hills, plains, scrublands, marshes, forests, mountains, radioactive volcanoes, or whatever suits your flavor.
- Populate the hexmap with some interesting locations/events the PCs will discover if they enter the hex. Basically you're creating a key corresponding to the number of the hex you want the feature to be located in. Obviously, at first you want to focus on the immediate areas around the hex your party will start from. There is no need to fully flesh out some ancient ruin 20 hexes away which your PCs might never encounter. Keep focused on what's immediately ahead of you for the time being, as it will save you hours of unnecessary prep time. When you're initially doing this, just make small notes about the features, and worry about fleshing out major details, drawing dungeon maps, etc. until later on. In some cases, you're just going to have to wing it.
- Create random encounter tables. Depending on the terrain or area, you might roll for an encounter 3 times a day or 6 times. This is usually up to the DM to determine, although there are guides for such. The 2e DMG has a table which gives the encounter chance, number of encounters to roll per day and what not based on the terrain type the PCs are passing through. Random encounter tables can be simple with say only 6 options if triggered, or as complex as 100. This is up to you. Obviously the less time you spend on the encounter tables, the less diverse the random encounters will be.
Traveling over long distances for PCs can be tedious. It's up to the DM to keep things entertaining and engaging for the players. Random encounters or hex features designed for your party to find should be engaging for some reason. Perhaps the PCs will discover a village in the next hex they travel to. But let's say that village is cursed, and its citizens can't leave the village. The PCs can investigate and maybe find the source of the curse lies in a barrow just outside of town. Perhaps they'll be led to free the village from the curse at the rumor of some hidden treasure in the barrow.
These types of encounters can lead to little mini-adventures on their own, and can make the hexcrawl something the players will remember and actually WANT to be engaged in. What you want to avoid is dragging out a pointless journey with uninteresting events i.e. "you travel for half a day, you're attacked by goblins (roll out stupid pointless combat), you take up watch for the night, you encounter some wolves (roll out stupid combat), you wake up and head out again," wash, rinse and repeat...boring. Make the journey count, and make it interesting.
In new school era games (3e, 3.5, 4e, etc.) when PCs are expected to travel long distances to get to their next destination, it might be typical for a DM to say "after a week long travel you all arrive at 'destination x,' subtract a week's rations," for the sake of "moving the story along." That's fine and dandy and all, and maybe the players want that at times, but let's face it, in a world of medieval/weird/apocalyptic fantasy, "getting there" is half the battle. That's the difference between the old school game and the new school era, video game centric scaled "encounters" in modern RPGs. In the old school, it's not always about the destination, but more about the journey. After all, in a fantastic setting peopled with monsters and magic, all kind of things can happen when the PCs are moving through the wilderness, even if they take a populated and well traveled road.
In my present game, it won't be long before the party gets a clue to what will likely be their next destination, should they follow that path of course. They could certainly choose to ignore it, but most likely they won't. As such, the journey will take them almost a month, on horseback, even if they take the main road. In a world of fantasy, a lot can happen in a month's time. So, in essence, they'll be doing some hexcrawling for a while. Maybe even a few entire game sessions. A lot can happen on the way to town.
Hexcrawling has been covered in great detail all over the OSR blogging world. There is already a wealth of information on the subject. While some may argue semantics, at its heart hexcrawling is similar to dungeon crawling, except the "crawl" takes place above ground, often in wild, and relative uncivilized lands where lots of interesting things might happen. It becomes even more dangerous at times than the dungeon crawl, with the probability of getting lost, running out of food, or encountering creatures and people well above the level of the party.
If handled properly, a wilderness hexcrawl can be an exciting and engaging part of your campaign that will be just as enjoyable (maybe even moreso) than the "story" you have presented them with. So, here is my take on the hexcrawl, some pointers on how to make it engaging, and keep your players' interest in the game.
First, the basic elements of what you need for a hexcrawl are pretty much considered universal.
- A numbered hexmap of the area (preferably with hexes representing 5 or 6 miles...I like to use 6 miles) with various land and terrain features like hills, plains, scrublands, marshes, forests, mountains, radioactive volcanoes, or whatever suits your flavor.
- Populate the hexmap with some interesting locations/events the PCs will discover if they enter the hex. Basically you're creating a key corresponding to the number of the hex you want the feature to be located in. Obviously, at first you want to focus on the immediate areas around the hex your party will start from. There is no need to fully flesh out some ancient ruin 20 hexes away which your PCs might never encounter. Keep focused on what's immediately ahead of you for the time being, as it will save you hours of unnecessary prep time. When you're initially doing this, just make small notes about the features, and worry about fleshing out major details, drawing dungeon maps, etc. until later on. In some cases, you're just going to have to wing it.
- Create random encounter tables. Depending on the terrain or area, you might roll for an encounter 3 times a day or 6 times. This is usually up to the DM to determine, although there are guides for such. The 2e DMG has a table which gives the encounter chance, number of encounters to roll per day and what not based on the terrain type the PCs are passing through. Random encounter tables can be simple with say only 6 options if triggered, or as complex as 100. This is up to you. Obviously the less time you spend on the encounter tables, the less diverse the random encounters will be.
Traveling over long distances for PCs can be tedious. It's up to the DM to keep things entertaining and engaging for the players. Random encounters or hex features designed for your party to find should be engaging for some reason. Perhaps the PCs will discover a village in the next hex they travel to. But let's say that village is cursed, and its citizens can't leave the village. The PCs can investigate and maybe find the source of the curse lies in a barrow just outside of town. Perhaps they'll be led to free the village from the curse at the rumor of some hidden treasure in the barrow.
These types of encounters can lead to little mini-adventures on their own, and can make the hexcrawl something the players will remember and actually WANT to be engaged in. What you want to avoid is dragging out a pointless journey with uninteresting events i.e. "you travel for half a day, you're attacked by goblins (roll out stupid pointless combat), you take up watch for the night, you encounter some wolves (roll out stupid combat), you wake up and head out again," wash, rinse and repeat...boring. Make the journey count, and make it interesting.
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Tuesday, December 20, 2011
Cormyr Campaign Update or When Actions Have Consequences
So, when you're running a sandbox style game as opposed to a railroad adventure, one of the big things that sets it apart is the fact that your PC's actions will have consequences. This is all too often forgotten in the sandbox game. Because unlike a railroad adventure where the PCs will always pop into the room with the evil mage right smack in the middle of sacrificing the virgin, the sandbox is a different animal altogether. In the sandbox, you have a world, full of NPCs and villains and what all and they all have their own plots, schemes and motivations, and shit is happening in the background. Sometimes it's major world changing shit, and sometimes it's not so grand, but the point is, when your PCs act, or DON'T act, their should be consequences and those consequences should affect them.
If you have been following my Cormyr Campaign series of blog posts, you probably recall that in the first session, the party had an opportunity to find a pretty powerful artifact (although they didn't know it at the time, of course.) Unfortunately for them, they botched this effort and were sent on a wild goose chase through the Stonelands outside of Tilverton. In the time it took them to make their way back into the city (after discovering that their original retainer was basically a bad guy) a lot of shit went down.
So, in sum, they made their way through the goblin smuggling tunnels from the Stonelands back to the sewers of Tilverton. Cleverly disguised as bandits with a passphrase to get into the thieves guild controlled sewer system which they retained from a bandit encounter, they were ready to get back into the fray and find this thing before it fell into the wrong hands. They were too late. Instead of tracking down this thing (which they learned a little about while in the Stonelands), they were greeted by undead...who were multiplying rapidly.
After an encounter with a Purple Dragon patrol in the sewers, they discovered several things had happened in their absence. First, all of the priests from the friendly temples in Tilverton had been murdered almost simultaneously. The undead had begun ravaging the sewers and some were making their way to the city streets as well. The Purple Dragons had uncovered that the ancient crypts, sealed up long ago, had been breached from the inside. Something blew the seal open, and it was believed the source of this chaos, whatever it was, was stemming from somewhere within the crypt.
So, this now leaderless Purple Dragon patrol (their sergeant killed earlier by said undead) were commanded by one of the PC's (a hedge knight in Cormyr) to accompany the party into these crypts to investigate. Along the way, the party discovered a secret temple devoted to Myrkul within the crypts with lots of evil necromancer types, a few undead, and a group of stone guardian golems (which almost resulted in a TPK.) As the session ended, they were spending time resting and recouping in the crypts attempting to gain some strength (and lost hit points) before pressing forward. Their resources nearly depleted (most spells cast, hit points low, etc.), they now face the dilemma of spending valuable time restoring resources or pressing forward. They choose to restore their resources. Again, this action has consequences. One they'll discover in the next session in the form of a 7 hit dice abomination summoned from the Abyss.
Shit has hit the fan in Tilverton, and the more the PCs delay, the closer they come to losing the city. Because their actions have consequences.
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