Tag Archives: Game Design

Day 1 A is for Aqueducts

A – Aqueducts/pipes/fountains/cisterns/wells/artesian wells/water towers/flood control basins/drains/Archimedes Screw/Dippers/Reservoirs

Without water to drink, a city cannot arise. There won’t be more than a large village or small town without plentiful water.

A few collected homes can manage with a nearby stream, river, or lake that does not run dry.

More reliable sources of water to avoid the problems of drought will result in wells, cisterns, rain barrels, or other means of collecting and accessing water.

The climate will affect water supply. For a large city to arise in an arid or desert region, even more water is needed to offset evaporation, or technology is needed to minimize evaporation. Unless the desert conditions developed after the city existed, and are part of the reason the city became abandoned, some consideration for this needs to be addressed in planning your city.

Except for a bunch of clerics using create water there would need to be a consistent and reliable source of water. Assume 1 gallon per person per day. And at least one gallon per animal per day. In an arid environment, drought resistant animals, like camels would be the long-haul beast of burden.

Fountains were used to make water available to the masses in the ancient world. The people would go to the fountain to collect water in jars each day.

Public and private baths. What is the cities cleanliness culture? How much water is required?

Rain cachement from runoff from roofs to underground cisterns. Such man-made or artificially enlarged caves/caverns easily make a dungeon.

Tera cotta roof tiles with terra cota drain pipes indicate a need for an industry in or near the city or easily shipped to the city from elsewhere.

Pipes or pipelike structures to aid and direct the flow of water would be well maintained in an inhabited city.

The city watch, any military outposts/castle/barracks, and the city government and leading class would have greater and more secure access to water.

Disruption of the water supply following an earthquake or other natural disaster, war, monster incursion, or “innocent” activities of player characters would result in unrest from mere grumbling to riots or organized revolt, depending on the mindset of the populace. Could some such action be the cause for the downfall of the city?

Water in excess is also bad. If there is sufficient rainfall to result in flooding of the city, rain cachement basins and storm drains to direct flood waters away from the populace would be present. Coastal cities could be subject to storm surges, tidal waves, and hurricanes. How much excess water can a city handle? Seawater and storm debris in the drinking water is not good. Usually the underground portions of aqueducts were only a few feet high and normally the water ran about half that height. Cisterns could be simple stone or cement lined pits to massive cavernous chambers like the Basilica Cistern of Constantinople that still exists in Istanbul today.

Would a sufficiently advanced magical civilization bind water elementals or other water based creatures to ensuring the continuation of the water supply? Similarly, earth elementals could be put to use in construction of passages through mountains and hills. Also wizards could do their public service using dig, rock to mud, or mud to rock, move earth, wall of stone, etc.

My campaign is a low magic setting, that is, the heights of magical creation and invention are in the past, but such past objects can still be found.

Whether a city is abandoned or not, water weirds and other water based creatures could be trapped in fountains, wells, or cisterns, or live there voluntarily.

Wells and cisterns make a good place to hide or lose something valuable. What if the party is hired to go retrieve a lost item in one of the wells or cisterns and discovers an entire under city full of adventure.

What does the local thieves/assassins guild know about the water system and any connection to an illicit trade route or a black market ran through the under city.

The water supply is separate from the sewer system. I will deal with sewers in a later posting in this series. The water supply is “clean”. What penalties would the party incur for contaminating the water supply? What if they or another actor/group cause the sewer system to flow into the water supply?

In a desert or arid region, there would be severe penalties for compromising or adversely affecting the water supply. In a region where there is less issues keeping the supply going, it would take much more to cause a problem, unless it is an authoritarian regime, or strict bureaucracy where it matters. Of course, anything to mess with the players is always fun!

In a desert or arid region, settlements might develop near oases, and oases would guide trade routes.

Water is also a source of power for mills.

Rivers, streams, lakes, seas, and oceans are also sources of food. Swamps and marshes have a surplus of water making the ground of little utility for settlements or farming. How does water and its surplus or scarcity inform existing and abandoned settlements?

Information on various ancient water technologies for further reading below:

Roman aqueducts supplied public baths, latrines, fountains and private households. Aqueducts also provided water for mining operations, milling, farms and gardens.

Fountains were originally purely functional, connected to springs or aqueducts and used to provide drinking water and water for bathing and washing to the residents of cities, towns and villages. Until the 19th century they operated by gravity.

The Nabateans of Petra had a sophisticated collection of desert based water technology. More on Nabateans with lots of pictures.

Iran – desert water transportationQanat – a series of underground connected wells that transports water over a distance. Can be used for cooling and ice storage.

The reservoirs for qanats were an anbars.

Persians had ice houses (evaporative coolers)  and Wind catchers for cooling.

Ancient Water Technologies Website

Cisterns

Wells specific to fortifications are Castle Wells.

Water well

Artesian Well: A water well under positive pressure.

Irrigation tools: Shadoof

Sakia or Persian Wheel

Archimedes’ Screw

Chain Pump 

Scoop Wheel – Similar to a water wheel, but works the opposite. A water wheel is water powered, but a scoop wheel is an engine powered by a windmill.

Windmill: can be used for grinding grain or draining wetlands for agriculture.

Water Mill

A type of water mill is the tide mill that uses the flow of tides rather than a river or stream.

Horse Mill: Can be used for any milling purpose, but most often grinding grain or pumping water.

Wishing Well

Fighting fires: The ancient Romans had the vigiles. They had a fire engine that was a double action pump. Until the advent of canvass wrapped rubber hose, fire hoses were made of leather with brass fittings. The first firehoses were developed in 1673, but brass rivets and brass connectors would not be outside the technology level of a fantasy world.

Saltern – Area for making salt.

[UPDATE] – I was reading an article about using the Byzantine Empire as a model for a campaign setting, and it referenced the Valens Aqueduct. It gives some information on water storage in Constantinople that is very impressive.

Following various threads, as I am wont to do when reading Wikipedia, I read of Constantinople’s three historic open air cisterns, Cistern of Mocius, Cistern of Aetius, and Cistern of Aspar, and the millions of gallons of water they allowed. These were open air cisterns built of brick and stone, not like the underground Basilica Cistern mentioned above.

[UPDATE: April 18, 2016 – I was reading an article about the puquios of Nazca, Peru, a pre-colonial water collection system. Wind goes down a spiral hole in the ground to help raise water from the ground.]

Ancient Anti-Biotics

I saw this on my FB feed, and had to read the article and watch the YouTube video.

Very interesting!

Not only did they know about honey, but they knew to mix other materials together and get good results. Granted, not all ancient medicine is something I would want to try, but this one gives me hope that we can deal with MRSA and other “superbugs”. I can’t imagine putting that solution in my eye, but I bet it did the trick.

Washing wounds, and treating them with wine, vinegar, honey, and “garlic & onions” would be a good way to prevent infection. In game terms, it would also make it hard to be sneaky around creatures with a good sense of smell. Perhaps good to repel vampires. What other creatures would garlic & onions repel or attract? Garlic would attract the attention of a vampire, and it would send its minions or use long range things, such as spells to deal with the unpleasantness.

Silver is also known to have antibiotic properties, one reason the wealthy used silver tableware. Copper also has antibiotic properties and is why ships were given copper sheeting, to help repel barnacles and other critters that bore into wooden ships and affect either the speed of the ship, its structural integrity, or both

The Roman doctors who treated gladiators and soldiers were very skilled at treating flesh wounds and setting broken bones.

The importance of keeping clean was also known in medieval Europe. The image of the unwashed masses that seems to prevail in textbooks and entertainment media is not accurate.

While the ideas about how the body worked were not accurate, and the reliance on magic and strange concoctions with no modern scientific basis, some of the medicinal knowledge was effective. Some ancient ideas, such as bleeding, do have a very narrow application for a very narrow set of conditions. Leeches are used not for bleeding, but to help improve blood flow in wounds, and the right kind of fly larvae eat necrotic tissue and not healthy tissue. The heads of some kinds of ants after they bite can be used as stitches. There are many strange things that really can and do work, even in the present day.

What kind of weird ideas from the past can be put into play in an RPG?

 

FMAD Name Generator

I made my own name generator back in June, 2014, and thought I had posted it to my blog, but I can’t find it. So, I am posting this article and will link to the PDF here.

This table uses a couple each of d6’s, d10’s, and d20’s. If you have multiple dice of different colors, you can roll your own.

This table is based on English and treats Y a little differently, giving 20 consonants to choose from. I would mix X and Y, or Q and Y. I am a visual person, so seeing the two letter consonant and vowel combinations helps me to come up with names just by looking at this chart.

One could also make card decks of different letter/syllable combinations and deal out random names that way.

There are also a lot of good online generators. I find it easier to have a long list of names and mark when I have used a name. I then circle back through the list. However, I like certain NPCs to be more memorable and have more unique names.

One could have a town where all the men are Jim, and all the women are Sally, and it is one’s occupation or other feature that distinguishes them. Jim the barber, Jim the butcher, or they just call them Barber or Butcher. Sally the Sorceress, or Sally the Scullery maid, etc. Jim the dark is the farmer with dark hair, and Sally the fair is his wife, for example. I think of everyone named Johnson in the town in Blazing Saddles.

Collective Nouns

Collective Nouns is the term I often forget. It is the type of noun used to describe a group or collection of something, like a herd of cattle, or a flock of geese.

Several months back my son posted on his Facebook page that there was an attempted murder in front of his apartment. He got me good, because I showed up over my lunch break to make sure everything was OK. There were two crows that had landed in front of his apartment building. He had all kinds of comments from friends and family.

I saw a YouTube video of a play session of D&D at a convention with Morgan Webb, and some buys who I didn’t catch their names. One of them said that the collective nouns for dragons is a tyranny of dragons and a group of unicorns is a blessing.

The link above says it is a blaze of dragons, which sounds a bit more awesome to me.

While thinking on this post after I wrote it some other things came to me. A mine of dwarves, a feast of halflings, a cog of gnomes, or a trick of gnomes, a trick of illusionists, a parcel of postmen/messengers.

A business of ferrets. I guess that makes giant weasels big business….

Drive of dragons, that one seems odd and doesn’t trip my trigger.

Gang of thieves, is pretty standard, what would you call a group of assassins? A murder of assassins seems to fit, but that is already taken by crows.

Better yet, a conspiracy of assassins and a secret of spies.

There is also a gang of thugs, and a gang of convicts.

Glory of unicorns. Interesting.

Mess of terriers. I suppose a big enough group of terriers would indeed be a mess.

Mischief of rats. Giants rats are a lot of mischief. A mischief of wererats??

Pack of wolves.

Parliament of owls and parliament of rooks. Parliament of owlbears? What is a collection of bears? Sleuth of bears.

Pod of dolphins, whales, and seals.

Perversion of sailors.

Sounder of (wild) boar.

Stench of zombies, now that’s appropriate! Also a stagger of zombies.

Here is an interesting link on collective nouns for monsters.

Here is the list of links for the search term “collective nouns for monsters“.

I haven’t taken the time to look for anyone who has made a definitive list of collective nouns for all the monsters in say the AD&D Monster Manual, Fiend Folio, or Monster Manual 2, but it would be an interesting exercise to come up with an RPG list of collective nouns.

If anyone knows of a good, comprehensive list of collective nouns for all these creatures, I’d be interested to check it out.

[Update] – +Dyson used “clamour of harpies” for his harpy tower portion of the megadelve. March 31, 2015.

Druids and Undead

Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead.

I have always ran druids as written in AD&D to not have any turning ability, or anything else that makes them stand out from other classes, when it comes to undead.

However, my recent articles on Druids and Alignment and Druids and Their Environment, have me thinking about all aspects of druids.

Since druids are nature priests who rely on their connection with nature and the right kinds of leaves for their magic, and undead, which for skeletons and zombies at least, are unnatural magical creations, it seems to me that druids should have some ability or spell to deal with such unnatural creatures.

More powerful undead are creatures created by their own force of will, being attacked and killed by similar creatures, or creatures of or connected to the negative material plane.

The only druid spell dealing with the dead is reincarnate, the one spell no player wants to try, or end up a badger, or other non preferred animal or demi-human race. Reincarnation only affects humans and demi-humans that have been dead less than a week, and it requires touching the body. So only very freshly killed and animated corpses would be affected. Once an undead is dispatched, one would rarely, if at all, decide to reincarnate the corpse.

I even reviewed Unearthed Arcana to make sure there are no other first edition druid spells dealing with the undead. There is the first level cleric spell, invisibility to undead. I can see that being used by a druid, but only being effective in a natural environment, i.e. not a dungeon, tomb, temple, or city.

One idea I had is a druid power, perhaps for 3rd or 4th level druids, to “banish abomination”, which would include magically created creatures that are not born that way. So skeletons, zombies, homonculi, golems, clones (as per the Magic User spell), and similar magically created creatures.

The effects of this power could be to stop the unnatural creatures from approaching them or their designated area of protection. The limitation is that it would require the druid to be in a natural environment with some form of natural life. Thus an underground cave system or cavern with cave life forms, would suffice, but a mine, dungeon, tomb, city, or graveyard would not be a natural setting, unless it is an old abandoned area and the plant and animal life is taking over, like many “lost” jungle cities. This could affect all unnatural creatures within so many feet or yards per level.

My thought was for it to be 100 feet or yards per level of the druid. So it could be a moving point centered on the druid, so that a druid could pass through a swarm of such creatures, or it could be centered on a location, like a dryad’s tree, or a holy grove of oaks, or the druid’s home.

Higher order undead that seek to destroy life, would be a challenge for a druid. Life hating, level draining undead may not have a reason to cross a forest or swamp. An ancient barrow in the midst of a forest might have wights, but they are limited to the barrows and the druid wouldn’t go there without good reason.

Druids with an evil bent and keyed into the dark, corrupting powers of nature, might be into creating skeletons and zombies and have ways of controlling them. Unless skeletons and zombies are controlled by an evil cleric, the creating druid would have control of them. If they lost control of their creations, how would they get control back? There is a plot hook for a band of evil druids who have a device that lets them control created undead. Perhaps they have a cleric among them. Maybe a dual-class cleric/druid?

This makes me curious how other editions of D&D dealt with this, as well as other clones and rules. I have OSRIC, and of course, it sticks to AD&D. I have PDFs of many other rule sets, but as of yet, have not checked them for how they handle druids and undead.

I don’t recall any articles in Dragon magazine on this topic, but I haven’t read it since I got rid of my collection nearly 25 years ago.

I am also curious how other DMs/GMs have home-ruled on this.

I have never played a druid, but have one player in my campaign with a druid, but I have ruled that it is by the book on matters of undead where druids are concerned. I am not by the book on alignment for druids, so now I am wondering why I am this way with undead. It won’t affect game play, if the ability to affect undead by druids is for higher level druids, other than one NPC druid the party helped with a few skeletons. I can just retcon that it was a test from the druid for her further assistance, and payment for training the party druid (which it was). The players don’t even have to know.

These three posts on druids have me wanting to do more in the outdoors/wilderness in my campaign. At least I have ideas for where to go with things if they never make it to the ruined city.

Druids and Their Environment

As nature priests, druids will frequent places where they are most needed to focus on maintaining an existing balance, or restoring balance in nature.

I have this image of druids being in forests and encouraging the spread of the forest, seeking to make the old growth forest spread. I can see in the right circumstances, a druid working with woodcutters to cut the specified trees at the right intervals to enhance the growth of the forest or enable a certain section of the forest to better fulfill a certain need.

I briefly researched mistletoe since our Wednesday night game set in a subtropical island archipelago had a druid in the party for a short time. Mistletoe grows in almost all climates around the world. In reality, a quick perusal indicates that nearly every continent and clime have mistletoe. There is a desert variety in Arizona.

Holly grows from the tropics to temperate zones, and oak trees occur from cool temperate to tropical regions.

This means that for a druid to function, there have to be some sort of plant life to support the material component needs for spells of the druid.

This would make an arctic or sub-arctic druid very rare, unless your world have a type of mistletoe, holly, or oak that grew in sub-arctic regions. There are a few ways around this limitation.

  • The simplest is that druids living or operating in these regions would have a large supply of leaves before going to such an extreme location. Regular means of re-supply would be needed.
  • There is a thermal vent from hot springs, geysers, or some moderately active to very active volcanic processes.
  • There is a cave or region with some form of light to support photosynthesis. Light from lichens, mosses, insects, or types of rocks could generate this light.
  • Some form of druidic sanctuary that through the power of the druids has enabled an oasis hidden in the ice to survive. This could lead to a hidden group of druids, or a lonely hermit druid sent to maintain this far off location.

In the typical desert of sand and/or rock and heat, a druid or group of druids would tend to encourage the growth and enlargement of oases. This would tend to have one druid in each oases, other than large oases in hidden valleys or canyons off the trade routes. Smaller oases would tend to have a single druid regularly checking the oases in his care.

Mountainous regions would tend to not have druids above the tree line. At least, they would not live above the tree line, and would only go their as a patrol or to get to another region under their care, and only with the appropriate supply of mistletoe, holly, or oak leaves.

Beaches or islands without trees or shrubs of the appropriate family of plants would be another source of limitation for druids.

What this leads us to conclude, is that druids will not be found very far from shrubs or trees, since the right kind of leaves are needed for their magic. This means that any druid found more than 100 miles or so from a known forest/source of leaves is either an NPC on a special mission, or a PC or NPC adventurer, or there is a secret or little known druidical area or nature sanctuary nearby. Other reasons could be the druid was teleported far away, or is under a geas or quest, etc.

Of course, one can get around some of these limitations by developing an ice oak that grows in the frozen areas and supports ice mistletoe. There could be sea oaks that grow under the ocean with sea mistletoe. Druids could live in undersea caves and encourage the growth of kelp forests. Sea elves could have their own form of druid. A half-elf with one parent a sea elf could be such a druid.

How do druids fit into your campaign word?

Druids and Alignment

I have thought about druids and alignment for years. I understand the intent of druids being true neutral on the good/evil and law/chaos axis. However, how can one be truly neutral?

Is it that you have an opinion, but keep it to yourself? Is it that you are “chill” in all circumstances? How exactly does that work?

To me in the 9 point alignment system, trued neutral is a rock or clod of dirt, something without a mind or a will, and no desires.

The way druids play into this, I see them in my campaign as being one of the four types of neutral: chaotic neutral, lawful neutral, neutral good, or neutral evil.

This would play out for the different kinds of druids. All have some interest in the natural life of the plant and animal world, but each interprets it a bit differently.

Chaotic Neutral druids would let a forest grow and only animal trails created by the animals would be allowed. Attempts to impose order on their woods would be resisted. Would they be OK with undead? Probably not from the perspective of being natural creatures, but from a freedom perspective of it’s what is happening now.

Lawful Neutral druids would prefer a more orderly forest, perhaps more like a parkland and while the natural symbiosis of the creatures and plants in the forest would be allowed, it would be in a way that was most orderly and beneficial to the growth and spread of the wood. Orchards, crops, and other organized agriculture would be supported by these druids.

Neutral Good druids would encourage the spread of good plants, animals, and sylvan races. They would root out evil or massively harmful plants, or keep them in check.

Neutral Evil druids would encourage the spread of evil plants, animals, and sylvan races. They might be okay with undead in their forest. Bandits and humanoids that don’t harm their forest might be allowed to live there. Such druids might partake of human sacrifice to the darker elements of nature.

This gives us four branches of druidical teaching and allows for more than one set of limited numbers by level. Would there be variations on spells for groups of different alignment?

One could also make an argument for different sects of druids each with their own hierarchy. Perhaps two groups considered heretical or “off the rails” by the other group, each claiming to be the one true followers of druidical knowledge & teaching. How would spells and knowledge differ?

As per the AD&D Player’s Handbook only half-elves, halflings, and humans can be druids, and for halflings they can only be NPCs. In my campaign, I allow characters of any race to play a cleric, and would allow a halfling druid and even an elven druid. Elves are supposed to be nature lovers, why wouldn’t they have druids? I would have each race that would have druids have their own form of druidism. Perhaps at lower levels a druid of another race or alignment could perform the training, but beyond a certain level, it would require the specific teachings of the correct race and alignment for further advancement.

I can see halfling druids geared towards helping with crops and growing up hedgerows on the boundaries of their territory. Plenty of food and comfort.

Halfelf druids would follow one of their parents’ race’s style of druidism.

Elves would be geared towards maintaining their forests and keeping out intruders, perhaps more aggressively on the boundaries and more subtly closer to settlements. It would depend on your interpretation of elves.

Perhaps the intention of druids is to be like Switzerland in their fortified forest strongholds keeping all comers out or requiring them to all play be the same rules in this forest. But how can a druid be an adventurer, if they are neutral? Personal gain? At what point does adventuring lead a druid astray?

Would looting a dungeon be a neutral act? A dungeon has lain undisturbed for decades, centuries, or millenia. Wouldn’t disturbing the loot cause unbalance? Does the druid’s concern for neutrality and balance only concern nature? Would town life be abhorrent? Wouldn’t druids tend to be on the edges of civilization? Unless there was some massive city with a huge area of parklands, no druid would permanently settle in a city. Druidical worshipers would tend to be farmers and rural folk closer to nature than those in cities. This would also tend to be more of the population in a fantasy setting, since they tend to mimic pre-industrial, agrarian based civilizations.

I am trying to wrap my head around how a true neutral druid would function in various situations. What I envision is needed is something like Rick Stump‘s article at Don’t Split The Party,  Good Isn’t Stupid, or weak, or nice. I am sure there is a way to make better sense of it.

As with all player races and classes, the plan of your campaign needs to include them. For example, how has the presence of druids influenced wars, interracial relations, the growth and decline of forests, the spread of “civilization”?  If you have a fancy way of dealing with magic users, how do illusionists fit into that?  Even if you limit your players to the standard player character races, do they all fit in a way that makes sense? Or do you have a campaign that anything goes and you don’t worry about how much sense it makes? I have played in both kinds of campaigns and both can work, if the DM lets it work or makes it work, as the case may be. Even with a simple sandbox, relations and interactions between different races and classes, especially the cliquey classes like druids and monks.

This whole thing on druids and alignment has me thinking about druids and natural habitats for druids. So I’ll take that up tomorrow.

Rakshasa

As a kid I remember watching Kolchak the Night Stalker, the movies and the TV show. I don’t recall all the details, but have been watching the TV show online. I managed to find the movies from before the TV show on YouTube and watched them. If you are interested in watching these, then spoiler alert!!

The other day, I watched an episode that dealt with a rakshasa and the method of slaying them was a blessed crossbow bolt, as it is in the AD&D Monster Manual.

I found that interesting. I am not familiar with most of Indian mythology. There are times I wish I had footnotes for the source, or the inspiration used for these creatures. Until the Monster Manual, were any of these monsters from myth and legend in any single book?

I find that the Night Stalker series gets a bit repetitive, but having him be the only one or nearly the only one who gets what is going on, makes it interesting. With all the creatures he killed, what level would he be?

Going from memory, and I have not finished the series, he has killed two vampires, one werewolf, one zombie, and one rakshasa. There are other creatures, but some I don’t recall, or they do not have a creature stated. I’m not going to stat out creatures for this exercise. Assuming average hit points, I came up with 5,265 experience points which is halfway through 3rd level fighter. Since AD&D does not reward as much XP for monsters, this is reasonable. Karl never gets any treasure, and is the reluctant hero because he knows the truth and if no one is going to do anything about these creatures, then he must do it. Karl’s only reward is that he has save the city or the world.

In some shows, he does not kill the creature, but drives them off, or for the android episode, tries to help. In the electricity monster he gets people to listen, but the usual cover up, similar to the first movie with the vampire, is of no benefit to him.

So after two TV movies and one season of a TV show, I would estimate he earned the experience to be a 5th level fighter, perhaps 6th. If a thief, it would be higher. He did not use magic or pray to the gods, but did use items blessed by others, or had others bless an item. Karl does not gain in proficiency in fighting, but rather uses his mind. He is more like a sage out to do good based on his experience, knowledge, and research.

I can see how these shows can give ideas for a “modern fantasy” setting, or some variation on a science fiction or horror genre.

This show also takes me back to sitting around the TV as a family and talking about the show during the commercials. Unlike today, where it seems that everyone has their own media device and the household is in their individual media world.

One Page Dungeon Contest – 2015

Last year about this time, I wrote about the 2014 One Page Dungeon Contest, and thought about an entry, but none of my ideas would gel.

I am thinking about the 2015 OPDC with just over two months until the deadline. It is a single page, what’s the big deal, right?

Well a single page requires the most bang for the buck so to speak. One needs a density of information without a density of facts. A hook that evokes ideas, and a map that gives what words cannot. I have a small degree of artistic talent, but it is not a honed or practiced talent, so my efforts are hit and miss.

A one page dungeon also screams for brevity with a conciseness that cuts to the point immediately. As is evident from many of my blog posts, I am skilled at the WALL OF TEXT. It takes effort for me to distill things to the bare essentials.

I could make a submission that is merely an entry, but I want to make a memorable entry that is a contender. Heck, who am I kidding? I want to win!

So I know I need an idea that is just novel enough and easy to convey/explain in a single page. I have some faint wisps of ideas that if I can bring them to fruition and execute them as well as I imagine them, then I have a shot.

Between now and then are my goals of the 2015 A to Z Blogging Challenge and a daily article on this blog between now and April 1st, and other game activities. Plus the Tenkar’s Landing Crowdsourced Sandbox Setting is now ramping up to work on the actual town of Tenkar’s Landing. I need to do my part with an idea or two.

Magic and Technology – The Porcelain Argument

I ran across this article, The Porcelain Argument: How would the existence of magic affect technological advancement?,  on Sunday. I very much enjoyed it and it is in line with my thinking of how a high magic setting would function.

My campaign is, for humans, a now low magic setting because the ancient empire collapsed a thousand or more years ago and much ancient magical knowledge was “lost”.

Reading this article had me nodding my head in agreement.

I highly recommend it to help set the tone of your campaign’s magic and technology levels.

One interesting thought, would those who could not afford magic invest in fancy technology to try to mimic magic in an effort to appear to be in a higher social status? Hidden mechanisms for an elevator or lift, some way of igniting a light, etc.

This reminds me of a History Channel show some years ago about ancient inventors who made temple devices to make certain items in the temple move or act on their own, with wheels, pulleys, or primitive steam power. One I believe was a holy water dispenser for a coin donation. Another had a dove or other bird “fly” across the sanctuary. In a world where clerical and druidical magic is not lost other than turning from the gods or nature, how would temple technology be different from the rest of society? However, in a societal collapse, the precise applications for certain spells might be lost, if the central hierarchy of a faith was lost.

This all helps to highlight the questions: What remnants of the ancient civilization are still in use? What remnants of it are still visible? What devices both magical and non-magical might adventurers discover? Would any such devices be “set loose” and go on a rampage, or cause other mischief?

In a sandbox setting, one does not have to have all these answers until the players come close to finding them. I have a few things thought out, but as for mundane items, I have not given it much thought. This has definitely given me food for thought and started the wheels turning.