Tag Archives: Fluff/Inspiration

Resources and Their Source

I have a BA (Bachelor of Arts) degree in History. I like the ancient and medieval period, Meopatamia, Egypt, Greece, Rome, etc. I like following different websites and one of those is the archaeology page on about.com.

Last week they had an article about Roman aqueducts.

That article got me to thinking about other types of construction, like Roman roads, buildings, city walls, etc. I have ancient cities that I will need to plan at some point in my campaign. Large cities need things like water and food, which mean ancient wells, cisterns, canals, irrigation, aqueducts, etc. and ancient fields and farms. Farms for simplicity sake would include cropland, grazing land for herds, fishing banks along the coast or a lake or river.

Huge stone structures require quarries for the source material. Abandoned quarries and still used quarries would be places an adventure might turn. Granite, marble, sandstone, etc.

Large building project of wood, whether a temple, fort, fleet of ships, or housing for the masses will require access to a large amount of forest. Were ancient forests depleted, are they restored to their former bounds after a thousand years? Stone building projects usually rely on wood for bracing and scaffolding. Without fast growing wood or woody plants, like bamboo, a large city would quickly deforest a huge area. How do sylvan creatures, elves, and druids react to this?

Metals require mines for coinage, armor, weapons, tools, etc. Copper, silver, tin, gold, platinum, iron, mithril, adamantite, etc. FYI – Copper and tin make bronze, copper and zinc make brass. The working of metals will require either large forests to supply wood for making charcoal, or coal mines for coal.

The above mentioned herds for food would also supply the leather for armor, belts, pouches, saddles, etc. Exotic herds could be culled for exotic leather items.

Other types of materials used in civilization are bricks, from simple mud dried bricks of earth, straw, and water, to fired bricks of clay. Again back to using wood for charcoal or mining coal to handle a large number of brick buildings and walls.

Glass is not a necessity, but does require sand and other ingredients, plus wood for charcoal or coal from coal mines to fire it.

Add to that the bakers in a huge city and all their ovens for bread.

One does not need to stat out or write up every little detail of an ancient city. However, keep these things in mind when there is a city or town adventure in a living town or the remains of such things in and ancient ruin of a town or city. For example, the fountains of Rome were the pressure release for the aqueduct system and were the source of fresh water for those who could not afford to have water piped to their homes. Will there be ancient fountains that are silted in, but contain coins from wishes? Or fountains filled with rainwater, but stagnant and smelly, but also have coins, or a monster and coins?

Roads are needed to connect cities and towns, to tie an ancient empire together. Roads, walls, and buildings can all be constructed using mud to rock, for sandstone; or wall of stone, for granite. Yes, they can be dispelled, but in AD&D you have to be a high enough level to do it. If an ancient empire was magic rich and had lots of high-level friendly wizards making buildings, it would explain a lack of or fewer quarries than is otherwise needed. Was a temple devoted to creating food for the masses, and the cities thus needed fewer farms and herds? I can see a very lawful civilization doing such things. Would there be ancient magical fountains that never ran out of water? Magic bread ovens that never ran out of bread?

What problems and challenges of modern civilization would a high magic society be able to solve using magic as their technology?

  • Sanitation: Sewers send it all to a pit of a permanent disintegration to avoid stink and disease. Or if they didn’t have that level of magic available, would use carrion crawlers and otyughs.
  • Construction/Infrastructure: Magic to assist with building roads, walls, forts, castles, etc.
  • Ships and wooden construction: Cooperation and trade with sylvan creatures, elves, or druids would provide all the needed wood while preserving the bounds of the forests.
  • Food and Water: Can be created magically, as suggested above.
  • Communication: Crystal balls, palantirs, mirrors, or other devices could facilitate communication between an emperor/king and his governors, nobles, and generals.
  • Travel:  Magically created roads for the less well to do and caravans. Teleportation rooms/chambers/stations for travel between cities, or across cities, or to neighboring kingdoms.
  • Trade: By the use of superior and coordinated magic in the running of an empire, it could simplify trade due to superior communication and travel capabilities.
  • Health: Sanitation as described above. Health care by clerics of temples.
  • Education: There would be great centers of learning, colleges and universities for the study of magic for the benefit of all. Great temples and seminaries for the study of divine magic.
  • Light: Donations to temples or commerce with wizards would mean everyone has a bulls eye lantern with continual light. Streetlights would have continual light. There would be less need for candles and lamp oil, other than for the poor or ritual use.

A strongly lawful society learning to good with a high level of magic would have a tendency to have these things. War would be far off and the orcs and goblins would be far away, just a story to most people. But if something happened like a strange disease that spread rapidly via the teleport system faster than it could be cured, chaos would ensue. The chaos caused could bring down the whole system. Wizards who survive try to keep things going and end up fighting for turf, thus accelerating the collapse. Troops are needed to keep order, generals who are lawful, but not good would be tempted to pay orcs and goblins to help fill their depleted ranks. Soon wizards are mistrusted and on the run. Civilization as we know it is gone, cities are abandoned as the masses flea disease and civil war. All the neat things that the ancients knew are mostly lost to the knowledge of all but a few after a thousand years. This is the scenario of my campaign. The players don’t know or need to know any of this, just that centuries ago, there was a lot of magic and many wonderful things that a brave and successful adventurer can find.

In a way, my campaign is a “post apocalyptic” world, but there is no radiation and mutants. Although there might be strange creatures brought about by ancient wizards and their experiments. There are powerful ancient artifacts and devices that require study to use without destroying one’s self.

City Districts Posted on G+ World Building Community

I posted this comment and question about names for districts/quarters in towns and cities on the G+ World Building Community.

I am working on ideas for different districts/quarters for towns and cities in a fantasy (D&D) setting.

I have come up with a few from memory and my own ideas:
– Temple quarter
– Wizard quarter
– Royal & Noble quarter
– Government/Bureaucracy quarter
– Merchant’s quarter
– Non-human quarter (for areas where they don’t just mingle right in)
– Rich/Poor
– Docks/Wharves/Shipyards
– Thieve’s quarter

I then turned to Google, and Jerusalem and it’s four quarters, based on religion, tends to predominate the results. I found that old cities often had 3 to 5 quarters, Paris has 18 districts. Usually, there is the old town/city which may or may not be a citadel/acropolis/medina.

So a lot of them also have government quarters, lower/upper town, old town/city, and royal quarter.

I am curious what sorts of Districts/Areas/Quarters/Divisions of town and cities do you have/use?

I have one large ancient abandoned city that I am working on ideas to help with dealing with the players running around it. I have a general idea of what is where, and then am adding my own ideas to some city tables I have found on various blogs to generate some things ahead of time, but also to have on hand for on the fly generation as needed.

It is tricky to avoid every other house/building being the same without some options to help mix it up.

NOTE: I see developing large ancient cities whether active or ruins as related to megadungeons, and it may just be the above ground level of a megadungeon.

March Madness – Non-D&D OSR Blog Challenge

The March Madness – Non-D&D OSR Blog Challenge came on my radar as I read other blogs. Just having come off the D&D 40th Anniversary Blog Challenge in February, I was not up to scheduling another month. I will do as many other have done and do one post for all the questions.

March Madness 31 day Obscure Game Blogging Challenge

1 What was the first roleplaying game other than D&D you played? Was it before or after you had played D&D?

It was either Metamorphosis Alpha or Gamma World that came after Blue Box (Holmes) Basic D&D/AD&D.

2 In what system was the first character you played in an RPG other than D&D? How was playing it different from playing a D&D character?

Playing a mutant or human with high-tech gear was in line with a lot of the Science Fiction movies and stories I had read. I was more of a science fiction guy before getting into D&D. I think I comfortably move between genres in my reading. I haven’t played anything other than D&D for decades.

3 Which game had the least or most enjoyable character generation?

It has been so long, I just don’t remember. I have read about other’s talk of Traveller and death as a possible result in character generation, but I don’t remember it.

4 What other roleplaying author besides Gygax impressed you with their writing?

I liked a lot of the regular authors in The Dragon. Kim Mohan comes to mind. I’m drawing a blank as I write this. I no longer have my collection of Dragon Magazines.

5 What other old school game should have become as big as D&D but didn’t? Why do you think so?

Metamorphosis Alpha, Gamma World, Boot Hill, Top Secret, Gangbusters, Villains and Vigilantes, Star Frontiers, Marvel Superheroes, and Traveller were all games that I played back in the day. Part of it may have been not every kid in high school could afford or had parents who could afford to just buy whatever we wanted. I earned the money for all but the AD&D Player’s Handbook, which was a Christmas present the year it came out. I also had to get the others in my group interested in a game. The only RPG that I encountered in college was AD&D. I am sure there must have been others playing other RPGs, but I didn’t have time to go seeking them out. I think the bulk of the hobby was pre-teen and teenage boys back in the day and by the time they were in jobs, real life altered their style. I didn’t pick a wife based on her interest in RPGs. In hindsight, I probably should have.

6 What non-D&D monster do you think is as iconic as D&D ones like hook horrors or flumphs, and why do you think so?

I don’t recall a specific monster/creature from other games, as it has been too long since I last played them.

7 What fantasy RPG other than D&D have you enjoyed most? Why?

The group I played with did Boot Hill and Top Secret the most.

8 What spy RPG have you enjoyed most? Give details.

I have to say Top Secret, since that is the only one I played.

9 What superhero RPG have you enjoyed most? Why?

We played Villains and Vigilantes and Marvel Superheroes. I don’t recall specific game mechanics. I liked the Marvel as it had all the comic book characters, but you could stat them in other games.

10 What science fiction RPG have you enjoyed most? Give details.

Traveller seemed clunky to me and had too many different books. I liked Star Frontiers, but I struggle to recall specifics. The homebrew SF game we made called Scout was my favorite, because it borrowed from every other game we played for different features. I don’t have any materials. If I had any survive to my adult life, they were lost in the water leak incident. My brother, Robert, wrote a series of short stories about Scouts that kept us all enthralled and we kept bugging him to write more after we had our turn of reading his hand-written story.

11 What post-apocalyptic RPG have you enjoyed most? Why?

Metamorphosis Alpha and Gamma World seemed to be the same game in different settings. I know that character generation, etc. was not the same, but that’s how I remember them. You have characters that don’t know what the stuff is that they find and have to figure it out without killing themselves.

We also had Escape from New York. I don’t recall if that was really an RPG, or a boardgame with RPG qualities.

12 What humorous RPG have you enjoyed most? Give details.

I bought Toon but could never get anyone to play. In the groups I have played with, there is always something humorous that happens intentionally or not. In D&D I have played gnomes that were quite the instigators of humor. There is also the hilarity of too much caffeine and not enough sleep. Things that no one else would find funny still bring guffaws and giggles to grown men who were kids and young adults when some said or did something really funny.

13 What horror RPG have you enjoyed most? Why?

Call of Cthulhu is another one we played. I did not like that there was no avoiding going insane. That was before I had read any of the stories. My brother, Robert, did and told me so much detail, I did not read them until the last 6 or 7 years.

14 What historical or cultural RPG have you enjoyed most? Give details.

I never played any of that style RPG.

15 What pseudo or alternate history RPG have you enjoyed most? Why?

I see all RPGs as fitting that category.

16 Which RPG besides D&D has the best magic system? Give details.

I don’t recall the specifics of T&T, which I played once. I think it was Runequest I played once.

17 Which RPG has the best high tech rules? Why?

I don’t recall, it has been too long.

18 What is the crunchiest RPG you have played? Was it enjoyable?

There were a few times we played some other games only once, but I don’t recall the one I am thinking of. It had so much detail it was crazy. I believe it was a fantasy RPG, maybe Runequest.

19 What is the fluffiest RPG you have played? Was it enjoyable?

20 Which setting have you enjoyed most? Why?

MA and GW made the biggest impression on me, other than D&D. I think that is because I grew up in the Cold War when the idea of nuclear annihilation was a common theme in real life, not just books and movies. I was born a few years after the Berlin Wall went up, and I never thought it would come down in my lifetime. I was amazed when it came down when I was in college. The idea of the U.S.S.R collapsing was far from everyone’s mind. The made for TV movie “the Day After” occurred in the Kansas City area, where I grew up. That was one weird and compelling movie to watch, knowing it was new my home. I did love to play MA & GW. I guess trying to find joy in spite of the horror is what we were doing.

21 What is the narrowest genre RPG you have ever played? How was it?

Top Secret and Boot Hill would have to be the narrowest.

22 What is the most gonzo kitchen sink RPG you ever played? How was it?

I don’t know what this means.

23 What is the most broken game that you tried and were unable to play?

I don’t think there were any broken games. GM’s that didn’t know the rules and/or how to run a game were the biggest issues.

24 What is the most broken game that you tried and loved to play, warts and all?

With a GM that knows the rules, but more importantly, HOW to run a game and make it fun for all would do the trick. But I can’t think of a game with broken mechanics.

25 Which game has the sleekest, most modern engine?

Does that mean a post-OSR style rules, or OSR clones of original games? I think old school style rules, like the original games of the 70’s and 80’s were pretty sleek. I like the idea of ascending AC and fewer books and tables needed to play a session.

26 What IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an RPG deserves it? Why?

I can’t think of one. I am sure that there is at least a homebrew set of rules for every little niche.

27 What RPG based on an IP did you enjoy most? Give details.

I guess it would be Marvel Superheroes. The only other would be Call of Cthulhu, which was ok, but not my cup of tea.

28 What free RPG did you enjoy most? Give details.

I haven’t played a free RPG, other than our homebrew. I do have S&W and have read the white box and complete rules and it is a game I could play.

29 What OSR product have you enjoyed most? Explain how.

I like the abundance of free and low cost materials available on the internet, like tables, maps, modules, and other tools to facilitate the job of GM.

30 Which non-D&D supplemental product should everyone know about? Give details.

I don’t know as I have not looked at other genres for supplemental material.

31 What out-of-print RPG would you most like to see back in publication? Why?

I always had a soft spot for Metamorphosis Alpha and Gamma World, but I understand those progressed into newer versions and MA 1e is still on DriveThrough RPG, and I picked it up just last week, mostly for nostalgia sake.

Boot Hill and Top Secret were others I enjoyed. I wouldn’t mind having copies just for nostalgia’s sake.

Using Game Boards from Boardgames for Other Games

I ran across this post today that reminded me that my brother, Robert, and I used the game board from Avalon Hill’s Waterloo as a star map for a science fiction space combat exploration game we made up in the 80’s.

My planet/system had the brilliant name of Erloowat, I don’t recall what Robert named his.

There were two or three games we made up back then. A Science Fiction/Space RPG we called Scout, and a space pirate game centered around ship capture/combat. I don’t recall now if our space combat game built on the rules from our space pirate game. The rules for all of them were pretty broad. The space/interplanetary war game was actually more like an RPG without a GM. We didn’t have enough rules to cover certain scenarios to make it truly playable the way we intended. I think we just played at it for an afternoon or two and it faded away.

The problem with making your own game is defining the parameters and limitations of it so that there is an agreed upon framework to make it playable without a GM or the creators on standby to deal with scenarios as they develop.

The benefit of RPGs is that you only need enough rules to build enough framework to be able to have fun, and as play develops, the players and GM work together to fill in the gaps, thus the prevalence of house rules and homebrew games that are a freankensteinian combination of multiple ideas from other RPGs and the experience of actual play and house rules. Our Scout game was just such a one. We took ideas from Traveller, Star Frontiers, Metamorphosis Alpha, Gamma World, and probably others I don’t recall to get mechanics/rules for things we had trouble fleshing out ourselves. Robert also wrote great short stories that tied into Scout. We passed them around in high school and kept asking for more. (I wish he would publish his writings, he could even do the artwork for the book covers.)

As I was writing this I recalled another RPG we had was based on Androids, I think that was more of what would be a LARP. However, we did not run around in costume, it was more a sit around and talk about things our characters did. We drew ships and different kinds of androids and robots and wrote little scenarios and stories. I don’t recall if this preceded our discovery of Blue Box Holmes Basic D&D or not. I know one guy involved moved away at some point, and I don’t recall what grade. It was spring of 7th grade we discovered D&D, I don’t recall when David moved away.

My idea for a Monster Island

I have an idea to combine the giant crustaceans and insects of Mysterious Island, with dinosaurs. I did not realize that Mysterious Island was based on a Jules Verne story. I have read some of his writings, but not all. I have a large backlog of them on my Kindle. That is the nice thing about stuff going out of copyright. Also the combination of creatures on Kong Island in the King Kong movies. (Note to self: Stat out Kong.)

I have a few ways I am thinking of handling this. Either one big island that has the giant insects and crustaceans and Pleistocene creatures and another area with dinosaurs, or two islands one with the dinosaurs and another close by with the rest.

Another might be an island with all giant insects, with the Thri-Keen at the top.

Definitely cavemen & Neanderthals with sabre-toothed tigers and mammoths would be cool.

An island could also be defined as an area with high mountains and no viable passes, or separated by a huge surrounding desert, center of the earth type scenarios, pocket dimensions, etc.

My idea it to design something that I would find fun and challenging to play.

I went through the Monster Manual, Monster Manual II, and Fiend Folio and collected a list of all the dinosaurs, giant animals, insects, etc. That is a long set of lists!

I am sure someone has done all or parts of these ideas. As I did not buy or play in most of the classic modules, I don’t know if TSR or other companies did something.

With the size of the dinosaurs, it would take a large land area to support viable sized groups of each. Random encounter tables would be quite long.

The thing with this is a party would have to use their brains and avoid trouble. Finding and allying themselves with primitive humans who know the best hiding spots and refuges and what parts of the island to avoid.

The challenge could be complicated by needing something the primitive humans prize or worship and are reluctant to part with it. If the party just takes it, they are all on their own. If they do things to gain the trust of the primitives, they might be able to borrow it or if a great enough service just keep it. All kinds of different ideas there.

Throw in some giants here and there and other humanoids and regular monsters to spice it up. Maybe the giants have always been there, but the humanoids and other monsters have washed up on shore, or they are after the same thing the party seeks.

Or the party could just be shipwrecked there in a storm, teleported there by a teleport trap in a dungeon and have to figure out how to get home. Is there another teleporter back? Can they figure out how to just travel home? Do they have a wizard with teleport?

I have too many ideas. I want to use them all, but always leave them wanting more. I know I have the more. I just want to use it all! Am I the only one fighting the temptation to use it all?

DM’s Theme Song

“Eye in the Sky” by The Alan Parsons Project is the perfect description of a DM.

I owe this connection to my brother, Robert. The best DM I have ever had.

Imagine it is the DM saying these words.

Think about it, the DM knows it all. The DM knows what your character is thinking and planning.

The chorus is spot on, “I am the maker of rules, Dealing with fools….”

“Are you sure you want to do that?”

Day 25: Longest running campaign/gaming group you’ve been in.

Robert, my brother, and our youngest brother, Kent, and some friends started a new campaign my first year of college. I got involved when I was home on breaks and the summer. That campaign started in 1983/84 is still going today, and I still have the same characters in that game. My main character had a situation that was on hold for 15 years until we played it out to learn if my character would be around/have an impact on the game in current time. Griswald is now basically a retired character. He is my favorite.

This is the campaign Robert came up with after “The Quest For The Dice of Destiny” halted and just stopped in mid adventure, mid situation. I still don’t know if Fasbold and Flaessan survived their encounter with a ghost.

Day 24: First movie that comes to mind that you associate with D&D. Why?

“Conan The Barbarian” with Arnold Swarzenegger because that movie came out at a time when we were playing D&D all the time in high school.

I know the Rankin & Bass cartoon of “The Hobbit” and Ralph Bakshi’s “Return of the King” also had an influence.

“The Vikings” with Kirk Douglas and Tony Curtis and any other movie from the 50’s and 60’s on TV at the time.

As I write this, “Excalibur” comes to mind. We laughed at the scene of what a king does in full armor, but the armor and the fighting was cool.

“Monty Python and the Holy Grail” was good for the wacky side of things.

I am sure there were others, but I don’t recall them at the moment.