Tag Archives: Advice/Tools

Mapping Hack with Index Cards and a Siege

My main character, Griswald Stewart, has a small town at the center of his lands. Long story short, he is a duke who succeeded his father, but his father’s generation of the former rulers of the kingdom were kicked out. The line of false kings let these lands become overrun with orcs in the past 50 years. Griswald and his cousins re-took the kingdom, which is now in a civil war, but a giant earthquake affected most of the kingdom, and the areas of the former Stewart lands. Griswald took this opportunity to take back his patrimony, and managed to drive out the orcs. He then set up in the town abandoned by the orcs.

I used a sheet from a desk blotter that was a giant sheet of graph paper. Setting the scale to 40 feet squares, the entire town fits on the map. The town is roughly 1500 feet by 3000 feet. The grid is four squares to the inch. I lost that desk blotter in several moves. I have not had luck finding them locally at office supply stores. I do not recall which chain of office supply store I originally found it. Google is not helping. I must not have the right terminology to get the correct results.

A few years after he took the town, two of the largest orc tribes, The Blue Fang and The Vile Hand, have put aside their differences and decided to deal with “The Duke” or “The Wolf” (his personal shield device) as he is variously called, BEFORE he sets their sites on them. Griswald has wiped out several smaller orc tribes, and his success in that regard has come back to bite him.

Needless to say, there is a siege situation, and if you have ever seen the movie Zulu, you get the idea of how bad a spot he and the townspeople are in.

We needed to figure out ranges for weapons and spells, so we could get an accurate setting for ranges that were at an angle. I found that the blue lines on standard 3 x5 index cards are spaced at the same scale as 4 square to the inch graph paper. I was able to put together two cards by stapling them together to determine ranges weapons and spells. Of course the orcs are staying outside of these ranges until the orcs catapults can batter a hole in the wall.

It was interesting to see that insect plague has the greatest range of the spells that Griswald and his forces have at their disposal. That is perhaps the most powerful battle magic spell in AD&D for its range, area of effect, duration, and the effect it has on low level creatures. Its one turn (10 round) casting time give plenty of time for things to go wrong. It then takes 8 hours of rest and then the 15 min per level time to re-learn it, so it has a big cost associated with how often it can be use from a cleric’s memory, to offset the effect it can have on a battlefield.

The orcs have observed and taken note of the tales of Griswald, a half-elf Fighter/Cleric/Magic-User of 9th/9th/10th levels, and his henchmen, associates, and followers. They have arrayed themselves into smaller units of 20 to 30 that are spread far enough apart in a checkerboard formation, that a fireball will not affect more than a single group, or those on the edges of four groups (the  equivalent of one group). This is the price of fame for an adventurer, the bad guys learn from you the way you learn from them.

One thing Griswald did several times before a few survivors spread the word was to draw the warriors out of their stronghold with the bait of a small force taunting them. He would then  lob a few fireballs at them and take out the stragglers back in the fort. He knows better than to have his forces leave their fortifications, so they are bottled up until he can defeat or discourage the attackers, or last until help arrives.

It is not played out so I can’t tell you what happened yet.

Two Interesting Posts at Sandbox of Doom

I just discovered Sandbox of Doom. He has two interesting posts, one on open ended versus ongoing campaigns, the other on a comment on a review of old school gaming.

All the games I have played in have all been open ended campaigns, either with no stated objective, or no real plan/cohesion to the setting. My Brother, Robert, did run a campaign he called “Quest For The Dice of Destiny”, but it was short lived, and we never got to a level requisite with questing for artifacts. Robert’s current campaign, has been going on for about 25 years, and is one that continues to give enjoyment to his siblings, friends, and his wife and children.

I think the terminology is one where some approach it from a different perspective. Campaign in the historical sense refers to a series of battles in the larger war. For example, the Normandy Campaign lasted from D-Day until the Normandy breakout, several weeks later. In this sense the campaign ended. For gamers, we are routed in historical/military terminology, so for many campaign indicates a series of related events (adventures) that come to and end.

I found it odd that all of these bloggers would put so much into a campaign having an end. I can see their point, if there is a stated goal, like in LotR to destroy the One Ring. Once the ring is destroyed, the “campaign” is over. That does not mean that the same characters cannot continue to adventure in the same setting. If one views the story telling of the campaign as merely a book with a clear beginning, middle, and end, I can see how this would limit a campaign to a clear end.

However, one could argue that such an approach is railroading. What if the players want to keep playing their characters? A clear agreement on the outcome would have to be reached. To me, it makes more sense to have a series of events that may tie up some loose ends, but expose others for future adventures. Just as life is not clear cut/black and white, so too the life of an adventurer is not neatly bookended/compartmentalized. Some old foe that was not dispatched, could return.

Having a clear end to a campaign makes sense if the GM is not available after a certain point in time to continue the campaign. Some groups rotate the role of GMover the same setting, so that each GM’s “turn” constitutes a campaign, there can be many successive campaigns in the same setting.

Back to terminology, one thing we picked up from the books and/or Dragon Magazine, was milieu. We understood milieu to be the world setting for the game, such as Greyhawk. We understood that a milieu would support multiple campaigns. Over the years, we tended just to say, Robert’s Campaign, The Campaign, or Robert’s Game. These phrases all referred to the AD&D game setting developed by Robert as the DM and enjoyed by all of us players.The campaign will continue as long as Robert does not lose interest and there are players willing to play.

In the end, we might quibble over terminology, but the main point is to have fun, and both players and GM need to be in agreement whether the campaign is limited or open ended.

Back to the article referencing old school gaming, I think that Victor at Sandbox of Doom hits the nail on the head when he points out that the rule set one uses and the ability to add or remove that which does not work, is what makes old school (0eD&D/1eAD&D) gaming so versatile. We take out that which does not add to our enjoyment of the game.

Some argue over the limitations of magic-users and clerics only having so many spells in a day, but it is balanced. Those spells can drop hundreds of opponents in the right circumstances, and kill or slow the high level fighter from reaching them. There is balance there. Each class has their own strengths and weaknesses. One can try to be a multi-class demi-human, or a human the does one class for awhile and then adopts a second class. There are still limitations. multi-class characters have to earn two or three times as many experience points, and thus take a lot longer to get as powerful as single class characters. A human dual-class character has limitations on what they can do with their original class until they surpass their new class. It is also not just about the numbers. Players should use the numbers to help inform them how to play their characters.

Characters with higher range ability scores can make it easy to skip the roleplaying, as they are more like Superman without a weakness to Kryptonite. That is where a good back story comes in. Those players with more average ability scores can still be the great heroes of the game, if they live long enough to advance to greater skill levels. Again it is all about having fun, and how a group of players and GM can merge their collective knowledge, experience, and story telling into something new and entertaining.

Creating Maps with Office Suite

I found this article over at Grumbling Grognard, that describes how he made the map, using MS Office, for his take on Monte Cook’s Chordille Keep. GG started with Excel to create the squares, then drew the lines and squares. Then saved it as a bitmap and imported into PowerPoint to add numbers and color. GG says that he used a similar technique for his entry in the one-page dungeon contest.

I am sure one could use Open Office to do the same, Calc instead of Excel, Presenter instead of  PowerPoint, or possibly Draw. One could also use GIMP with its layer capability to do variations with and without a grid, such as for the player’s map.

While there are specialty tools to make maps and dungeons, I find it interesting how one can use tools that one is already familiar and avoid the learning curve and expense of a new tool. (Here expense is not just monetary cost, but cost in time, disk space, etc.)

Total Chaos

Another time I was a DM, I had an adventure planned and had 6 or 7 players. I had the obligatory, “you meet in a bar…”

Rather than joining forces, each player went off in a different direction out of town. This so totally blew me away, that I had no clue how to handle it. I just rolled for random encounters hoping something would come up.

This was so totally unexpected that I doubt a group of players could so overwhelm me into a flabbergasted state again. What I should have done was come up with something totally unexpected to draw them back together.

The thought has crossed my mind that they all went in on this, just to mess with me. I tended to be a good target for that sort of thing in high school.

This is where plot hooks fail. If the players do not take the bait, you have to be ready with a plan. Not to force them into something, but encourage them to make choices that will allow the game to be fun for all. I guess with a big enough sandbox, one could let the players run around independently. Look at it like a dungeon on a huge scale, just like when a party gets separated, they each get their own opportunity to do their own thing.

As Moltke said, “No plan of battle survives contact with the enemy.” In the realm of RPGs no module or other adventure planned by the GM plays out as planned.”

What examples of total chaos have you experienced as a player or GM?

Music To Enhance Play

Long ago, we used music from movies and TV shows to serve as the soundtrack to our gaming sessions. We had cassette tapes we bought, and then put together our “favorite songs to game by”. Fast forward to 2009 and CDs and MP3 players and Computers make it easier to mix the songs together. Someone with more time on their hands could add the sound effects of wind, rain, lightning, charging hoards of monsters, etc. for the DM to kick off at the appropriate time.While that would be nice, to me that is just more prep time for the DM. If there was a standard “library” with an easy to use program to key it off at the right time so game play is not interrupted, it would work for me. Just setting the scene with the appropriate music and letting the group’s imagination take over works wonders.

We just set the music and let it run, as we do not want to spend time juggling tapes/CDs to interrupt the flow of the game. It is amazing how we seem to end up in a fight when the music is appropriate. Sometimes the DM picks more ominous music than the players want to listen to, so we players would have our own tapes/CDs to raise our spirits a bit.

Favorites for us then and now are many of the Star Trek songs used in the original TV series, the “Planet Eater” music was used in many of the original episodes, but it does serve to build tension. “Wrath of Khan” has a good soundtrack. “Aliens” is good too. “Star Wars”, and most things by John Williams can fit the bill. Classical music also fits the bill such as “Mars” from “The Planets” by Holst, “Sorcerer’s Apprentice”, “Night on Bald Mountain”, etc.

What music or other mood enhancers do you use in your games?

Enhance Your Story With Other Fields: Biology

Exchange of Realities has an interesting article on enhancing story with other fields, with the focus on biology. This is something we all practice by our nature, often unconsciously.

One of the best things about writing and gaming is that they take skill synergy like almost nothing else in
the world does. No matter what you do or learn, odds are that some part of it can apply to the writing desk
or the game table. Sometimes it’s direct, sometimes it’s obvious when you’re willing to think twisty, and
sometimes it’s entirely unexpected.

Medieval Population Density

This informative article about population density of medieval based worlds and number of cities, towns, and villages and numbers of a give occupation relative to population.

There are links to websites to run the formula and build a kingdom quickly. One can also use Excel to build the formula into a spreadsheet, of which there are links to some examples .

I recommend saving it as a PDF so that it is available for off line use.

[Edit] Corrected link to website to use current URL. 09 February 2014.