Tag Archives: Fluff/Inspiration

The Fun Is In Yes!

This idea came to me after I wrote Monday’s post.

The job of a GM is to craft his world and set certain parameters that set the limits and boundaries of what is possible.

The job of the Players is to press the limits of the stated boundaries.

Other than ridiculous things a player my try to attempt. For example, in a fantasy RPG with no firearms, a player tries to get the DM to let him pull a .45 caliber Colt 1911 of of thin air. Unless the DM allows for a chance of such gonzo* things to happen, I would say that is not in the realm of “Yes.” If there are no guns, how would a character even know what a caliber is and a specific model of firearm? Player knowledge vs. character knowledge is one limitation.

However, the GM could make note of the odd attempts to do things like this, and find a way to make something weird fall into play.

Most likely, the GM will get the player back on track and allow the character to attempt anything within their level of knowledge in the game.

For example, if a fighter knows magic exists and picks up a wand and tries to use it, will it work? If you have not made that clear, at least in your own mind, what will you do? I had not thought of this possibility until just now, so I know I need to think on it and have an answer should it ever come up.

Instead of a flat out “No.”, I would find a way to get to “Yes.” Instead of making me the fun killer, I could give them a 1% chance to have some powerful wizard in their ancestry and it actually works. If they fail the roll, it is on the dice. But if they roll a 01, then there is an epic story of how the fighter grabbed the fallen wizard’s wand and slew the vile beast and saved the day.

As a father, I had to say “No”, a LOT. Boys can come up with a lot of ideas. I know I had my share when I was growing up. Trying to get to “Yes”, makes it feel like a win-win. Except for truly off the wall ideas or flat out dangerous ones that had no acceptable alternative, saying “Yes” is a lot more fun all around. Well, until Mom hears about it….

As a GM, you don’t have to worry about “Mom” unless you are still in school or for some reason live with your Mom as an adult.

I don’t have that issue, as I live in my own house and can do what I want almost whenever I want.

It is easy as a GM to say “No”. However, if you open yourself to the possibility in advance and try to meet the player(s) halfway to get to “Yes.”, you can have an enjoyable session, perhaps with epic stories of a shared experience.

*  This one’s for you, +Adam Muszkiewicz.  😉

What If Your RPG Involves A Railroad?

Can a session of an RPG take place on a train and not be a railroad? Yes, groans all around.

If the transportation is on rails and the action happens on the transportation, how do you handle the game play and not make it a “railroad”?

There’s a scenario like “Murder On the Orient Express”, or a train robbery in the old west, or many others.

Similarly, if the players are on a ship at sea or a vessel in space, their ability to go when and where they want is limited.

As with all sandbox style play, the players should have a choice of whether or not they get on the thing. They can choose to remain on board for the entire duration of their stated journey, or exit at any scheduled or unscheduled stop, or jump off mid-voyage. Although jumping off a moving train is probably safer than jumping off a ship in the middle of the ocean or a star ship between systems. Unless there is some device or plot element to enable near guaranteed survival.

Players should be free to follow or not follow any clues to past, present, or future adventures. They should be free to attempt to go to any location on the train, ship, or other vessel, like the engine, or engine room.

As with real life, if I was on a train, and wanted to go to the engine, I could try to do it. I might slip and fall to my death, but I can try it. So if a player says they want to go to the engine room of the ocean liner, let them try it. They might meet a surly crew member, or end up in the brig, or they just might make it work.

With any sandbox style of play, the answer from the GM should not be “No.”, but “Let’s see what happens!”

Be ready for the appropriate random rolls for skills, abilities, morale, reactions, or combat. If they can turn invisible and/or walk through walls, it might be a trivial task. However, if they can’t do those things, it could be an epic way for a character to “retire” ….

The Map Is Not The World

I posted a review about two different published books of hex paper the other day. I shared the post on the RPG Blog Alliance Community, and had this comment: “But then those hexes put an artificial constraint on mapping. First map, then grid.”
I started a reply, and it just got longer and longer, so I decided it made more sense to make a post out of it.
I’ve had the title for this post for several weeks, and was gong to write about it anyway, this just seems to fit.
Each DM must do what works best for them, when it comes to mapping. If making a map and then adding hexes, squares, or whatever it is you use, works for you, great!

There are two kinds of maps – those for the player and those for the DM.

As DM I need the hexes as I plot where things are to gauge accurate distances, etc. I already have maps, the one drawn by my brother, the artist, after he saw my original map 25+ years ago, and was like, “Just, no….:. He drew it on hex paper. He chose not to see the hexes when he drew it.

The other(s) are a collection of maps I put together from zooming in, and I changed my interpretation of the original map. I goofed and need to get one consolidated map to fix stuff I was just dealing with mentally during play. That only works with the player’s in my in-person game. For my start up of an online version of the game with the same starting point as the original players, I need to fix it.

For players, I can draw it however I want, and scale and accuracy don’t matter. (Unless it’s a science fiction or modern setting where technology and accurate maps are easily available.) The players just need an idea of how things relate to each other.

For games, there are two styles of maps, accurate and properly scaled and artful maps. Some have the talent to do both at the same time on the same piece of paper/computer interface.

I don’t want to do the map in Hexographer, for example, and then give it to players, they can guess where the hexes are, and learn things before they encounter them.

My chicken scratches on hex paper is so that I know at a glance what is where. It is a tool for use in play. For hex crawl style play, this is needed. I have always played the hex crawl style, we just didn’t call it that back then. We just called it play.
The player’s won’t see this map.

My player’s will only have maps that are available to the people of my world. They also have to be able to find the maps, and try to get a peek, or beg, borrow, or steal them. I am thinking of maps in the style of ancient and medieval maps.

Maps of large scale with close to the accuracy of modern maps did not happen until accurate clocks allowed tracking and plotting position. If you have seen maps that exaggerate how big Florida is, you will get my point. It changed size drastically as more accurate measurement of time and distance occurred.

Such maps give one an impression of the world that can have interesting repercussions if you follow them literally.

Even modern maps, such as flat projections of the entire planet skew the size of Greenland, and other places, to a ridiculous degree. One has to use a very creative representation on a flat surface to get size, coastline, and distances accurate. The best way to represent a planet is with a globe. Even then, the kind with relief that indicates mountains and valleys does not have an accurate representation. I have heard people say, and read it somewhere, that if the Earth were the size of a bowling ball it would be smoother than a bowling ball. Also a bowling ball scaled up to the size of Earth would have ridiculously high mountains and deep valleys.

No matter how we try to map, we don’t have a way, that I know of, to allow a person to see a representation of the whole planet, that is accurate in all aspects and allows one to see the entire surface as with a flat map.

Unless our fantasy world is flat, we can’t make an accurate map.

We have two choices, spend a lot of time doing the math and adjustments necessary to account for distances as one moves North or South, or just fudge it.

I tend to be a detail oriented guy, but the level of calculation needed to do that and make it perfect takes a lot of time that I could be putting into more maps or other game preparation.

Even a science fiction or modern setting for an RPG with accurate map making technology and easily available copies, it is easier to hand wave certain things. If a planet hopping science fiction RPG, I won’t map every inch of a globe, if there is a known location the players are seeking. If they do a different planet for each adventure, I’m not mapping a planet and placing all the cities and towns, and then not using them again. I may not make a map to share with the players, but just have a description of the atmosphere, continents, climate zones, and tech level. If I couldn’t find an online generator, I would build a script(s) to quickly spit this out for me, or just roll like a madman, like it was back in the day.

Some people can spit out maps a lot quicker than I can. For me, it is a challenge to make them not all look alike, especially dungeons. I explain some sameness as a cultural thing of the builders. Does anyone design a dungeon and then add the grid? I don’t know of anyone back in the day who did it that way. We all grabbed the graph paper we could find, whether 4 or 5 hexes to the inch. My group favored 5 squares to the inch. I use both sizes now. My aging eyes have  a preference for the slightly larger 4 squares to the inch.

No matter what form of map we use to represent a solar system, planet, continent, country, city, village, dungeon, tomb, etc. It is not an accurate representation. Using the grid of squares or hexes to make an accurate plot, it only a two dimensional representation, height it missing. With no grid and whether hand drawn and scanned and further manipulated or drawn directly to computer via mouse or stylus and tablet, and made into a thing of beauty, neither is an accurate representation. Each only gives some of the information that is further conveyed by our descriptions of what our players see.

With theater of the mind, we can use a few apt descriptions and make those of us with less than fantastic map skills allow each player to construct the world in their own mind.

If we could generate directly from the mind what each of us “sees” for a certain world, I suspect that there would be very few parts of them match up exactly.

There is also another aspect to mapping. Use at the table for one’s own group, and publishing a product, be it a module, or a setting. For just a playable item, I can easily do it myself. For a map in a published product, I would either spend the time to get really good at making maps, or I would hire someone to do it.

The audience for the map tells a lot about the requirements for the map. I can have a few scribbles on paper, and I can run a game. If I want to take that idea and attempt to market it, I have to put a LOT more into it.

For me to take my world, or one of the adventures of my players, and make a publishable product out of it that stands a chance of selling, will take a lot of development to make happen. The few notes one can use to DM with quickly grows if one starts writing out what must be known to let someone else DM the same scenario. Even all that extra work to let others into my world, in  whole, or in part, cannot begin to capture the way I see it in my mind. There was an infamous Kickstarter for a megadungeon that, from what I have read online, illustrates this point. What works for the creator to run his creation, is often insufficient for another to pick up and do the same.

Transportation Inspiration

The second Saturday in June is the annual old car festival in the village where I live. The village is about 2,500 people and thousands pack downtown to view all the cars and trucks of various ages, makes, and models.

This is all just a short distance from my house, so I walk the lines of cars and take pictures to add to my collection. I can afford to collect lots of cars via photograph/cell phone.

The big anniversaries of the Model T, Edsel, Mustang, and others are fun each year to see all the cool cars.

I remember a show from when I was a kid, called Bearcats!, starring Rod Taylor, about a couple of guys going around doing good in a Stutz Bearcat. I have always wanted one since I saw that show. I have not seen the show in re-runs, but some scenes are stuck in my mind. They had one at the car show a few years ago. It was look, don’t touch. I can’t help but think of this model of car when the car show comes to town.

I don’t recall if it was last year, or the year before, but one guy saw me admiring an old car of a different variety, and he let me sit behind the wheel and took my picture on my cell phone for me.

I have seen all kinds of vehicles of all shapes and sizes. Some give ideas for spy RPGs, like Top Secret, or Victorian era/steam punk, military or science fiction RPGs.

If you think about it, nearly anything you see, do, and read can have an impact on how you GM or play a character. Many things influence us that we are not even aware of.

I wrote the above on Friday. Now that I am back from walking around the show today, here’s a few pictures and an interesting discovery.

The area Corvette club has a strong presence each year.

Corvettes
Corvettes

Google photos made a panorama for me. Interesting.

More Corvettes
More Corvettes

The streets were not packed, due to the rain in the morning and the potential of more rain this afternoon.

Cars Fill The Streets
Cars Fill The Streets

 

Cool!
Cool!

 

Go West....
Go West….

 

Don't touch the car or you'll have to fight this guy.
UNDEAD! – Don’t touch the car or you’ll have to fight this guy.

 

Street Artist
Street Artist

 

Sketching this car.
Sketching this car.

 

I like old jeeps.

Old Jeep #1
Old Jeep #1

 

Old Jeep #2
Old Jeep #2

 

Someone relatively new in the neighborhood has this.
Someone relatively new in the neighborhood has this.

 

My dog, Lucy, and I were almost home, when I noticed a harpist on the corner of my street. An older couple stopped by as I was listening to her play. The man asked if she built her harp, and she said yes! I guess that is a common thing. How many bards build their own instruments?

I picked up one of her cards, after making a donation. He card advertises herself as the Barefoot Harpist, and she does weddings, special events, and gives lessons. I mentioned that I didn’t expect to have a harpist on my street, and she asked which house was mine, she lives at the end of my street! Small world! She just graduated high school and is the same year as my youngest son. He moved out of state to live with his mom, but I know they know each other. I just didn’t recognize her. She is going to take a year off from school and go backpacking in Ireland. She took lessons in New Zealand and some other country before that. Very cool!

Harpist on the corner.
Harpist on the corner.

What community events do you have that give you ideas for games, such as undead guarding cars, or harpists on the corner who make their own harps?

Trade Goods

TRADE GOODS

I’m always thinking about specifics of what might be on a caravan. The town that is the main focus in my AD&D campaign has frequent caravans, and as yet, I have not needed to know what is in them. In case it every comes up, I wanted ideas. I put together the following list to give me ideas for general categories for developing tables.

WATER: In general, this would be a local resource, but in a desert scenario, water could be worth its weight in gold. Merchants will carry enough water to get to the next known source of water.

Adventurer/Explorer: Some merchants will be adventurer merchants seeking to expand the trade routes, or find something new to trade. Think Marco Polo.

SALT: Whether mined from a salt flats, a salt mine, or recovered by evaporation from the ocean. It is a key preservative in pre-industrial societies. Salt does not go bad. Roman soldiers were paid in salt.

Spices: All various kinds. More exotic spices from more distant lands cost more per pound or ounce than local spices. Most spices have a long shelf life if kept dry.

Produce: Fruits and vegetables. Only fresh would be available locally within about 100 miles or so. Beyond that only dried fruits and vegetables, or pickled. Dates, grapes, and figs were common dried fruit that formed into blocks for easy transport and had a relatively long shelf life in a dry climate.
NOTE: Preservation methods for transport are the same methods used to help people make it through the winter or whatever time is between growing seasons.

Meat: As with produce, fresh meat, including fish would usually only be transported about 100 miles or so. Beyond that, dried, salted, pickled or otherwise preserved meats could easily be transported over longer distances. “On the hoof” is the best way to transport fresh meat the farthest, such as with the cattle drives of the American west.
NOTE: Preservation methods for transport are the same methods used to help people make it through the winter or whatever time is between growing seasons.

Honey: It does not spoil and it has anti-bacterial properties. If it crystallizes, heating returns it to liquid. Honey from ancient tombs has been liquefied and was still good.
Gaming Hooks: Supply will be limited by the supply of various bees, bumblebees, wasps, etc. and flowering plants. A hive of giant bees, etc. could be used by some society of humans that had special tools or magic to allow it. Perhaps some giants could be beekeepers and there be some form of trade with other races.

Raw Materials: In general, raw materials are first shipped to where they are made into an intermediate or final product. An example of an intermediate product is ore processed into ingots, wool spun into yarn, or logs processed into lumber. Sometimes two or more raw materials are combined to form an intermediate material, such as charcoal or coal and iron ore to make iron ingots. Some craftsmen/tradesmen, such as blacksmiths might process their own ore for further use, or be specialized in processing ore for others.

Intermediate Products: Materials in a state that further products can be made from them. Iron ingots are made into weapons and armor, yarn from wool is spun into cloth, etc. Some intermediate products, may be made into further intermediate products. Rough cut lumber may be formed into various sizes and quality of boards for specific uses. Spun cloth may be died and cut to make clothes or other items.

Textiles: Raw materials include wool or bundles of harvested plants. Clothing, rugs, tapestries, table clothes, napkins, towels, rope, armor, paper, etc.
NOTE: Related to textiles will be the raw materials.

  • Plant based: Cotton, linen, flax, jute, hemp, bamboo, straw, grass, rush, sisal
  • Animal based: Wool, silk (cocoons of silkworms)

Plant textiles: SOURCE:
Grass, rush, hemp, and sisal are all used in making rope. In the first two, the entire plant is used for this purpose, while in the last two, only fibers from the plant are utilized. Coir (coconut fiber) is used in making twine, and also in floor mats, doormats, brushes, mattresses, floor tiles, and sacking.

Textiles involve some form of spinning into thread and weaving and/or braiding.

Straw and bamboo are both used to make hats. Straw, a dried form of grass, is also used for stuffing, as is kapok.
Fibers from pulpwood trees, cotton, rice, hemp, and nettle are used in making paper.

Cotton, flax, jute, hemp, modal and even bamboo fiber are all used in clothing. Piña (pineapple fiber) and ramie are also fibers used in clothing, generally with a blend of other fibers such as cotton.

Nettles have also been used to make a fiber and fabric very similar to hemp or flax. The use of milkweed stalk fiber has also been reported, but it tends to be somewhat weaker than other fibers like hemp or flax.

Acetate is used to increase the shininess of certain fabrics such as silks, velvets, and taffetas.

Seaweed is used in the production of textiles: a water-soluble fiber known as alginate is produced and is used as a holding fibre; when the cloth is finished, the alginate is dissolved, leaving an open area.

Lyocell is a man-made fabric derived from wood pulp. It is often described as a man-made silk equivalent; it is a tough fabric that is often blended with other fabrics – cotton, for example.
Fibers from the stalks of plants, such as hemp, flax, and nettles, are also known as ‘bast’ fibers.

Wooden goods: Raw timber, i.e. logs, and lumber are the simplest. Finished products include tables, chairs, plates, mugs, shields, hafts for spears and javelins, staves for bows, barrels, arrows, lumber (planks, beams, etc.), carvings. Types of wood, from the common to the rare and exotic. Wooden trinkets, like lacquered necklaces, tableware, handles, spinning wheels, looms, etc.

Metal goods: Unprocessed ore and ingots are the base goods. Finished goods include arms and armor, copper goods, tin goods, bronze goods, tableware (of various quality from copper, tin, bronze, pewter, silver, gold, perhaps electrum or platinum), coinage (ancient coinage bound to a collector(s), or coinage for a payroll for troops, workers (miners, lumbermen, builders, etc.), tribute, etc.), Jewelry of all sorts. idols, icons, craft goods, collectibles, etc.
NOTE: Coins can be counterfeited using base metals. Wizards can use fool’s gold and the surprise comes when the spell expires….

Antiques: From all the dungeons and ancient battlefields and ruins, there can be all kinds of antiquities. These would be many of the same things that are recognizable for what they are, or items that no one living knows what it is. Go to a flea market or estate sale at an old farm and look at the strange gizmos. It is amazing what kinds of hand tools our forebears used and to look at them, it is not always obvious what they are. Get an old timer to explain some of it.
NOTE: Forgery will be an issue. Adventure hook, trader is swindled, or trader is the swindler of his clients, etc.

Art: This can be antiques or current carvings, statues, monuments, paintings, tapestries, rugs, etc.

Stone: Statuary, construction blocks. Usually construction blocks are not hauled very far. Some prince or wealthy patron wanting a rare marble might ship it overland in a long line of wagons running miles. What an adventure hook. Slate for chalkboards, roofing tiles, etc. Chalk for writing or building, etc.

Gems, jewelry, precious stones: These can all be transported by a single poorly dressed man as he moves between venues. A fortune for trade could be had. How does he pull the switcheroo to his respectable clothing to make a legitimate trade is another hook. Counterfeits and forgeries would also be a possibility.

Slaves: If you have slaves among the humans, elves, dwarves, etc. There can be long caravans of them. Humanoids, such as orcs, like slaves to do the jobs they hate. Humans could make slaves of war captives of other humans, or orcs, etc.

Exotica: Rare items, ingredients, metals, wood, animals, etc.

Circus/Sideshow/Carnival: Group of performers travelling town to town on their own or as part of a larger caravan.

Anything you use on a daily basis had to come from somewhere. In the ancient and medieval world people made due with what was available locally, within about 20 miles. Trade developed as a means of acquiring something that is needed, useful, or desired from AWAY, i.e. non-local. Most food was local. Most building materials were local. Only large or special construction projects were not local.

Any list of professions will suggest products. If you create a town or city, the occupations of the inhabitants will indicate what they have to trade and suggest items they import.

Only very small towns or cities can be self sufficient. After a certain size, neighboring towns, villages, farms and herds are needed to support it. Rome imported grain from Egypt, etc.

In the ancient world of pre-history, there is a lot of evidence of the tin trade over many thousands of miles. As the easily accessible tin petered out, bronze became scarce. I read an article online that says some theorize that the iron age was helped along by necessity. That is, the scarcity of tin to mix with copper to make bronze was the necessity to figure out how to efficiently heat iron ore enough to separate it from the rest of the material so that it could be worked.

Type of Materials/Goods in a Caravan or on a Ship

  • Raw Materials
  • Intermediate Materials
  • Finished Goods

Raw Materials

  • Food
    • Livestock – Sheep, goats, pigs, cattle, fowl (chickens, ducks, geese, etc.) Driven by drovers/herders.
    • Fresh Food – Fruits, Vegetables, Meat, Fish, Eggs of various fowl., honey. Carried in crates or baskets, or perhaps jars.
    • Dried Food – Fruits, Vegetables, Meat (jerky/pemican), Fish. Can be wrapped in paper or cloth or stored as is in kegs, barrels, or crates.
    • Grain – Oats, Wheat, Rye, Rice. Usually transported in sacks or barrels. Can be used for seed or eating.
    • Processed Food – Flour of various grains, bread, crackers, pickles, pickled meat or fish
  • Logs
  • Stone/Rock
  • Ore
    • Tin
    • Copper
    • Iron
    • Silver
    • Gold
    • etc.
  • Fibers
    • Wool/Silk
    • Plant fibers for spinning/weaving (Hemp, sissal, etc.)
  • Animal By Products
    • Ivory
    • Bone
    • Hides (From butchered or trapped animals, i.e. cows or beaver, for ex.)
    • Horn

Intermediate Goods

  • Rough cut lumber
  • Ingots of various ores
  • Spun fibers
  • Woven cloth – undied and uncut

Finished Goods

  • Wood – Furniture, Weapons, Tools, Shields, Musical Instruments, cups, mugs, plates, etc.
  • Fibers – Rope, Yarn, String, Thread, Bolts of colored cloth, clothes, rugs, tapestries, curtains, etc.
  • Metal – Needles, weapons, armor, utensils, tools, hinges, locks, chains, coins, ingots, cups, mugs, plates, eating utensils, etc.
  • Ivory – Carved items. As inlay in other items, such as a table top.
  • Bone – Needles, corsets, inlay in wooden items.
  • Horn – Bows, drinking horns, musical/hunting/war horns.
  • Glass – Windows, containers, lab equipment. (What level of glass technology is in your fantasy campaign?)
  • Ceramic/Clay – glasses, mugs, plates, jars, etc.

Containers

  • Keg – Dry or liquid storage.
  • Barrel – Dry or liquid storage.
  • Sack – 50 pounds
  • Basket – Bushel
  • Crate – 20 – 50 pounds
  • Jars
  • Amphorae – Large jars for transporting olive oil or wine in the ancient world.
  • Chests
  • Coffers
  • Bags

See my article on Caravans & Pack Animals and Loot Carriers for more ideas on how goods might be transported.

EDIT: I have two PDFs on DriveThruRPG: The Best Copper Seller: Caravans & Trade and Businesses In Settlements.

Convoys

Related to caravans are convoys. Convoys are used as a way to protect merchant shipping from submarine warfare. They can be used in a modern setting, from the Victorian/Edwardian era to  the present, and beyond in science fiction or apocalyptic settings.

Convoys are basically naval caravans, but rather than being in a line and limited to the available space of the road or terrains, convoys can spread out more, yet remain close enough to provide support to the other ships nearby. There are still “choke points”, like the English Channel, or other narrow straits that require the ships to go single file.  Such places would be avoided unless it was absolutely necessary.

The idea of convoys and navies is often applied to space travel, and convoys of merchant craft might be a way to deal with cloaked ships.

Unlike planet bound surface navies, the areas where things narrow would tend to be an unavoidable asteroid or debris belt. Approaching a space dock, planetary orbit, or landing planet side would be the choke points that an enemy or pirate ship(s) would exploit. Only the most advanced of planetary defense systems that include planetary shields and heavy weapons both in orbit and planet based.

Convoys also apply to motor vehicles, like a convoy of supply trucks with gear, food, fuel, etc. It is also the name of a popular song from the “trucker era” of music from the late 70’s and early 80’s. The song was later made into a movie with Kris Kristofferson and Ali MacGraw.

Convoys of motor vehicles will be limited to roads and passable surfaces if they have wheels or tracks. Hovercraft will have more flexibility of terrain. If the water transport variety, they are limited to relatively flat surfaces on land. Anti-gravity hovercraft will be limited based on the altitude they can maintain. If they are limited to a meter off the surface, they cannot cross the Grand Canyon directly, but must make the descent as any other traveler. However, if they can basically fly, there is no practical limit to the terrain they can cover.

Convoys can be used to transport the same or similar goods, or a variety of goods. Troop convoys can be used to move armies and their supplies and equipment across the sea or the stars.

See my articles on See my article on Caravans & Pack AnimalsLoot Carriers, and Trade Goods.

Caravans and Pack Animals

CARAVAN: A group of travelers, as merchants or pilgrims, journeying together for safety in passing through deserts, hostile territory, etc.

A caravan could be just a group of merchants, or just a group or pilgrims, or just a group of travelers/settlers/colonists; or a combination. While researching an article on slavery, I learned the term “coffle” – a line of slaves or animals fastened together.

Travelers could be like the wagon trains of the old west. Think of reasons people went west: gold, farm land, open land for cattle ranching, lumber and other resources, etc. Or they could be like in ancient and medieval times, religious pilgrims, explorers, an embassy from one great king to another, etc.

The AD&D Monster Manual details merchant only caravans (but not specifics of goods carried) and pilgrim only caravans.
In the real world caravans would often be a combined group of merchants, pilgrims, and travelers going to a certain common destination.

In less wild areas or with good roads/trails, it makes sense to have merchant only or pilgrim only caravans. But where raiders/bandits are at large, groups would band together to outnumber the bandits and war bands.

Prior to trains and long-haul trucks, trade goods were moved overland via wagons, but only when the road, trail, or terrain allowed it, or via pack animal. Even today, the modern U.S. military used horses and mules in the mountains of Afghanistan.

Pulled Vehicles: Wagon, cart, sledge, carriage, trolley, plow, travois (blanket over two sticks) – pulled by dog or horse; canal boat
“The dog travois of pre-European times was small, capable of pulling not more than 20 to 30 kg.” SOURCE

There have also been humans used to haul freight, like a line of bearers/porters through the jungle, or carrying the ruler on a palanquin/litter.

Howdahs were used on the backs of camels and elephants. Some were used for people transport and some elephant howdahs were designed for use in war.

There have been lots of pack animals in a variety of world cultures:
Horses, mules, oxen, donkeys in Europe, Asia, and Africa.

Camels usually in Africa, the Middle East and Asia, whether domedary or bactrian.

Elephants usually in Asia.

Llamas and alpacas in South America.

Some tribes used dogs to pull travois.

Add goats, reindeer, and yaks to the list.

A healthy and fit pack goat can carry up to 25 percent of its weight and walk up to about 12 miles per day depending on its load weight, the terrain, and the animal’s conditioning.[3] They are generally less expensive to own and operate than other pack animals since they are natural browsing animals and can feed themselves along the way.[3][4]

Homing pigeons transport material, usually messages on small pieces of paper, by air.

OX/plural OXEN: A bovine trained as a draft animal. Oxen are commonly castrated adult male cattle; castration makes the animals easier to control. Cows (adult females) or bulls (intact males) may also be used in some areas.

Oxen are used for plowing, for transport (pulling carts, hauling wagons and even riding), for threshing grain by trampling, and for powering machines that grind grain or supply irrigation among other purposes. Oxen may be also used to skid logs in forests, particularly in low-impact, select-cut logging.

Oxen are usually yoked in pairs. Light work such as carting household items on good roads might require just one pair, while for heavier work, further pairs would be added as necessary. A team used for a heavy load over difficult ground might exceed nine or ten pairs.

…..

Working oxen usually require shoes,[6] although in England not all working oxen were shod.[7] Since their hooves are cloven, two shoes or ox cues are required for each hoof, unlike the single shoe of a horse.

Uses and comparison to other draught animals
Riding an ox in Hova, Sweden.

Oxen can pull heavier loads, and pull for a longer period of time than horses depending on weather conditions.[17] On the other hand, they are also slower than horses, which has both advantages and disadvantages; their pulling style is steadier, but they cannot cover as much ground in a given period of time. For agricultural purposes, oxen are more suitable for heavy tasks such as breaking sod or ploughing in wet, heavy, or clay-filled soil. When hauling freight, oxen can move very heavy loads in a slow and steady fashion. They are at a disadvantage compared to horses when it is necessary to pull a plow or load of freight relatively quickly.

For millennia, oxen also could pull heavier loads because of the use of the yoke, which was designed to work best with the neck and shoulder anatomy of cattle. Until the invention of the horse collar, which allowed the horse to engage the pushing power of its hindquarters in moving a load, horses could not pull with their full strength because the yoke was incompatible with their anatomy.[2]

Well-trained oxen are also considered less excitable than horses.
SOURCE

HARNESS ANIMALS:
Harness animals
Mule used to pull a wheeled vehicle in Morocco

An intermediate use is to harness animals, singly or in teams, to pull (or haul) sleds, wheeled vehicles or plow.

Oxen are slow but strong, and have been used in a yoke since ancient times: the earliest surviving vehicle, Puabi’s Sumerian sledge, was ox-drawn; an acre was originally defined as the area a span of oxen could plow in a day. The Water buffalo and Carabao, domesticated water buffalo, pull wagons and ploughs in Southeast Asia and the Philippines.

Draught or Draft horses are commonly used in harness for heavy work. Several breeds of medium-weight horses are used to pull lighter wheeled carts, carriages and buggies when a certain amount of speed or style is desirable.

Mules are considered to be very tough and strong, with harness capacity dependent on the type of horse mare used to produce the mule foal. Because they are a hybrid animal and usually are infertile, separate breeding programs must also be maintained.

Ponies and donkeys are often used to pull carts and small wagons, historically, ponies were commonly used in mining to pull ore carts.

Dogs are used for pulling light carts or, particularly, sleds. (e.g. sled dogs such as Huskies) for both recreation and working purposes. [Note: The dog carts mentioned in the Sherlock Holmes stories is a type of horse drawn vehicle. I did find a picture of a dog pulling a milk cart with big milk cans on it from the late 1800’s. There are modern makers of carts for dog to pull loads or people.]

Goats also can perform light harness work in front of carts

Reindeer are used in the Arctic and sub-Arctic Nordic countries and Siberia.

Elephants are still used for logging in South-east Asia.

Less often, camels and llamas have been trained to harness.
According to Juan Ignacio Molina the Dutch captain Joris van Spilbergen observed the use of chiliquenes (a llama type) by native Mapuches of Mocha Island as plough animals in 1614.[1]

Assorted wild animals have, on occasion, been tamed and trained to harness, including zebras and even moose. SOURCE

WAR ELEPHANT:
A war elephant was an elephant trained and guided by humans for combat. Their main use was to charge the enemy, trampling them and breaking their ranks and instilling terror. An elephantry is a cavalry unit containing elephant-mounted troops.[1]

It is commonly thought that all war elephants were male because of males’ greater aggression, but it is rather because a female elephant in battle will run from a male; therefore only males could be used in war, whereas female elephants were more commonly used for logistics.[4] SOURCE

Dogs used for herding herd animals, sheep, goats, cattle, etc.

Dogs used for guard duty.

Ostriches are raised for food, leather, and feathers (for decoration or feather dusters. They are also been raced by riding, or pulling carts. This gives them the potential to haul goods, but it may not be practical.

The List

The full list of animals that I have identified that have been or could be used for transport of people or goods are:

  • Dogs
  • Carrier Pigeon
  • Bovines: Oxen, Water Buffalo, Yaks, Carabao
  • Goats
  • Ponies
  • Horses
  • Mules
  • Donkeys
  • Zebra (Zebroids)
  • Camels: Dromedary & Bactrian
  • Llamas & Alpacas & Chiliquenes
  • Reindeer
  • Ostriches
  • Elephants

Animals from Myth, Legend, and Fiction

Giant birds, lizards, and any other creature could be devised for riding, plowing, pushing, or pulling wagons.

Uses of Pack Animals:

  • Bear a Load of goods
  • Bear a Rider
  • Pull a plow
  • Pull a conveyance
  • Entertainment – Racing – Ridden or pulling racing carts or chariots. Also riderless, as with dog racing.

See my articles on See my article on Loot CarriersTrade Goods, and Convoys.

Google Search Term: caravan trade

Various Sources:

http://en.wikipedia.org/wiki/Caravan_(travellers)

http://en.wikipedia.org/wiki/Camel_train

http://www.jstor.org/discover/10.2307/40341453?uid=3739728&uid=2&uid=4&uid=3739256&sid=21103754125173

http://afe.easia.columbia.edu/mongols/history/history4_b.htm

http://news.nationalgeographic.com/news/2003/05/photogalleries/salt/

http://wiki.answers.com/Q/What_is_meaning_of_trans-saharan_caravan_trade?#slide=1

Google Search Term: caravan goods

http://dwarffortresswiki.org/index.php/DF2012:Trading

www.fordham.edu/halsall/source/1192caravan.asp

http://www.fordham.edu/halsall/source/1192caravan.asp

http://dictionary.reference.com/browse/caravan

a group of travelers, as merchants or pilgrims, journeying together for safety in passing through deserts, hostile territory, etc.

http://paizo.com/threads/rzs2qjvm?Suggested-CaravanTrade-Goods-overhauls-for

www.thereligionofpeace.com/muhammad/myths-mu-raid-caravans.htm

http://www.thereligionofpeace.com/muhammad/myths-mu-raid-caravans.htm

http://elderscrolls.wikia.com/wiki/Khajiit_Caravans

http://kms.kcs.k12.nc.us/blog/One.aspx?portalId=4292474

http://towns.gamepedia.com/Caravan

http://archaeology.about.com/od/ancientcivilizations/ss/traveling_the_silk_road_2.htm

http://wiki.answers.com/Q/What_did_the_trans-Saharan_caravans_bring_to_Ghana_other_than_trade_goods?#slide=1

https://depts.washington.edu/silkroad/cities/syria/palmyra/palmyra.html

http://apcentral.collegeboard.com/apc/members/courses/teachers_corner/26547.html

http://www.moroccancaravan.com/

http://gittaohan.tripod.com/id4.html

http://thesaurus.com/browse/caravan

http://www.advantour.com/silkroad/trade-culture.htm

Review – Manor #8

The Manor is an RPG Fan Zine published by +Tim Shorts of Gothridge Manor.

I had not purchased The Manor before. I have heard good things about it and several of the other RPG Zines, I just try to focus on things I know I will use. When I read that there was a streamlined grappling system for use with Swords & Wizardry, I bought it. I was curious because grappling in AD&D is “clunky”. In AD&D, it feels like it is a “blow by blow” combat, as opposed to how melee and missile combat is abstracted. I can deal with the blow by blow if it is simple.

Before I dig into the grappling article, I will mention the other contents. This issue of the manor is 26 pages, including the front and back cover. It has a few full page illustrations and some smaller illustrations throughout. It is not focused on one genre or rules system. Much of what it contains can easily be used in any system. Four artists did illustrations for the cover and seven internal pages. I don’t know all the artists in the OSR, but the cover is awesome and the internal art is of varying “quality”. While not all of the internal art exhibits the same level of skill, I feel that all of it is better than much of the early art I have seen in the original LBB’s. It is definitely better than I could do, so it is not a complaint! One cool thing about the OSR is that it brings together authors, artists, cartographers, and others and whether out of the love of it, or for a few dollars, it exposes more of us to the work of others. A zine is a fan produced magazine, so its quality is a factor of the skill, tools, and resources the producer has to put into it. I believe the quality is top notch.

As expected, there is an introduction to this issue by Tim that touches on the delays in its production and a glimpse into each article and author.

+Trey Causey of From The Sorcerer’s Skull, has an article with a player humanoid clade, for his SF Setting Supplement Strange Stars – on sale now as part of the Science Fiction Sale as part of Star Wars Day. Trey has a page about his Strange Stars supplement so you can learn more about it before you buy it.

Tim wrote the last two articles, Hirelings – 6 pages with a table on the number of general hirelings avaialble by settlement size, and the cost of specific hirelings, a table of hireling skills/knacks,  and six named hirelings, with one full page illustration. These are some helpful tables, and give ideas that can be expanded.

The second article by Tim is Torchbearer, a continuation of the previous article. In its 3-1/2 pages, including a full page illustration. Tim presents 8 different kinds of torches and 5 torchbearer skills to flesh out a torchbearer to be more than just cannon fodder. From Tim’s experience as a DM in one on one play, he finds that players often need NPC’s to help them accomplish their objectives.

The grappling article, by +Douglas Cole, of Gaming Ballistic and +Peter V. Dell’Orto, is 9 pages including the initial full page illustration, that is a repeat of the cover, and a 3/4 page illustration for the last page and a half page illustration in the middle of the article.

They clearly state that their goal is to present something that is easily applicable to player characters, NPC’s, and monsters. Something simple, that can be done without referring to tables.

Attacks are a normal d20 roll to hit. Instead of HP as are used in regular combat and subdual, they use Control Points (CP), which is immediately regained if breaking free from a grapple.

They have suggested options to tweak the system, and have two methods of tracking grappling. One is a bookkeeping mechanic of tracking the aforementioned Control Points (CP). The other is a chart with an increasing degree of effects of the grapple and if it is improved or minimized.

I think this system is what we have been needing for a simple mechanic for grappling, that makes grappling an option players would choose. Various options and outcomes that are realistic in grappling are discussed and addressed. While not perfect, I can’t think of how else to handle it without building yet another new subsystem just for grappling. This is simple enough that it can easily be implemented at your next session. I know that I will use it, if I need to resolve a grappling issue.

I bought this issue of The Manor just for the grappling article. If you have never tried to run grappling in AD&D you won’t get it. I have no idea how grappling works in other versions, or other rules, but they must all be clunky for someone who likes GURPS to come up with a simplified system.*

Like the blog articles, and PDFs available for free, or the PDFs, modules, manuals, books, and other zines available for a fee, the OSR shares how others do it, or ideas they had that others might find useful. Not every idea is a neat fit for everyone. With the OSR you are presented a buffet of ideas from which to choose. If you find someone else’s idea is not to your taste, you can move on to look at the next idea in your personal line of the way you interact with the OSR. None of us have all the same bookmarks, blog lists, or G+ Communities, so we don’t all have the same list of options from which to choose, or at least not in the same order. We learn of options we didn’t find in our own search, in the shared finds of others. We are free to choose those things that fit our taste for our own use, enjoy them for their own sake, or ignore them.

Lastly, if you think you can do better making a zine than someone else, show me. Zines are not easy to produce. Sure word processors make it easier, but if you get separate software for layout, like the free Scribus, you still have to figure it out and get the layout right. You then have to produce it in physical form, if you offer that option. Not to forget the need for artists, mapmakers, and others to write articles, and perhaps an editor. I tried my hand at putting together a “zine” for April 1st, and it wasn’t that easy, even for just a crude cover and a couple of interior pages. Few people have all the skills to produce a complete issue of a zine that would make the whole thing of uniform high quality. That is, art, articles, formatting, and marketing.

Zines may not be for everyone. I only tend to buy individual issues of fee-based zines if I know they have something in them that I might find useful. Others seem to collect zines because they can, while others have no interest in zines.

My recommendation for any zine is look for articles that scratch an itch you have as a DM/GM. If the blurb advertising it does not indicate that it contains anything you might need for use at your own table, then don’t buy it. For this issue of The Manor, I zeroed in on one thing I knew I could use, if it was as simple as advertised. It contains other articles that I could use, some I may never use, and some I know I won’t use. I will point out that this was also true of The Dragon, and other early magazines from the early days. Not every issue had something that you could use at the table.

* [This last sentence comes off as a slam against GURPS. That was not my intent. Re-reading this sentence, it is not conveying what I meant, and at this point the simplest thing is to note my error. I have never played GURPS and only flipped through the rule books 25+ years ago in a store. I have no idea how grappling works in GURPS. I was trying to say something along the lines that they authors like GURPS. My assumption is that because grappling in clunky in AD&D 1st edition that it must be so in all editions and all other systems. Not having experience with grappling in any other edition or other systems, that is a dangerous assumption. There might be a mechanic in Top Secret, Boot Hill, Gamma World, etc., but I don’t ever remember grappling in those games (That was 30+ years ago.). Since I mostly play AD&D 1st edition, this is where I will use that system, and to which I should have limited my comments.]

Geographical Descriptions

There are tons of types of geographical features. I ran across a link that uses pictures to group geographical descriptions, but it uses pictures, so there is no easy cut & paste of the text. I have typed up all the descriptions used and put them at the end of this article.

Still, I find Useful Geographical Descriptions For Writers helpful. I saved all the pictures to my computer, in case this link goes dead. I’m a bit of a writer, I have a nearly done first draft of a novel, and DM’s/GM’s are always looking for things to spice up their descriptions. There are some pretty crazy geographical types, like different types of lakes or caves.

When building your world, some fantastic ideas just might be fueled by reality.

Meadows and Grasslands

Steppe – extensive area of treeless grassland with short grasses and less rainfall than a prairie

veld, veldt – steppe with scattered trees and shrubs (especially in Africa

tundra – extensive northern (arctic) treeless plain with mucky soil

sward – green tract of grassland or turf

lea, mead – grassland for grazing or hay

fell – high moor or barren field

moor, moorland – a tract of open, peaty, wasteland, often overgrown with heath, common in high latitudes and altitudes where drainage is poor

barrens – scruby, uncultivated ground, or land along a lagoon covered by high water

heath – an area of open uncultivated land, esp. in Britain, with characteristic vegetation of heather, gorse, and coarse grasses

croft – yard or field used as a household kitchen garden or for a few farm animals

paddock – a small field or enclosure where horses are kept or exercised

boondocks – an uninhabited area with thick natural vegetation, as a backwoods or marsh

Hill, Mountains, and Valleys

knoll, hillock, barrow (British) – small and rounded hill

downs – rolling grassy upland with few trees

plateau – extensive flat-topped land elevation that rises steeply on at least one side

mesa, butte – isolated steep hill or small mountain

pike, peak, summit – top of a mountain

glacial horn, horn of the mountain, pyramidal peak – an angular, sharply-pointed mountain peak which results from the cirque erosion due to multiple glaciers diverging from a central point

aerie, eyrie – elevated place

palisade, palisades – cliff formation or line of cliffs

dell, glen – small and nestled (usually wooded) valley

hollow, combe – deep and narrow valley

vale, dale – valley

scree – rocky debris on a mountain slope

fumarole – volcanic vapor hole

maar – Extinct volcano crater often containing a lake or marsh

Trees and Bushes

bower, bowery – leafy tree-enclosed nook or recess (also the nest of a bowerbird)

arbor – a leafy, shady recess formed by tree branches, usually manmade

grove – small group of grouping of trees (usually without undergrowth

weald – wooded or uncultivated country

timberland – land covered with timber-producing forests

thicket – cluster of shrubs or small trees

bosk (adj. bosky) – a small wood or thicket, especially of bushes

copse, grove – grove or thicket of small trees

coppice – a thicket or dense growth of small trees or bushes, esp. one regularly trimmed back to stumps so that a continual supply of small poles and firewood is obtained; copse

underbrush, undergrowth – shrubs, saplings, low vines, etc., growing under the large trees in a wood or forest

canebrake – thicket of cane

deciduous – describing a tree or forest with foliage that falls off annually

bough – a branch of a tree, especially of the larger or main branches

hinterland – the remote parts of a country, or back country

Deserts and Miscellaneous

sand dunes, dunes – a mound or ridge of sand or other loose sediment formed by the wind, esp. on the sea coast of in a desert

playa – an area of flat, dried-up land, esp. a desert basin from which water evaporates quickly

arroyo – a dry desert gully

hogback – an eroded, steeply tilted ridge of resistant rocks with equal slopes on the sides

hoodoo – a column or pillar of bizarre shape caused by differential erosion on rocks of different hardness

chaparral – vegetation consisting chiefly of tangled shrubs and thorny bushes

karst – landscape underlain by limestone that has been eroded by dissolution, producing ridges, towers, fissures, sinkholes, and other characteristic land forms

salt flats, salt pans – flat expanses of ground covered with salt and other minerals, usually shining white under the sun

oasis, watering hole, spring – a fertile spot in a desert where water is found

seep – a place where petroleum or water oozes slowly out of the ground

tar pit – a hollow in which natural tar [asphalt] accumulates by seepage

Rivers, Oceans, and Wetlands

Watersmeet – junction of two rivers

headwaters – river’s upper tributaries

ford – shallow area of water that can be waded across

levee – a ridge of sediment deposited naturally alongside o river by overflowing water, or an embankment built to prevent the overflow of a river

delta – river mouth’s often fan-shaped sedimentary plain

estuary, frith – sea’s juncture with a river’s mouth

strait – connecting passage between two large bodies of water

riverain – pertaining to or like a riverbank

sandspit – small jutting of sand or gravel at water’s edge

lagoon – shallow pond near a body of water

tarn – small mountain lake with steep banks

millpond – a pond for supplying water to drive a mill wheel

loch – a lake or partially landlocked or protected bay

mere – (British) a lake or pond

sluice, sluiceway – an artificial channel for conducting water, often fitted with a gate (sluice gate) at the upper end for regulating the flow

narrows, straits, channel – a narrow channel connecting two larger areas of water

gulf – extensive sea inlet

fjord – sea inlet that is narrow and has steep sides or cliffs

cay, key – low coral island or visible reef

atoll – ring-like coral island or reef surrounding a lagoon

shingle – pebbled or stony beach

shoal – shallow place in a sea or river

eddy – small whirlpool

bog, fen – tract of low and wet spongy ground

tideland – low land subject to flood tides

tide flat – flat and usually muddy tideland

bracken – rough or marshy tract of land with one kind of vegetation (shrubs or ferns)

swale – moist low-lying land (usually pineland)

causeway – raised path or road across water or a marsh

cape – land formation jutting into the sea or other large body of water

headland,promontory – elevated land area juttying over the sea or other large body of water

floe – sheet of floating ice

hoarfrost, hoar – frost (Middle-English)

rime, rime ice – an opaque coating of tiny, white, granular ice particles most commonly seen on tree branches

snowdrift, snowbank – a mound or bank of snow driven together by the wind

permafrost – (in arctic or subarctic regions) perennially frozen subsoil

sleet – ice pellets created by the freezing of rain as it falls (distinguished from hail)

Caves, Cliffs, and Rocks

grotto, cavern, hollow – underground or rock-walled chamber

stalactite, dripstone – icicle-like formation hanging in a cave

stalagmite – icicle-like formation on the floor of a cave

flowstone – rock deposited as a thin sheet by precipitation from flowing water

bluff, precipice – a cliff, headland, or hill with a broad, steep face

crag – a steep, rugged rock; rough, broken, projecting part of a rock

scarp – a line of cliffs formed by the faulting or fracturing of the earth’s crust; an escarpment

rocky outcrop – part of a rock formation or mineral vein that appears at the surface of the earth

bedrock – unbroken solid rock, overlaid in most places by soil or rock fragments

rubble – broken bits and pieces of rock, through demolition, quarry, or natural processes

scree – a steep mass of detritus (or rubble) on the side of a mountain

slag – coal waste or waste obtained from smelting ore

gulch, gully – a deep narrow ravine, a ditch or gutter

gorge – a narrow cleft with steep, rocky walls, especially one through which a stream runs.

crevasse – a fissure or deep cleft in the earth’s surface.

stack – a steep and often vertical column or columns of rock in the sear near a coast, formed by erosion

stone run – rock landform resulting from the erosion of particular rock varieties caused by myriad freezing-thawing cycles

inselberg, monadnock, kopje (Dutch), bornhardt – an isolated rock hill, knob, ridge, or small mountain that rises abruptly from a gently sloping or virtually level surrounding plain

promontory, headland (over water) – prominent mass of land that overlooks lower-lying land or a body of water

cenote – a natural pit, or sinkhole resulting from the collapse of limestone bedrock that exposes groundwater underneath

tor – a large, free-standing residual mass (rocky outcrop) that rises abruptly from the surrounding smooth and gentle slopes of a rounded hill summit or ridge crest

Alliterative Appellations And Associations

Herein I examine the RPG affinity for Alliterative Appellations And Associations, used to name adventures, groups, modules, etc.

An example is the iterations I went through to come up with a name for my submission to the 2015 One Page Dungeon Contest.

Dark Druids of Delver’s Dell

Devious Druids of Delver’s Deep

Final -> Dire Druids of Delver’s Deep

I have several posts of alliteration and acronyms.

My Group Name Generator does not rely on alliteration, but finding words to make the name alliterative can be a fun challenge.

Alliteration can be challenging to make a good one, but when it rolls off the tongue, it has a poetic/hypnotic quality that makes it stick in the mind.

Some people are better than coming up with alliterative phrases than I am. Sometimes I just get in a frame of mind that I find it easy to do a long list of them. Other times it is like pulling teeth to get them to come together.

I am sure there are those who can always come up with a fitting alliterative phrase without much effort.

I find the challenge to be fun, and makes me think of things in a way I had not before. I try to come up with them without resorting to a thesaurus, dictionary, or Google.

It is also a neat exercise to come up with one or two alliterative phrases to get the juices flowing when getting ready to write.