Category Archives: RPGs

Dungeon Grappling – A Review

I am honored that based on my review of the grappling rules in +Tim Short’s The Manor #8, +Doug Cole asked me to review the current grappling rules for the Dungeon Grappling Kickstarter as is.

I can confirm that the layout is complete with placeholders for all of the art. The Table of Contents and Index are not yet finished.

Doug confirmed to me that he has taken +Erik Tenkar’s Kickstarter suggestions to heart, and learned from other successful Kickstarters. With no physical product, this PDF only offering will be very easy to deliver once the art is complete.

The one thing that concerned me as soon as I opened the file was that it has a background color/image, but it is faded to the point of no issue where text is concerned. The text is legible on both my computer’s LED monitor and the glass screen of my tablet. Those of us with aging eye will appreciate that.

This paragraph early in the PDF gives the whole reason for such supplemental rules.

Grappling rules do not have to suck the fun out of a
game. The key is to take rules that are usually well
developed and understood, and not fight the base
mechanical system when it’s time to grapple. All of
this is in service to the story, contributing to a sense
of action, excitement, and danger. If the rules get in
the way, or if the mechanics do not produce interesting
outcomes, then why bother?

Scattered throughout the text are quotes from 16th century combat manuals, the Epic of Gilgamesh, and other stories about wrestling and grappling.

As one who loves history, I know that knights in full plate were afraid of being pinned and approached with weapons designed or suited for the gaps in their armor. The current growth of medieval martial arts touches on more than just waving weapons, but using them and one’s body to take down their opponents. One can easily find such things on YouTube.

Grappling applies to characters, NPC’s, animals, and monsters.

I was asked on G+, “What rules systems does it use?” It is aimed at the original game, but applies to any version, variant, and clone.

Chapter 1 – Core Concepts

  • Grappling actions use the same dice and mechanics as the rules for weapons.
  • 3 Concepts: Attack Roll, Defense Target Number, and Effects
  • Grapple Difficulty Class (DC) – Basically Armor Class for grabs.
    • Factor in strength & dexterity and level.
    • Characters and Monsters have different calculations
  • There is a basic calculation and then options based on different abilities, and different rules.
    • Dexterity, PFRPG, Fifth Edition, and Acrobatics
    • Feats and Class Features are also mentioned.
      • New 5e feats are presented for consideration.
      • Suggestions for PFRPG feats are given.
  • Control Points are analogous to Hit Points, and are based on hit dice, but are not the same as HP.
  • One handed grappling, such as using a dagger in the other hand is addressed.

Chapter 2 – Grappling Effects

The goal of grappling is to gain control and force consequences on one’s opponent. Such as being pinned in a wrestling match.

Control Points are explained as counting up from zero instead of being reduced from a maximum. As CP increases, effects such as grabbed, grappled, restrained, etc. occur. There is a Control Point Effects table that lists the effects of different degrees of CP.

The Control Maximum (CM) is the most CP a target can take before being incapacitated. There are two options for the base rules, and an option for 5e, and one for PFRPG. In the base rules, one has 10 CP plus or minus modifiers. There is a bit different for 5e & PFRPG.

The Control Point Effects table and its explanation gives spell casters a chance to cast spells in various lesser states of being grappled. That’s not to my taste, but as an old school player, I don’t have an issue ignoring a rule. However, as I read the explanation, I can see that grabbed might not ruins some spells. I’ll have to think more about that.

There is also an Attacking Grappler Effects table. It lists the effects of grappling an opponent. For example, wrapping one’s arms and legs around an opponent causes the grappler to also be immobile for the duration of that grapple.

The section on Instant Conditions discusses how to grapple a foe and gain control instantly.

There is a list of conditions specific to 5e, and a list specific to PFRPG.

Chapter 3 Grappling Techniques

Means of ending the fight: points (like a wrestling match), fight-ending position, change foe’s position, inflict pain, render unconscious, injury, kill.

One can tell that the author has experience with wrestling and martial arts by some of the descriptions. This takes verisimilitude and applies it to the system without breaking the system. A very rare thing.

Wrestling for items is also mentioned.

Size is also important and refers the reader to Monstrous Grappling. My brother had a large weight advantage to me in high school. While walking down the hall he’d shove me and I’d go across the hall. I’d try shoving him, and I moved more than he did.

The sued of weapons and magic is also covered. Some weapons, like whips are designed to grapple. Entangle is used as an example of a spell with grappling effects.

Chapter 4 Monstrous Grappling

This quote exactly describes why monsters would grapple:

But many creatures, especially beasts, aren’t trying
to kill you because your alignment is different than
theirs is, or they’re acting on orders from the evil
Foom the Woc God. They’re trying to kill you because
they’re hungry, and for whatever reason, you look
like a moveable feast.

An example of how to convert a monster with a system that doesn’t have all the information in its stats block as some systems, shows how easily one can implement this system on the fly. A later example shows how converting an early edition ogre gives a similar CP value as using the 5e formula. This indicates that the author has a quick, flexible, and accurate solution to determining this value.

There is a size adjustment table that illustrates how size inhibits or enhances the effectiveness of a particular creature at grappling.

Tiny and small creatures get a table for how much lower their control damage is due to their lesser strength.

Finally, this chapter concludes with ten sample monsters using PFRPG, S&W, and 5e variants. There are representative monsters for each of those systems, but not a listing of each of those monsters in all three systems.

My take – This is something that has been needed in RPG’s for a long time. The Grappling Rules in AD&D are notoriously challenging to implement in play. The short and simple system introduced in Manor #8 is expanded in these pages. It gives a bare bones system and adds options and touches on how it can be used in specific systems. The basic rules will work for variations of the original game and clones, as well as later editions and variants of the original game.

The system is built on a basis of normal combat resolution. I like this approach. Use what is there instead of building a new system that doesn’t feel right. Another good example of this is what +James Spahn did in White Star with vehicle combat using the same format as individual combat.

I can’t think of a situation not explicitly covered in these rules. I wrestled a lot with my brothers growing up

Caveats – I don’t know the 5e rules – I’m way behind on reading them. I don’t have PFRPG, and never played so I can’t comment on how well these rules fit those systems.

I didn’t have time to do a test of these rules as part of this review. However, based on the similarities to regular combat in AD&D, this looks to be a useful replacement for those grappling rules.

What I’d like to see – These are all fitting for the end of the PDF.

  • One page with all the tables
  • A summary of the suggested calculations for each rule variant.
  • A listing of the various conditions and effects.
  • These later additions in black & white for clean & simple printing.
  • A Black & white option for the entire PDF for printing whether at home or a print shop.

A five dollar buy-in for the PDF is a definite bargain. Pledge to the Kickstarter if you’re interested.

Gamehole Con – A Second Unexpected Occurrance

In yesterday’s post, I wrote about the most unexpected coincidence. Today I write about another unexpected thing that happened on Sunday.

On Sunday, I had a game of DCC’s Excape from the Purple Planet from 10 am to 2 pm. I was in a group of experienced players and we all made the right choices and were done in an hour and a half.

I went downstairs to see what was going on, and I ran into Michael Witwer, author of Empire of Imagination. I did a mini review here. Michael and I first met back at Gary Con 8 in March. I wrote about how I ended up being the only person present for his presentation Genesis: Unexpected Journey of Gary Gygax.

Michael was at the autograph table outside the vendor hall. He was talking to a couple of people. Michael just finished talking about Empire of Imagination. Then mentioned his next project: opening day at Disney Land.

That was my queue. When the people he was talking to left, we exchanged pleasantries and then I said, “I have to tell you this because you mentioned Disney.”

My paternal grandmother was a first cousin of Disney’s chief sculptor, Blaine Gibson. My grandmother’s generation, my father’s generation, and many of my own first cousins were all born in the same town. I went into detail about my cousin.

Michael then said, “That’s incredible, I just finished reading about him the other day.” He then pulled out his book and showed me all the underlining about Blaine. “Can I contact you later for some background?” I had an article when Blaine died in July, 2015.

I said, “Sure! I can probably get you in touch with his son.”

Michael then signed a few more books and then started making preparations to leave. He was only there for a short time. If my game had not wrapped early, I would not have ran into him.

As Michael and I were approaching saying goodbye, +Chad Parrish, of Dead Games Society, walks out of the vendor hall, and I call him over and introduce the two of them. Of course, we had to tell the story of being from the same town. Then Michael and I share the Disney connection. Chad then says he wants Michael on his podcast, and they exchange contact information. Michael and Chad are both in different suburbs of Chicago, so they will be getting together for that podcast soon.

Now I just need to figure out how to monetize this newfound role as a broker of information/connections….

Gamehole Con IV – The Most Unexpected Coincidence

By way of explanation (and burying the lede): I had hoped to be able to do a running blog post for each day of Gamehole Con, unfortunately, the available WiFi was not up to the task. I could not even stay connected to my blog long enough to get to the drafts using my cell. I’ll do a wrap up post later today.

On Friday, after dying in Jim Ward’s Metamorphosis Alpha game, I had a Gamma World 2e game with +Chad Parrish of the  Dead Games Society podcast.

Chad also does a podcast with +Satine Phoenix, Gameschool, under the new TSR. (See here for all of the TSR Podcast Network Podcasts.) I write for Multiverse, which is also part of the new TSR. Chad and I met back in March, at Gary Con 8.

At one point either before we started or after a break, he mentioned to another player at the table that he went to the University of Missouri. My ears perked up at that, and I asked him if he was from Missouri.

Chad said, “Yes, but it’s a small town, you’ve probably never heard of it.”

I replied, “That’s OK, just tell me the name.” (I have lived in 6 different places in 4 different parts of the state, and driven through a lot of other places, and know people from small towns all over the state. So I’m thinking I might know the name of the town.)

Chad said, “OK, it’s a small town called Oak Grove.”

My eyes got big, I said, “Jackson County?” (There are at least 4 towns in Missouri with the name, the one I’m from is the only one with a zip code.)

“Yes.”

“[zip code]?” “Yes”

He says, “Panthers?”

I say, “Orange and black?”

“Yes.”

Then Chad says, “Do you know the Hamiltons?”

I just hold up my name badge.

Chad almost jumped out of his seat and says, “No way, you’re Robert Hamilton’s brother?”

My turn to say, “Yes.” “He’s the older of my two brothers.”

Chad says, “Robert Hamilton! He’s like the best DM ever!”

I said, “I know, right?”

It turns out that Chad was seven years behind me in school. My brother Robert and I are only ten months apart, and went through school in the same grade. I didn’t know Chad because after graduation, I went off to college and wasn’t around.

When he was in middle school, Chad tried to get someone from my youngest brother’s class, Michael, to get him into Robert’s game. So Michael took this 13/14 year old kid over to my parent’s house (I can only imagine the interaction with my father, who did the whole dad thing to anyone who stopped by.) Robert would have been like 20 or 21.

Michael told Chad he didn’t get in because Robert said he was, “Kind of a spaz.” I can just see it now.

I confirmed that Robert is still running the same campaign from back then, just not as often. If we manage to coordinate our schedules we still play.

Chad was telling this story to everyone at the con, I did too.

Chad had a similar thing happen later that same day. He was talking to Steven Chenault of Troll Lord Games, and it turns out that Chad’s father is from the same town where Steven is from. I was amazed something like that happened once to me, I can’t imagine having two such instances on the same day at a convention.

I had met Steven and mentioned to him that I was the one from his hometown, so we talked about the oddity of that for a bit.

After all these years, Chad still wants to play in a Hamilton’s D&D game. I tried to get him to let me pull together a game Sunday afternoon, but he had to leave before my Sunday morning game finished. So he’s talking about some Roll20 action with some DGS fans and himself.

Packing & Heading Out For Gamehole Con

I made the decision to go to Gamehole Con for the first time.

I am looking forward to all the games. I’m even a bit anxious to start the five hour drive.

If I have the bars/wifi access, I’ll attempt some live posting via Twitter and Periscope. I’m sure Twitter will be easy, since it’s just a few characters.

I’ll do a wrap up post for each day here on the blog.

GHC has rented the conference rooms in the two nearby hotels to accommodate 24 hour open gaming. I don’t know if they are the only con to do that, but for those who are too pumped to sleep, they have something to do besides channel surf in the wee hours.

Well, time to load up the car and hit the road. I want to be there in time for will call so I can get my stuff before my first game and not have to rush in the morning.

 

Inspiration From Real Places – Ronda, Spain

Ronda, Spain has some cool bridges across a gorge c. 100 meters (c. 328 feet) deep between parts of the town. It first came to my attention as a screensaver on my Win 10 PC, so I had to look it up.

Playing with the Google map Earth view and the 3-D features gives a very cool view of the “New Bridge”, Puente Nuevo.

I have in mind a walled city atop the cliffs, split by the gorge, with one part surrounded by steep cliffs, and the bridge across the gorge is from an area that slopes away, providing the only ground access. Massive gates with a drawbridge to prevent direct access to the city would deter all but the most determined and well-equipped enemy.

The citadel area would not have room to spread out, but could grow up, and have sewers and passages carved out of the stone beneath. Over time, these clandestine ways in allow thieves and smugglers their own way in and out of the city. Over time, the knowledge of these ways may be lost to officials and laxity in patrols could lead to enemies or creatures getting in unobserved.

The other half of the city across the bridge would have room to grow beyond the walls, limited by the cliffs and the gorge. There would be fewer tall building and less digging below, since it is easier to just spread out here. Tall buildings and excavations below would only appeal to those that have nowhere else to spread out. However, the city government, local noble, etc. would prevent buildings being too tall to prevent them being an archery platform in the event of an invasion or siege.

I wish I had time to dig into developing this right now, but I’m gathering notes for the four games I’ll be running a UCon in a few weeks. I have to get it done now since I will be at Gamehole Con the weekend before UCon. So I also have to gather the stuff for the games I am signed up for at Gamehole.

 

 

Mini Review – Apes Victorious

There’s a new RPG in town, Apes Victorious. It’s built on the standard RPG engine of so many other games based on the original RPG. The focus is on a world like that in the Planet of the Apes movies and TV show. Release on Monday, it is now the top seller on RPGNow.

It takes the “standard” RPG rules and comes up with a game that is its own setting. It is faithful to the cinematic world, and lays out the different types of apes, with the addition of bonobos. Humans can be time travelling astronauts, humanoids (regressed non-speaking humans), and underdwellers. It postulates a 1970’s era technology far in advance of what it was, but using the films as a starting point for what happened.

The nuclear apocalypse and subsequent ice age to wipe away most of past humanity’s efforts sets the stage for the rise of apes. The movies’ world setting is well presented, and suits many other apocalyptic settings.

One could argue that you can just use Metamorphosis Alpha, Gamma World, or other science fiction/apocalyptic RPG. However, the authors have anticipated this argument and made a case for multiple ways to make this a stand alone campaign of more than just one-shot adventures or convention play.

They also present a sample map and scenarios and creatures to encounter in the wilderness.

As someone who loved the original movies back when they finally made it to TV, and acted out scenarios with brothers and friends before we found RPG’s, it feels like the movies.

There is a free no art version available and two variation on the character sheet here. You can get the complete PDF at RPGNow for $4.97. Print options are forthcoming.

I tried to think of what is lacking in this game. The main reservation I had, of making it a campaign worthy game, were addressed by the authors. A niche game in a niche hobby, it is good to see the developers acknowledge what some will see as shortcomings.

I am curious about the art, so I may give in and get the art version.

There is a G+ Community that started back in the spring when they first announced the summer release of Apes Victorious.

This article uses affiliate links. A small portion of your purchases on RPGNow and DriveThruRPG help support this site.

Local Con Date Conflict with Gary Con IX

Marmalade Dog, a con hosted by the West Michigan Gamers Guild (WMGG) and held on the Western Michigan University campus is the same weekend as Gary Con. I was able to attend both last year because they were different weekends.

Unfortunately, the date is set by the people in charge of the calendar at WMU and they have to take what they are given.

I intended to step up and make sure an OSR track happened this year, but I don’t want to put in all the work if I can’t follow it through to the end. I was getting ready to plan what games I might run, but figured I’d better verify the dates before I put in the work.

The cool thing about this con, if you sign up to run games by December 31, you get a t-shirt and free admission for each day that you run a game. So if you are nearby and won’t be at GaryCon, consider running a game at Marmalade Dog.

Find the closest game convention in your area and join in the fun. If you are unable to run a game for whatever reason, sign up to play. Even if you only participate for a day, you still show the convention organizers that there is interest, and it will happen again next year.

If you are looking for a list of game conventions, here are some sites that have lists.

A good and organic list is at Gaming Convention Central. The main page is focused on the USA, but it has links for conventions worldwide. One can also submit conventions not on their list here.

Wikipedia also has a list of Gaming Conventions. Gamehole Con is missing from this list.

Board Game Geek has a good list that is also worldwide. Their list is a WIKI so it appears that you can easily edit to add to the list.

The site Upcoming Cons has a list that shows which cons are next, but it missing several cons on the other sites. Reading more about this site, it appears to be a tool for convention organizers to handle their registration, so it only has cons using its tools. This is a very narrow focus, so I can’t recommend it for finding a con in your area.

Lastly, if you can’t find anything local on these lists, do a google search for gaming conventions in your area. Once you find them, add them to the other lists so it is easier for others to find them. If you have an FLGS (Friendly Local Game Store), make sure that the local con is advertised there. If you are looking for people to play with in person, the FLGS and local cons are the way to go. The online sites for finding players only seem to work when you are closer to major metropolitan areas. Unless you want to drive an hour or more one way. Those sites are only as good as those who sign up. If there are none in your area, or none with an interest in your area of interest, you will be disappointed.

Happy Birthday! Dave Arneson

What a fun tribute for Dave Arneson’s birthday! If you haven’t already heard, a trailer was released for a new movie about the birth of the first role playing game.

See more about it in my article on Multiverse.

It is also the last day of the third and final Read an RPG Book In Public Week for 2016.

I had delivery of a Kickstarter, The ABC’s of RPGs. It includes a children’s book, activity book, bookmark, and stickers. My 20 month old granddaughter loves the book and made me read it about 6 times before bed the other night. The art is cool and just sets the tone.

Ship Names

During the AD&D games I ran at the last Marmalade Dog I needed a good ship name, and didn’t have a good one, so I asked the players, and got a great one, the Storm Witch.

I then decided that I could make a table to come up with other usable names.

The most basic such table is a list of adjectives and a list of nouns and roll a die for each column.

Of course, with adjectives you have colors and other descriptors. Powerful action oriented descriptors are cool, like the Flying Dutchman, or the Red Witch (Wake of the Red Witch).  Ships have the idea of motion and speed. A name that foreshadows a very fast ship is only fitting if the ship is fast. A slow merchant would tend to have a name evoking reliability or stability, or perhaps a humorous name. A pirate ship would most likely be renamed to something more suiting. a naval ship would have something indicating power, like Dreadnought, Dauntless, Intrepid, etc.

Certain colors tend to give an image of ferocity, danger, dread, etc.

Use the name to draw forth a description for the figurehead. For example, when the player suggested the Storm Witch, I immediately had an image in my head and could describe the figurehead to the others. A woman with hair blown about by the winds of storms.

Some ships might have a single name, like the Dragon, and others could have longer names. Come up with naming conventions by different nations or races. Elves might name their ships after stars or trees. Different human nations might emphasize something different with their ship names.

Below are some tables to mix and match and give ideas for naming ships. This could apply to naming water borne ships or spaceships.

Adjective/Noun (d10)

  1. Flying
  2. Soaring
  3. Sea
  4. Dusty
  5. Red
  6. Fast/Quick
  7. Sun
  8. Flaming
  9. Smoldering
  10. Smoking

Noun (d8)

  1. Witch
  2. Waif
  3. Spirit
  4. Sprite
  5. Dragon
  6. Kraken
  7. Merchant
  8. Maid

Sea Related Words

  1. Sea/Ocean/Waters
  2. Mist
  3. Wave
  4. Surf/Surfer
  5. Surge
  6. Storm/Tempest/Thunder
  7. Foam
  8. Deep/Depths/Abyss
  9. Whirlpool/Vortex/Eddy
  10. Maelstrom
  11. Aurora
  12. Wind/Squall
  13. Calm/Becalmed/Stagnant
  14. Shore
  15. Isle/Island
  16. Murky
  17. Shallows
  18. Reef
  19. Shoal
  20. Fathom

Ship Related Words

  1. Sail
  2. Oar
  3. Deck
  4. Plank
  5. Keel
  6. Mast

Crew Related Words

  1. Hand/Sailor/Crew
  2. Mate
  3. Captain
  4. Owner
  5. Carpenter
  6. Rigger
  7. Master
  8. Chief

Navigation

  1. Star
  2. Sun
  3. Moon
  4. Compass/Sunstone
  5. Sextant
  6. Astrolabe
  7. Eclipse
  8. Twilight
  9. Dawn
  10. Dusk
  11. Midnight
  12. Morning
  13. Evening

Type of Ship

  1. Merchant
  2. Galley/Bireme/Trireme/Longship
  3. War
  4. Pirate/Buccaneer/Privateer
  5. Escort
  6. Whaler
  7. Trawler
  8. Cruiser
  9. Caravel
  10. Corvette
  11. Ironclad
  12. Galleon

Sea Creatures

  1. Squid
  2. Octopus
  3. Turtle
  4. Whale
  5. Kraken
  6. Barracuda
  7. Shark
  8. Eel
  9. Ray/Manta/Mantaray
  10. Crab/Lobster/Crustacean
  11. Clam/Oyster
  12. Snake
  13. Crocodile
  14. Manatee
  15. Dolphin/Porpoise
  16. Trout/Bass

Other Creatures

  1. Harpy
  2. Hag/Nag
  3. Witch
  4. Dragon
  5. Wolf
  6. Chameleon
  7. Lizard
  8. Bird/Sparrow/Eagle/Hawk/Buzzard/Gull/Albatross
  9. Mermaid
  10. Nymph
  11. Horse/Mule/Pony/Stallion
  12. Cow/Bull/Bison/Buffalo
  13. Sheep/Ewe/Ram
  14. Deer/Buck/Hind/Roe
  15. Camel
  16. Hippopotamus/Behemoth

Weapons

  1. Spear/Javelin
  2. Sword
  3. Lance
  4. Dagger
  5. Trident
  6. Net
  7. Shield/Buckler
  8. Bow/Arrow/Archer/Bolt

Things

  1. Skull
  2. Rock
  3. Bone(s)
  4. Timber(s)
  5. Sand
  6. Fire/Flame
  7. Jewel(s)/Jeweled/Bejeweled
  8. Silver
  9. Gold
  10. Copper
  11. Quartz
  12. Opal

Colors

  1. Blue/Azure
  2. Green/Verdant
  3. Red
  4. Yellow
  5. Violet/Purple
  6. White
  7. Black
  8. Grey
  9. Brown
  10. Orange

Patterns

  1. Plaid
  2. Striped
  3. Barred
  4. Dotted
  5. Variegated
  6. Changing
  7. Pale
  8. Dark
  9. Scattered
  10. Hidden
  11. Mystery
  12. Geometric

Descriptor/Modifier

  1. Flying
  2. Soaring
  3. Sailing
  4. Fast
  5. Unvanquished/Undefeated/Victorious
  6. Indefatigable/Untiring/Persistent/Patient
  7. Fearless/Dreadnought/Dauntless
  8. Mighty
  9. Powerful
  10. Reliant

List of Pirate Ship Names

List of Royal Navy Ships – With links to ships that start with each letter of the alphabet.

Dice Chain To Inspire Number of Player Character Racial Enclaves

I was thinking on some of the ideas I have had for a new campaign setting, and the idea of numbers of major groups of various player character races crossed my mind. I was thinking how to use the dice chain for something else, and this idea just jelled.

Below is how I am considering using it for this specific campaign setting. There is nothing to stop you from using a dice chain with all the various dice you have. One could also mix in story cubes to get a back story for each “nation”. If you don’t have gnomes in your world, skip them. If you want some races to be even more rare, use different dice to represent them, or make their enclaves smaller and further apart. There are so many other tools that one could use to build details. Tables, cards, dice, PDF’s, novels, TV, and movies each have something they could inspire.

One does not have to go into great detail, just make a note about that race with the number. For example, below I have the four shires, meaning four groups of halflings. They could be in a federation or confederation arrangement for mutual defense and trade.

For the dwarves, the idea of a lost kingdom sounded appealing, so in common parlance, it is the seven kingdoms of the dwarves. This gave me the idea that dwarves would call mithril and other hard to obtain things as rare as the eighth kingdom. This generates an air of history, mystery, and legend without much effort at a complex list of names and dates and charts. It leaves room to add them later, but they are not needed at the start.

Multiple groups of each race brings up the possibilities of rivalries, historic ties, and intrigue between members of each group. This would be in addition to any such things happening with the various groups within each kingdom. Add into the mix relations with other races, and it’s politics where ever you go.

Politics and factions arise in groups of all sizes. Families, neighborhoods, villages, baronies, kingdoms, regions, continents, etc. Families go from the basic unit to extended families, to descendants of the children of a common ancestor. Neighborhoods have those that are older and established vs. the newcomer, or other such division. Villages, towns, and cities have competing factions whether by neighborhood, guild, or class. Baronies have divisions between townsfolk and rural folk. Such divisions scale. Baronies more distant from the seat of the king are seen as backward and uncouth. Newer kingdoms more recently cut from the wilds are seen as inferior to long established kingdoms and empires.

Enemies over trading rights become staunch allies when faced with invasion by a mutual enemy. It can be as simple or complex as you want to make it. It is far simpler to have one simple rivalry and one simple commonality between each neighboring “kingdom.” Let the course of play reveal an increase in the number of conflicts or points of mutual interest. Or the initial single point of interest and conflict might be broadened and deepened during the growth of the campaign through play.

As is evident, in my case, a relatively simple idea has sparked my creative juices, and I see all kinds of possibilities. My goal is not to get mired in the details. While I might have four halfling shires, and seven dwarven kingdoms, I don’t need their official names, names of rulers, or location at this time. Adventurers need not be educated about the scope of the world, or even access to maps of the world. They only need a general idea that the four shires are in the east, for example. Unless they are a halfling, they won’t know more than that.

All of this is just a framework or placeholders for ideas. Not all ideas will work into play. Only those ideas that come into play are worth expansion. The most work and detail needs to go into the starting location and surrounding region. This concept easily transfers to any set of rules or genre. For science fiction, it could be how many star systems, star bases, capital ships, etc. a given group has. Narrow the focus to a city and it indicates number of neighborhoods with each group in the city. Use a roll of the die assigned to a given group to generate a random number for whatever place in the setting it is needed. I think that it is a simple enough concept that you don’t need a table, other than as an example or reminder. If you forget and use the “wrong” die, it won’t hurt.

Dice Chain for Number of Nations/Enclaves of Each Race

Original D&D Dice Chain, as I knew it: (One can roll the dice, or take the maximum from each die, or any number that makes sense for your vision of your campaign.)

d4 – Halflings – The four Shires.
d6 – Gnomes – Burrows for dwellings and grouped in clans.
d8 – Dwarves – The Seven Kingdoms of the Dwarves, the 8th Kingdom is lost in mystery.
d10 – Elves – Ten major enclaves of Elves. Could be wood, valley, high, grey, or other groupings.
d12 – Humans – 12 major nations/peoples. Nations with “fixed” borders, or groups of nomads with claims on seasonal lands.
d20 – 20 other groupings of Humanoids, potential other player races.

Half-elves and Half-Orcs would tend to be mixed in with one of their parent’s communities, or isolated communities where they settle.

There are six dice in the above dice chain. Use a d6 to determine which die to roll to determine number of clans in a dwarven kingdom, or how many tribes of orcs. These could always be those that are known. The world is a big place and magic, interdimensional portals, and the like can explain away any sudden appearance when it is “known” that there are no more X in the world.

What die to roll for number of factions/groups/divisions at this level? (d6) (Level can be city, kingdom, continent, etc.) For example, how many major guilds are in the capital city? Of course, if you roll 20, you may be re-thinking the work that would involve, so as always, change it to suit your needs. A good one would be, how many regiments can be mustered, if you don’t want to calculate detailed population metrics. If you roll a d4 and a 1, or a 1 on any die, what story would you come up with to only have one regiment that the king can count on? Rebellion, civil war, invasion, natural disaster, dragon?

  1. d4
  2. d6
  3. d8
  4. d10
  5. d12
  6. d20

DCC style dice chain (d14) or d16

  1. d2
  2. d3
  3. d4
  4. d5
  5. d6
  6. d7
  7. d8
  8. d10
  9. d12
  10. d14
  11. d16
  12. d20
  13. d24
  14. d30
  15. d50
  16. d100