Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Tuesday, May 30, 2017

Random tables

I've been terrible at blogging this year. Oh well.

I'm currently in the final stages of prepping to run a 5e conversion of the 2nd edition Ravenloft module The Evil Eye (a conceptual sequel to last year's Curse of Strahd). To do this, I've been adding in some random tables that I feel are missing in the original. In part because I feel like I need to flesh it out a little more to avoid a possible sense of railroading (there's only one way to escape Invidia) and in part because I find the random tables to be really helpful in my Al-Qadim Church 2nd Edition game I'm running.

Here's the secret: I tend to use random tables for inspiration. I also tend to stick with the random rolls, the trick is how to fit it into the story (i.e. improvisation) and when to know when to re-roll. Random encounters (and I call them random encounters, not wandering monsters) can be used to move the story along (i.e. tell the players to stop dilly-dallying), they can be used to instill a sense of danger into the game (i.e. dilly-dallying in a dungeon can be dangerous, traveling in the wilderness can be dangerous), and they can be used to hand additional clues into the players' hands (i.e. they randomly encounter a corpse with helpful information). From a GM's perspective, they can also be used to slow down the pace of a game and/or liven things up with a bit of roleplaying or combat as well.

Examples of some great random encounters:
The horse. Early on, the PCs randomly encountered a horse. I wasn't super sure what to do with this, but obviously, when the players wondered if it belonged to a missing hero, it surely became that horse. The random encounter fleshed out some of the story that was otherwise going to be missing.
Elf tribe. I don't really recall what I did with these, but I randomly rolled an entire group of over 100 elves. I hope I did something like using them to foreshadow the gnoll horde because otherwise large group of elves in the middle of the jungle made no sense.
Banderlogs. After rolling baboons a number of times, I noticed the Monstrous Manual had another entry on the same page. These baboon-like creatures were intelligent, numerous enough to be negotiated with, and able to provide some totally unplanned clues as the party flubbed their comprehend languages spell and did it all with gestures and pictograms.
Mystery. Not wanting to spoil a potentially ongoing plot, I had rolled a particular creature twice on the party's journey recently, and given the ecology section of the monster's description, it clearly ought to have been a mother and daughter combo. With an impromptu fleshing out of their backstory using some obvious recent events (a tribe of jungle giants had been slain), these things being in the area suddenly made sense to me.
The turtle. In one of the early adventures, the party was traveling upriver to the site of some ruins to plunder. I totally role a giant snapping turtle which the low-level party had absolutely no business dealing with. I made it easy to avoid, but it served as a neat reminder that in the game I'm running, they would encounter things well beyond their capacity to deal with. Later on, when I rolled another horrible river encounter, the sea hag was looking for the turtle and only extorted the party for a bit of loot then let them go.

So, what does this look like in The Evil Eye? Well, it's the land of Invidia in Ravenloft, so I'm using the Tarokka deck for randomization when possible.

First off, I've got a random attribute table: eye color. Given that the evil eye plays a role in its titular adventure, I'm going to try to use eye color for some subtle narrative effects. So it's important that people pick an eye color that I want them to, meaning I'm going to deal out a card and let them choose.

Eye color and descriptions
Suit Color
Glyphs ❧ Green
Stars ✭ Blue
Swords ⚔ Brown
Coins ◎ Amber

Wednesday, August 27, 2014

Mucking with gender in D&D

"I want to know if he's male, female, or elf."

That's one of those phrases that came out in a D&D game this summer. Its stuck with me, because I was realizing I've wanted to do something different with gender in D&D for a while now.

Back around 2007, Z, T, and I started a 3.5 campaign and we did some collaborative world building. Basically, we decided that your character choice let you make world decisions. I'm almost 100% certain that one of my examples was if you play an elf, you get do decide how elves work. They might be come crazy hermaphrodites or smurf-gendered folk, but you're playing the elf so you get to decide. No one really ran with that back then.

While there are stories of great elf queens or princes (I'm thinking Lord of the Rings, Dragonlance, and 13th Age), elves have also often been portrayed as a bit more androgynous. Certainly the joke about Varsuvius from Order of the Stick is one of indeterminate gender. In a different way, the drow are strongly segregated into male and female sexes, but do muck up gender roles by having females dominant over males. So while gendered elves are the norm, they've got a bit of room for some non-binary gender or sex types and are still a bit transgressive in their canonical portrayals.

Likewise, dwarves have a bit of some odd gender and sex to them. Namely, it used to be the case (joke? bad joke?) that dwarven women had beards and were indistinguishable from male dwarves. This leads to a smurf type of situation, since the prototypical dwarf is a bearded male wielding an axe or hammer. Now a days, there are some nice illustrations of plenty of beardless female dwarves. Did we lost anything in downplaying the 'joke' version of dwarves though (I think we did gain quite a bit by doing it at least)?

In first edition, we saw different ability score maximums for male and female characters (generally with females having less strength potential). But we also saw gender play into some races like the Bariaur of 2nd edition Planescape. Males and females had different class options and distinct abilities. While a little odd, I'd like that brought back in a new version of Planescape. Even though the sexes and their gender roles are more "traditional" it's kinda nice to see and explore that in a way that is codified by the rules (a bit indie in style there, eh?). In 4th edition, the Feywild book presented hamadryads (female only) and satyrs (male only). I don't recall it explicitly mentioning how these fey races procreate, but it was also an interesting take on traditional gender roles (and a hold-over from earlier editions). I understand that some people might be upset by having some races enforce traditional sex and gender roles. And these are "hard-coded" in the rules: its your home-brew or variant to allow a male dryad or female satyr. But you can't have transgression if there isn't a norm to rebel against.

Rarely, we get races which are not gendered per se, but become gendered in play. Warforged or Rogue Modrons (or Shardminds?) don't have a gender, but some might adapt a male or female gender for themselves (letting players grasp onto something, I suppose. Or at least draw boobs on constructs). A few races don't show gender dimorphism or don't have strong gender roles, like thri-kreen, making the idea of gender generally irrelevant for those races. Then there's the ubiquitous boobs on dragonborn, which probably just shows the puerile mores of a few years back: how else would you know a lady dragonborn is a lady?

We shouldn't forget the iconic girdle of masculinity/femininity either and other sex-swap curses. Interesting to note that they are curses and reversible.

Also, half-elves (and half-orcs, along with half-ogres, muls, and planetouched) show that interspecies breeding happens. So sex is largely identical across many major races.

One last aside, the Fading Suns game has a vulcan/romulan or elf/drow pair of races, the Obun and Ukari. At least for the Obun, hermaphroditism (the easily graspable, two genitals kind, I believe) was featured in their chapter of their race book. Nice.

Up to now, gender/sex has basically been a joke at best in D&D. Or at least heteronormative sex and gender have been the norm. But it's easy to see why. Obviously, the gender studies crowd has taken of and gotten some of their jargon to take hold among educated college types in general. I think most people who went to college have a passing familiarity with a theory of gender-sex that distinguishes gender or gender-roles from biological sex and sexual orientation. Beyond that, I'm not sure much of the jargon or theory has caught on or is really particularly useful/needed in daily life for most people. But issues of gender in character actually are rather peripheral to slaying monsters and finding treasure. Save the princess (or prince) doesn't come into play quite as much in most D&D games (which aren't Conan d20 with its temptress class).

Things seem different now. The new PH has some more inclusive language, about considering your character of any gender or sex or orientation or whatnot. People may quibble that the wording didn't go far enough, or is flawed in one way or another. Because things are basically presented as male or female. But change is happening. Pathfinder apparently has a transgender character as their new iconic shaman. A few other books might touch on the subject or introduce less traditional views of sex and gender. But there are some other interesting things to explore in any D&D game if you're willing to get creative and make some changes for a particular campaign.

Though the term hermaphrodite is nebulous and dispreferred these days and there's many different ways of classifying intersex people today, the race of both genitals could make for some interesting stories. In the musings here, I'm going to focus on sex types here and leave implications for gender. This obviously ignores all varieties of intersexuality that happen in the real world in favor of standardized non-binary sexes in a fantasy game. A few interesting options might be (wikipedia as our guide):

  • True or Simultaneous Hermaphrodites. This race would have both sets of genitals at the same time. This might be apt for plant-based races (ala treants and treefolk, not so much dryads). But if adapted to elves or gnomes, it could also make for some interesting stories.
  • Sequential Hermaphrodites. These are beings of one sex which can change their sex. They might start out as one or the other, they might change more often. You can easily envision dopplegangers or changelings in this way, but it'd be an interesting take on elves or dragons as well. Why would an elf change sex? Does it add to or take away from any innate magical power? Is one sex more highly regarded than the other? Is the change permanent or reversible? Do all the types of that race (e.g. high, wood, dark elves) believe the same thing or even have the same biology?
  • Pseudohermaphrodites. This is the case of the hyena, where females look dramatically similar to males. You can imagine this being the case with dwarves easily, and races like lizardfolk or dragonborn may be trivially pseudohermaphrodites if there are no obvious differences between the sexes. For pseudohermaphrodites, even the genitals are, superficially at least, similar. Obviously something to consider with Gnolls as well.
These are just some of the obvious ways that you might change gender and sex elements in a fantasy (or sci-fi) setting. Elves, dwarves, dragons, treants, and gnolls aren't the only races you might apply this sort of thing to anyway. The standard humanoids (Kobolds, Goblins, Hobgoblins, Bugbears, Orcs, and Ogres) could easily be some type of hermaphrodite (kobolds, with their ties to dragons, might be key on the list here). They're generally portrayed as all male (when's the last time the random orcs you fought were female, really?). It could make for an interesting setting element, depending on how you play up these races. In fact, as the DM, it may be easier to introduce some non-binary sex and gender types here than in the PC races.

Finally, its worth remembering that the actual player characters are special. I like how 13th Age brings that to the front of the line with the One Unique Thing idea. So if someone wants to play a male dryad, that's really cool. How did it happen? What do the other dryads think? There are so many story possibilities. Just like what if your male drow is a priest of Lolth, or homosexual, or finds (intentionally or accidentally) that girdle of masculinity/femininity? A basic spell like Alter Self might really make some of these categories more fluid, if you want.

This sort of thing isn't for everyone. In fact, it might make some people really uncomfortable. But I'm really considering that dragons and kobolds and gnolls might warrant some of this treatment in my games, if only to help distinguish them from the other types of humanoids and let me play with these categories as a DM.

Thursday, October 4, 2012

Where's the writing on the wall?

So, I just got back from a tiny excursion to Rome. My head is bursting with ideas. But one of the big things I'm taking back from visiting those monuments is the use of writing in a D&D game. So often we ignore that list of languages and some skills like history or religion on a character sheet, when they could be constantly used for hints.

VENUSTUS
First off, if literacy is common in a game, there will be graffiti. Whoever made it to a fancy overlook or a cave mouth or a ruined monument is likely to at least write their name on the walls or door. Its really no different from how things work today. Most of it will be useless stuff (think: Thomas was here) but some of it could be warnings etched in stone or scribbled on scraps of parchment or broken pottery. A lack of graffiti is also a key sign that you're not in terra incognita. But being able to distinguish between graffiti written by the original inhabitants of a dwarven city and the orcish invaders might be a key hint as to what's up ahead, where treasure may or may not lie, etc.

Monday, October 1, 2012

Rule of Law: Importing Eastern Ideas

Translating ideas from one culture to another can be difficult. Things don't match exactly, whether you're talking about words or institutions. But I think this can be done, and its one of my goals for the Rule of Law setting. To that end, I've been thinking about how a number of institutions from East Asian (mostly Japanese) culture could be imported into a western setting. I'm not looking to just add Samurai into a western setting, or to say that a game that uses Samurai and Ninja classes is bad. The goal of the Chinese Rome ideal is to translate concepts from a game I'm interested in playing into a language and milieu that some of my friends would be willing to do.

These are a few of the ideas that I think could fit:

Swords are restricted

One interesting and rather iconic era of Japanese history had strict arms control. That is, swords and other weapons were restricted to the higher casts. This would be an interesting import, as only citizens of the Empire or certain races might be allowed to use "real" weapons. Swords are restricted to nobles and warrior-caste types. Or, perhaps put otherwise, some races are banned from using swords: Elves, Gnomes, Halflings, Goblins, Orcs, etc. Dwarves might use axes and picks because they are their tools. Halflings would use sickles and staves because they're practical.  This restriction saw the rise of all types of non-weapon implements used as weapons in Japan. We don't need to import non-western weapons though. Rope weapons, sickles, scythes, flails... there are plenty of options in D&D without needing to borrow heavily from iconic eastern weapons.

Friday, September 28, 2012

The marriage of rules and setting

Reading some of the recent D&D Next articles, I'm struck with the endeavor to (re)define classic parts of the game without admitting they're creating a new setting. Take the recent article on Minotaurs, for example.

Minotaurism is now a curse (or at least dark pact?) relating to Baphomet. Or it could be, depending on who wins the concept battle. But what does this buy us for the game?

Without a setting, they're designing for nothing. A nice take on the Minotaur, possibly, but where does it fit in the grant scheme of things? Well, there's not a grand scheme for it to fit.

Tuesday, September 18, 2012

Rule of Law: Regional Focus

One of my favorite RPG settings is Fading Suns. I routinely forget about it for a year or so here and there, but I keep coming back to it. One of the things I admire about it is the way the just about every story you can think of can be told with the setting. High fantasy world-saving stories, alien prophecies, zombie apocalypses, mythic quests, gritty and dirty politics... It's got it all.

But what does having that much room buy us? And alternately, what is the risk in breadth? And can we avoid some of those risks?

A game with a narrow focus is likely to be able to have better key mechanics. I slightly yearn to play Trail of Cthulhu for a good investigation game (with rules designed for investigation games!).  This type of game, however, is probably no good for anything other than they're designed for though, whereas Fading Suns can handle a lot.

With the Rule of Law, one of the things that I envision is the Chinese Rome notion, where all roads lead to the Empire. The Empire is a melting pot of cultures, but is still threatened by barbaric hoards and the diabolical (maybe even literally devil-bound) Elven Kingdom. I like the freedom to tell and retell the great myths and stories of human history. I worry that the game/setting might lack focus, however. In a game with everything, what's to stop the players from rolling up a paladin, infernal warlock, shaman, and inquisitor? How do you fit characters from the Arabian, Chinese, Incan, and Iroquois cultures in the game together?

That's why I'm interested in building a small number of possible regions for a focus, and using alignment for the party.

Friday, September 14, 2012

Rule of Law: Halfbreeds, Quadroons, and Octoroons in D&D

D&D has had half-elves for much of its life, and the archetype has a history in fantasy literature. But I'm also interested in adding some more variability in terms of race into my games.  I'm curious about how best to implement some similar racial options. So following some earlier thoughts I have on race and racism, I'm still thinking of this. I'm not talking about half-dwarves, half-goblins, and half-halflings. I'm talking about what happens to the children of half-breeds: the quadroons and octoroons.

D&D 4e Half Elves
Why bring up these antiquated terms? Well, its not like the quarter-breeds or eighthbreeds are a mysterious concept these days. I'd like to think that the world cares less about one's parentage than they did 50 years ago, but there's probably places where it is still quite important, and not just for acceptance in certain religious or cultural communities. As far as the terms go, there's really no 100% politically correct or even 100% unoffensive term to describe people of mixed origins like this. I'm going to use these two because they seem relatively inoffensive (You don't imagine that's the last word anyone hears as they're being murdered) and are somewhat descriptive such that someone, given the context, could reasonably guess what a quadroon or octoroon is.

I think these "races" also bring up issues of family history, potentially more than just the regular half-elves and half-orcs. Sure, you can spin a great tale about someone never knew his orc father, or the illicit love-child of an elven princess. But what about their children? What prejudices will they face? Not every character needs to deal with issues of racism, but I like the fact that it could be there and the game might address it, if not including rules for it. It also expands these niche races a bit. If the elfborn include not just those with an elven parent but also an elven grandparent... well, now you have more options that are mechanically distinct. You have another option for playing a character with elven heritage than the standard half-elf. And it keeps the racial mixing, unlike the reimagining of half-orcs that we see in D&D 4e.

Thursday, September 6, 2012

Classes for D&D Revisited

I've posted about class lists before, but my ever changing thoughts on the matter are here again. Since my big document o' thoughts has things listed differently, I thought I'd take the time to think about the changes that I've made any why. I should also note that this list is somewhat setting-specific. There's no need for some of these in a setting based on the Incas or Celts, for example. I think that these fit a really broad setting that incorporates traditional western fantasy but also some non western (specifically East Asian and Southeast Asian) fantasy elements.

I currently have six class groups: Warrior, Knight, Scoundrel, Magician, Priest, and Ascetic.

Tuesday, September 4, 2012

Rule of Law: A Chinese Rome

One of my beefs with a lot of the fantasy worlds floating around these days is that they're pretty euro-centric. That's not necessarily bad, but it leaves out a lot of concepts and archetypes that I'm interested in exploring.
Could this represent a Druid too?
One of may favorite aspects of Fading Suns is that you can use the setting to tell so many stories. Sure, at heart its a sci-fantasy space opera game, but you can tell stories of zombie plagues, dirt-farmers who barely leave their hometowns, or spaceship odysseys. The setting is so broad that its hard to find a concept that can't fit with a little modification. From intergalactic hobos to alien freedom fighters, its got just about everything.

So that's where I'd like to take the Rule of Law setting that I originally developed with some friends a few years back. The term that I'm using is Chinese Rome. And the idea behind that is things are familiar, but also new. Crucially, grounding things in the familiar is important for me.

Thursday, April 12, 2012

Forgotten Innovations: Dragonlance


The Dragonlance setting may seem like a pretty vanilla fantasy setting today, but it hides a lot of ideas which were innovative at the time for AD&D. The setting suffers a bit too much from NPC theatre for me: I want the PCs to be the special heros. But I admire the setting nonetheless for some really innovative design.

The Wizards of High Sorcery are one prime example of innovation. Not only do the red, black, and white wizards make some sense of a rather abstract mechanic (alignment) but they also get tied into the world with the three moons (gods of magic) and mechanically they had access to different sets of spells. This is huge for me, because you could run a wizard-heavy campaign and have some mechanically distinct characters, even if they're all wizards. This wasn't possible in basic D&D, and becomes difficult again in 4th edition. As someone who still dreams of running a Wizards' Guild type of game, this is huge.

In the Rule of Law setting that my back-home group plays in, we did something similar with the 3.5 wizards and sorcerers. The wizard class became part of a world-spanning wizards' guild where magic was heavily regulated. Sorcerers were hunted and villified because the guild couldn't regulate or control them. Two relatively similar classes become quite distinct with the right story.

Along the same lines, rather than the generic paladin/cavalier of the time, Dragonlance has its own unique order of knights. Later on in the timeline, we even get a dark mirror order of lawful evil antipaladins. These setting-specific orders for the classes (and come on, we'd be fine if they were just mechanically cavaliers or paladins) really give us a foundation to work with for some of the rarer classes. This, I like.

Reimagined races are another good example of the innovation here. While slightly annoying, the halflings (kender) and gnomes (tinkers) of Dragonlance really do help make the setting unique, along with some of the cultural differences betweeen the subraces of elves and dwarves. Furthermore, they do a pretty good job of having some unique villanous races (draconians) and avoiding some of the standards of fantasy (orcs). Its not a kitchen-sink fantasy world where everything can be found, and the races have some solid history and story behind them.

The last notable innovation is the specialty priests. No longer must each god grant the same array of clerical spells, but by dividing the cleric's list into spheres of influence (cf. Domains in third edition), the priests of the gods in Dragonlance are each unique. This level of customization isn't seen again in the official D&D line after second edition.

When all is said and done, I still don't really want to play or run a Dragonlance game. But I admire the setting, and its definitely worth a look for how to adapt things in one's own games.