Tag Archives: Maps

Review – Distress Signal Tundara

Distress Signal Tundara is a new adventure module for 3-6 adventurers of levels 1-2 compatible with White Star. After the cover, title page, one page of deck plans and the final page for the OGL, the rest of this 17 page PDF is the text of the adventure. In addition, it comes with two image files for the deck planes, one with a grid for the GM and one without the grid for the players.

There were only minor production issues. I noted was one typo in the first few pages. A description of a creature used yards, when the map is in meters. And the non-grided map makes reference to the scale of the grid, which is missing. Other things referred to feet using the apostrophe character, which is part of White Box information, so not a problem of the author.

Each referee will have to work out for themselves, whether to use English or metric units, and whether to convert White Box feet to meters. Where outdoor movement is in yards, this is easy enough to hand wave as meters. Feet can be crudely approximated to 1/3 of a meter. Personally, I prefer to use metric in a Science Fiction game, but having been raised on English units, I think in those units, so not a problem for me.

The author did his own graphics, with some open content. I like the cover and the deck plans provided.  It would be nice if the original and now damaged area of the ship were shown in outline, so one knew it’s original structure. But that is only my desire for a complete deck plan for future use. [One thing I wish I had was a 75% view of the ship. Not to detract from the module, but something I feel would be cool to show the players from their scans/view of the ship on approach. The burst of new ship types and graphics by some on the White Star community can help fill this want.]

The premise of this adventure is not entirely new, but is presented in a way that is clear, concise, and ready to run after a quick read and a few minutes to think of how to approach it.

The GM is left to determine how the players are in the area, whether as passengers on a ship, or a ship of their own. This is not a major issue, as it allow the module to fit into an existing campaign, or be a one-shot.

There is enough detail in each area of the ship, that curious and careful players will manage to find something in most rooms. However, there are notes that the referee will have to fill in things that he or she feels are necessary in their game. There are also hazards for players that are rash and forget that there are in space. The issue of explosive decompression of a hatch that is forced open is dealt with, as I was thinking about how I might handle it as I began the text, there it was a bit further in. Excellent!

Several NPC’s are suggested for various ways that the GM might impact the scenario. This gives maximum flexibility to work into existing campaigns, or ideas for similar adventures. There are also potential plot hooks that could lead to more adventures that can easily fit into an existing campaign.

This seems like a scenario that would be a good fit for a con, but I don’t know if it would fill a four hour slot. Still, it might be fun to try it.

There is a lot here for $1.00. I think that I would enjoy playing this as a GM or a player.

Funny: At first glance, I thought the title was Distress Signal Tundra. Tundra made me think of ice, and I thought of the movie, Ice Station Zebra. Now I have thoughts of a White Star scenario on ice. Now all I need is Snoopy….

Atlas of World History

I am a big fan of both history and maps. I have a B.A. in History.

The ancient world of Egypt, the Middle East, Greece, and Rome, and on up to the Renaissance fascinate me.

The map of Germany with over 1,000 different countries is just fascinating. At my university they had a big hardback map book with a multi-colored map of Germany in the middle ages, and it just fascinated me. My paperback Rand McNally Atlas of World History is a passable substitute for such high-end books of maps.

Just looking at all the colors delineating all the separate nations generates the seeds of ideas.

Whether one is using a campaign set in a historical period of the ancients, or medieval, or a western, or post apocalyptic, maps help set the tone and flavor. Do you need to share the map with players? If they are a post holocaust type setting, would they even know they are on a planet and would they recognize a continent or larger scale map for what it is? In other settings, will players be able to afford a map?

Even if the maps you draw are only to inform yourself as the DM, don’t you want to share your creation(s) with your players?

I don’t have many books of maps. A well-done map is a thing of beauty. I like all maps, real and imaginary.

I don’t have the skill I wish I did to make my own maps. My maps are just crude representations of things. Some are better than others. I really appreciate all the maps available for my use from the plethora of OSR map makers!

Labyrinth of Egypt

I saw this article online about a 3000 room labyrinth in Egypt and the claim in the video is that they supposedly found it basically intact. If that were true, you’d think one could find an article about it on a major news site, and not just websites the specialize in outrageous claims.

I’d like it to be true.

Writers of the ancient world described it, so the question is, how much of what the ancients wrote about it is accurate? The size of the site seems to be accurate, but if the canal cut through it revealed the labyrinth, why don’t we know about it?

Still it is an interesting idea. It would be a pain to do a map with 3,000 rooms. Then you have to figure out how to populate them with information, decoration, emptiness, treasure, monsters, etc. Even if only a single level, 3,000 rooms is a megadungeon. How many rooms do the recently published megadungeons of he OSR have?

They have an FB page.

Robert Schoch the geologist who claims the Sphinx is 10,000 years old, or some such, has weighed in on it. The episode on the History Channel about a decade ago on this idea seemed somewhat reasonable that the Sphynx was a natural stone outcropping that had perhaps been worked prior to the rise of Egypt. (As I recall, that was the gist of his argument.) I don’t see why prehistoric humans couldn’t have done that.

The name of the site is Hawara.

The Labyrinth of Egypt website has a page on previous expeditions.

White Box Omnibus – A Review

I won a copy of White Box Omnibus, by +James Spahn of Barrel Rider Games on the Happy Jacks Podcast for Swords & Wizardry Appreciation Day.

Things have kept me busy since then. After White Star came out and I reviewed it, I figured I better hurry up and read through the Omnibus and do my promised review.

James’ own introduction to the text explains it well:

White Box Omnibus is a compilation of six previously published
products: White Box Companion, White Box Bestiary, White Box TreasuresWhite Box Adventures: The Wererat’s Well, White Box Adventures: The Wizard’s Tower and White Box Adventures: The Dragon’s Hoard. But a few extras have been added. In addition to cleaning things up a bit, there are a few new things you’ll find.

The Monk has been added as a player character class. It is written in the spirit of Arneson’s Supplement II, but streamlined to fit WhiteBox. You’ll find simple, easy to implement rules for introducing powerful magical artifacts into your campaign along with new monsters in the bestiary.

The three adventures featured in White Box Omnibus have now been augmented by an appendix – The Willow Valley Gazetteer. It’s a mini-campaign setting which can be used to tie the three adventures together, or even continue having adventures in that region.

Section 1 – Class options  Contains variations on standard classes that give bonuses in one area, but limitations in another. Such as the “sub-class” of cleric, the healer, who can use a healing touch once per day but has a -1 on to hit rolls.

Bard Class – This is a simple class designed to work within Swords & Wizardry and other D&D clones, instead of the kludge of AD&D.

Druid Class – A version of a cleric with a Forestry ability that allows tracking, passing without trace, or dealing with wild animals.

Monk Class – Similar to the class in AD&D, with house rules suggestions to make it more like the AD&D monk.

Paladin Class – With the exception of leaving out the warhorse, this is the paladin we recognize.

Ranger Class – With the Forestry ability, like the Druid.

Thief Class – Single skill called Thievery using a 1d6 mechanic based on level. This covers all the thief skills in a big separate table in AD&D. There is a house rule for climbing that add a bonus to the roll.

Section 2 Magic Items – A list of very interesting armor and shields.
potions, scrolls, rings, staves, wands, weapons, and three pages dedicated to miscellaneous magic items. The miscellaneous items has a house rule about “purposed magic items”, i.e. Artifacts.

Section 3 – Bestiary – This includes many creatures that are well-known from other versions of OD&D & AD&D.

For example, Brain Lord – Squid headed humanoids p. 39-40.

Section 4 – Adventure – Wererat’s Well 15 pages including the introductory illustration and map by Matt Jackson [G+ account deleted before archived.].

Section 5 – Adventure – The Wizard’s Tower – 20 pages including the introductory illustration and map by Dyson Logos.

Section 6 – Adventure – The Dragon’s Hoard – 18 pages including the introductory illustration and map by Matt Jackson
[G+ account deleted before archived.] .

Appendix – The Willow Valley Gazetteer – 22 pages including the village map by Matt Jackson
[G+ account deleted before archived.] , and an area map done in Hexographer. There is a d20 rumor table for the village and a couple of pages on communities of halflings, dwarves, and elves. This mini-campaign setting has a detailed village, and the area map ties it all together into the three adventures and several of the new creatures and items.

I am a big fan of AD&D. Mostly because it is what I knew and played for so long. I am growing to be a major fan of simple. Less rules and less “fiddly bits” that get in the way.

This large collection of material that supplements Swords & Wizardry White Box to give it many of the things I like about AD&D, or supplemental material from the later LBB’s. It also streamlines them and makes them easy to use, like the bard. In AD&D, the bard class is a mess. I don’t know anyone who started as a fighter, changed to a thief prior to getting the benefits of a 9th level fighter, etc.

The simple bard class presented here, plus the simplified single skill abilities for druids, rangers, and thieves make it easy to avoid paper shuffling and digging through the manual.

The magic items are new and interesting. They have given me many ideas.

I also like how James separates out ideas for house rules in grey highlighted text.

The simplicity of what is presented here is also modular, so that one can pick and choose what you want to use, and easily house rule things that you feel are missing or “not your way of doing things.”

I only skimmed the three adventures. They are clearly presented and to the point. There is enough detail to help out the DM and enough openness to easily supplement the material or drop it in to an existing campaign.

The gazetteer is a village with a map of the village and an area map that ties the three adventures together with the setting. This could easily be the start of one’s own sandbox campaign, or be dropped in as a new area to explore. It is a good model of one way to build a sandbox.

The layout is well done and the whole thing is easy on the eyes and easy to read on a screen.

Just as with the recent White Star, I recommend the White Box Omnibus!

Campaign Design

Back in mid-March +Sophia Brandt posted a query [on a now nonexistent G+ page] seeking advice on tools for beginner DM resources for hexcrawls and building your own campaign.

I recommend reading the full comment thread, but I liked what I wrote, as it is a nice summary of what I have used in my efforts in recent years. I have added other links and information that I could not recall off the top of my head, mostly for my future reference.

+Joe Johnston recently published a free PDF, How to Hexcrawl.

Bat in the AtticThe Alexandrian, Ars Ludi, and  The Welsh Piper all have a series on sandboxes and hexcrawls.There’s another blogger who did something on hexcrawls that I am not recalling.

Bat in the Attic- Hexcrawl Series            The Alexandrian Hexcrawl Series               Ars Ludi: West Marches            The Welsh Piper on Hexcrawls

For building a world, the hexcrawl is generally a bottom up way to do it. Pick a starting town and generate a few hexes around town with various terrain, and objects and places of interests and dungeons and monsters. The world is built as the player’s explore it.

One can also do the top down approach, plan out a world, cosmology, mythos, nations, peoples, cities, etc. and pick a certain spot for the players to start, and use a hexcrawl to detain a smaller area.

For me, designing a detailed mythology of divinities is a challenge, so I use either Greyhawk dieties, or something from Dieties & Demigods.

It is easy to get lost in the details, so I think the DSR episode about world building sufficiency, is right on point. Some of us, like me, can easily get lost in details that will never come into play. Build enough to give color and flavor to your world.

My quick suggestions:

  • Decide which monsters definitely will or won’t be used.
  • Generate a ridiculous amount of names for streets, places, businesses, taverns, and NPCs . (You will be asked for what is the name of this or that all the time!)
  • Stay just enough ahead of the players that you can roll with their sudden course changes. At the end of a session ask if they will continue in their current situation, or go somewhere else, to give you time to prepare for a course change.
  • Make index cards with pre-generated random encounters of the creatures they are likely to encounter, so you can just grab it and go. Just make packs based on your encounter tables, whether it is the default tables in the rules, those by others, or your own. I put stats, treasure, etc. on them so I don’t have to slow play to figure it out. Some monsters I use all the time, I can easily wing them. But I like the cards to make sure that every group of goblins is not the same 10 goblins with spears.
  • Once you get a few sessions under your belt, and you and the players get attuned to this world, it will start to make sense how to proceed.
  • If this is your first campaign, there is no right or wrong way to do it. Everything you do, even if it is never used in play will help you figure out what style of world building works for you.
  • Tables – Tables can help give ideas. The OSR is full of new ideas for tables to flesh out or fill in perceived gaps for different tables. You don’t have to roll on tables or accept the results, but they can give a LOT of ideas you might not come up with on your own.
  • Maps – There is a plethora of online maps for RPGs for dungeons, cities, ruins, and other settings. If you play using theater of the mind, then the maps may only help you to solidify your ideas for a location and its layout.
  • d30 Sandbox Companion – New Big Dragon Games game aid for generating all kinds of things for a sandbox setting.
  • d30 DM Companion – New Big Dragon Games game aid for ideas for fleshing out dungeons, not limited to the dungeon.
  • Weather  – Have a quick and easy method to generate weather.
  • Rumors – Have a few rumors to start and come up with new rumors all the time.
  • Events – Use something like the yearly and monthly events in Oriental Adventures.
  • Festivals & Celebrations – What kinds of parties will be going on?

Another person pointed out a couple of resources that I also turn to:

Jeff Rients’ twenty quick questions for your campaign setting has some interesting ideas to define certain elements of your campaign that your players may ask about, or for some reason tends to come out in game play.

One Page Dungeon Contest (OPDC) Maps to quickly generate where a treasure or other found map leads, or for a quick adventure idea when you are running dry.

I find that as I place monster lairs and determine what is in them, that it is easy to make up a story to explain how they all fit together. Are certain groups of humanoids working together? Is there a big bad who is trying to get them to work for him? Are there monsters that can’t be reasoned with or controlled and the big bad leaves them to guard his flanks, and his minions fear them. For example, a group of owlbears in an abandoned mine?

There are all kinds of ways to determine what the various lairs and ruins are. Place them underground in caves, tombs, dungeons, ruins, mines, quarries, etc. Hills, towers, and other prominent features above ground.

Use the lairs closest to the starting village/town/city as sources to begin interacting with your world. Have a known area of fairly picked over tombs in the hills near town, but with the possibility that there are still tombs that haven’t been found, or that have become the home of something else with treasure.

Plan NPCs for all the PCs to interact with, that have the same classes your PCs will use. If you allow paladins and rangers in your game, plan some low and mid-level NPCs so that your players have someone of their class to turn to for advice, training, support, etc. Having a reason for these NPCs to be in and out of town and sometimes inconvenient for the players to interact with makes them a bit more real. Paladins and rangers tend to be out doing good in dangerous places, or on quests and secret missions. Wizards and illusionists and sages tend to get busy doing their research. If the players can’t afford to pay for information or magical aid, perhaps they can pay in favors.

Then there need to be the other NPCs, tavern keepers, bar maids, street vendors, and other types of vendors that your players will tend to seek out. How many from the starting location will be available for hirelings and mercenaries? Is the supply never ending, or will you define how many are available? Will the players have a hard time finding help if they get a reputation for getting their men killed?

As you get to know your developing setting and your chosen rules, you may find that you are comfortable winging various aspects of play. Perhaps all you need is a list of names or a simple name generator, and some generic stats of hirelings. I have found that I can make up all kinds of stuff on the fly. I am amazed at some of the stuff that I come up with and how the players never know I made it up on the spot. However, the players can be quite inventive and always manage to find some avenue in the course of play that I had not anticipated.

If you tell the players that there is someone in town who sells maps, for example, you better know about the maps. Are they all forgeries made by the map maker, or are they the real deal. Where do they go and do any forged maps actually lead to something, or is the loot still there if the map is genuine?

Whatever you mention, be prepared for the players to run with it, so keep some basic notes of what you have told them, and pay attention to them showing interest in certain things.

I have a few background plots running in my campaign that are affecting their immediate area, the kingdom, and the greater region. The players are seeing a pattern to some events that are just random encounters, but I am able to retcon a story that makes it work, because I built my own encounter tables to fit the lairs I randomly placed and populated. The players are able to influence events through dumb luck, or by choosing to follow or ignore hints of something else going on. Players will start connecting dots from what they see, but these connections are tenuous, coincidental, or circumstantial. It is fun to have your narrative as the DM about what all this means, and see how the players actually interact with it.

With a hexcrawl, you can put as much or as little detail and effort into it as you need to make it work. You can do the just in time generation a few hours before the session, or do it as you play and both DM and players figure out the world at the same time. You can obsess over planning your world and generate tons of information that will never enter into play. Whichever way you prepare, make sure it is focused on preparations that leads to play first, and explanatory, fill in the blanks later. As I mentioned above, as you follow this process, you will discover the style that works for you. If you and the players are having fun, then you are doing it right.

Genetic Map of the British Isles

My interest in genealogy and RPG’s cross pollinate ideas, like any other interest or experience in life, many things influence our creative ideas.

In late March, there were several articles about a new genetic map of Britain and how it shows that much of the regional populations there is very similar to what it has been for 1,400 years!

I am of Scottish, English, and Irish ancestry, so this resonates with me. It shows that even with the sweep of mass migrations, war, famine, and plague, that populations are resilient. Without massive slaughter, populations may only be pushed out of their exiting area. This would show just how hard it is to wipe out all the humanoids, for example. They might be driven out of the area, but not eradicated without a lot of effort.

Three articles with a bit of different information in each can be found at Medievalist.net, The Independent, and The Telegraph.

Genealogical Map of British Isles
Genealogical Map of British Isles

 

Earthquake!

I live in Southwest Michigan, about 15 miles south of Kalamazoo. Today, we had an earthquake of magnitude 4.2.

I live across the street from the houses next to the train tracks. It is an active freight line and big, heavy trains can shake the house. This shaking was much different. We have 5 crossings through town and federal law requires them to blow the horn at each crossing. The Wednesday night, AD&D campaign I play in can hear the whistles if I forget to mute my microphone until they pass. If the windows are open in warm weather, I have people in phone calls ask me if I am standing on the tracks.

I was in my house, built about 1920 on sandy soil. The shaking was slightly similar to a big, heavy train going by, but it felt deeper and more powerful, and lasted just a few seconds.

I swore I heard a boom/roar/loud noise that preceded/coincided/followed the shaking. I can’t explain that. It was over so quickly that I didn’t have time to make sense of it. My thoughts were, there is no train, did a tanker truck explode? That has to be an earthquake.

About ten or fifteen minutes later, there was a very brief aftershock.

This is the first earthquake that I know I’ve experienced. My recollection is that an earthquake needs to be a 2.5 to 3.0 for most people to feel it and know it’s an earthquake. What I found using my google-fu is that it has to be a 3.0 to notice it.

A 4.2 was interesting. Since the scale increases an order of magnitude, a 5 would be impressive! A 6, 7 or more would be mind blowing.

My son took his girlfriend and their daughter to a neighborhood garage sale and met up with some friends. He said that he was sitting on the ground and that the ground beneath him felt hollow. His girlfriend said that she was standing up and that her feet were vibrating and she noticed that the trees were moving one direction and the houses another. Their daughter is 3 1/2 months old and she did not seem to have any reaction.

In addition to an interesting experience, I have a better understanding and thus more able to describe an earthquake in my writing and DMing.

Worlds Beyond Ours – Curtis International Library of Knowledge

Worlds Beyond Ours [Amazon Affiliate Link] is a book I have from my parents. It is copyright 1968, so I am only a few years older than this book. It mentions the Apollo program and if all goes well, man will set foot on the moon in a decade.

It is interesting to see color photographs of stars and planets in the age before the Hubble Telescope.

It talks about man looking to the stars and planets and the development of telescopes and rockets and has some maps of planets.

We can get much better pictures and maps from NASA online now. I didn’t have regular internet access until I was a few years past 30. Before then, one either had a set of encyclopedias to refer to at home, or you made a trip to the library.

I was blessed to have a 1969 set of Encyclopedia Britannica in my home growing up. My siblings and I would pulls out a volume and read about a topic and any related topics that caught our interest, much like surfing from article to article on Wikipedia, or I suppose the online Encyclopedia Britannica.

Seeing this old Worlds Beyond Ours emphases just how much the world has changed. Especially one that was published so close to Apollo 11 landing on the moon. Such old books I find fascinating.

If you want a science fiction based game, these things can be interesting. The number of planets and the number of moons around those planets has changed drastically in my lifetime. The true number did not change, we just discovered it.

I recall the Viking Landers on Mars in 1976, Voyager I and II making their way past Mars to Jupiter, then Saturn, and now on the far edges of the solar system. Is it still debated if one of the Voyagers has left the solar system yet?

I am old enough to remember the last Apollo missions to the moon. What I recall most is how SLOW the Atlas rocket ascended. It was quite the shock when the first space shuttle launched and it was so FAST! The movie Apollo 13 was NOT realistic with how fast those rockets actually left the launchpad. I remember my parents and siblings and I all having the same reaction to just how quickly the space shuttle leapt off the pad.

Old books like this can be found at garage sales and used book stores. Like many DMs and players, we tend to collect odd bits of information in the form of books and other things that serve as a basis for our own worlds and games.

I ran some of the science fiction games that my high school group played, mostly Metamorphosis Alpha or Gamma World, but we were predominately a AD&D group. I still love science fiction as well as fantasy.

My recent forays into reading the original Metamorphosis Alpha from DriveThruRPG has me digging out my old books. I wish I still had all of my science fiction collection of paperbacks. Moving from a house to a small apartment years ago forced me to get rid of so much. I can’t easily re-build it, but I have the memories of what I read and the books I want to read again, I can track down.

Perhaps I’ll run another science fiction related game or campaign. At least enough to scratch the itch….