An RPG blog, focussing on various D&D games I run, the worlds I create for them, and the literary principles behind them. Influenced by the OSR, for those for whom that term means something.
Sunday, 28 February 2021
Sunday, 21 February 2021
VIDEO REVIEW: G1-3 Against the Giants by Gary Gygax
I have a book/RPG review channel. First Retro RPG review is here, on G1-3:
Friday, 19 February 2021
Best D&D Adventure Designer Ever, Part 3: The Best
Look, it’s obvious, isn’t it? It’s E. Gary Gygax.
First, briefly, a few items of his bibliography which don’t make the cut: the subpar Q1 Queen of the Demonweb Pits (dumped on his favourite artist to actually write, some cool areas and images but basically not very good), WG5 Mordenkainen’s Fantastic Adventure (with Kuntz, fun and silly but not much to it), and the Castle Greyhawk portal treks: EX1 Dungeonland, EX2 The Land Beyond the Magic Mirror, and WG6 Isle of the Ape. Genuinely interesting but very, very specific (particularly the first two)
For Gary, his breadth is also his originality. Where he was brilliantly broad, he was also brilliantly original – what he put out in the late 70s and early 80s is nearly all “The First” of its kind.
But the point is that Gary executed a lot of these very well. G1-3 and D1-3 are just very well done, with a lot of depth – the bonus dungeons in the Giants bases, the sheer range of options for handling the Shrine of the Kuo-Toa, the clarity and pungency of the terse prose. B2 has the Original Great DMing Advice, and it really is great. You get the picture.
Gary invented many major genres of adventure, and he executed them so well. It’s an easy choice. He’s the Best.
It’s the Dakotan Doombringer, the Young Gun, the Anarchist himself, Bruce R. Cordell. In the Dark Days of the Rebellion, as Lorraine and Skip reigned in terror, as nearly everything TSR published – even objectively cool stuff like Dark Sun – was turgid and unusable at the table (just see what Lorraine did to our boy Dougie Niles – the Maztica box set is...ugh)...a great white hope arose.
Cordell started his book career with the module that introduced the Far Realm into D&D – not just the general Lovecraftian weirdness that Gary so loved, but something/somewhere very close to the actual Lovecraftian mythos. Firestorm Peak (5th-8th Level) is...well, it has a 67-room Duergar fortress to storm as a taster. Hope you like fighting enlarged dwarf skeletons! And a dozen Carrion Crawlers! And an honest-to-goodness garrison, with tactics, and an extreme desire to terminate you. I won’t pretend this is a roleplaying-heavy section of module, though it certainly is a test of exploration skills (there are a lot of traps...). Not everything has to be (I’m looking over at Giants, Drow, and S1). This is a full-on, utterly chaotic war. There’s a commercial reason for this – the module was meant to showcase the Player’s Options line – but frankly, this is true D&D. One of my fondest memories of running the game was my players storming the Shrine of the Kuo-Toa with Svirfneblin allies, releasing and arming dozens of slaves, and then rampaging their way out.
Five of the six books of Cordell’s Monstrous Arcana trilogies are good: All three Sahuagin books (Evil Tide, Night of the Shark, and Sea of Blood), and two of the Illithiad trilogy (Masters of Eternal Night and Dawn of the Overmind). Illithids are much cooler here than in even Night Below, and the Sahuagin have never been equivalently realized.
Wait, you thought that was the punchline? No, not even. Brucey could write good low-level adventures. The mid-level adventures in Firestorm Peak and the trilogies are the sweet spot for designers. It’s low and high level adventures that struggle to impress – there are loads of low-level adventures, and most of the *good* ones are workmanlike at best.
On which note – what about Return to the Tomb of Horrors, guys? This is a whole campaign, and the first bit is, you know, good. Then the second bit – “The Black Academy” – is suitably cool. You can steal the necromancer clothes but they’re evil. You proceed by...well, doing something you never ever should. It’s not always well-organised, but the first few sections are cool. Deadly, weird, baroque. Cordell does baroque well.
Is it a Bryce term? Basically, Cordell has Conceptual Density. Shark-men but there’s a ghost-ship but the shark-men have an underground arena but their base is actually in an inverted spire made of pearl but really the plot is the work evil eel-men. It’s kobolds wait it’s goblins wait it’s an evil tree wait it’s an evil priest. Oh the sun is going out but there is this shell game but wait there are sleigh-riding illithids racing you to an archaeological dig but what’s in the dig BUT A SPACESHIP and then you go to a ringworld but you can befriend all the grimlocks and then it turns out the plot involves inverting the multiverse. Liked one Tomb of Horrors? How about three Tombs of Horror(s)? AND A CITY THAT HAS NO TOP OR BOTTOM.
I don’t think I can say Bruce Cordell is a better designer than Gary Gygax.
Thursday, 18 February 2021
Location-Based Games, Part 3: But What About Gold? WHAT ABOUT GOLD?
The general point is probably clear. In the first of these posts, gold-as-XP gave PCs a reason to engage with the world as a location, rather than wait passively for a story to be given to them. But gold plays a bigger role in the campaign than providing incentives to engage with the world: it offers specific agency to the players, by letting them choose how they play the game without relying upon DM intervention. Gold being a significant factor in the game provides a certain degree of predictability to the procurement of a lot of things – perhaps not the finest or most impressive or strange items, certainly not the most loyal and heroic retainers, but most other things can be bought and sold, for the right price.
Tuesday, 16 February 2021
Best D&D Adventure Designer Ever, Part 2: The Pack
I should start this entry in the Best D&D Designer Ever competition with an addendum to my last – I actually WILL give Ed Greenwood an Hon Mensh, because I was rather lapse-mindedly putting Ruins of Undermountain in the “campaign setting” category, whilst in fact it contains an 80-page key of Undermountain, plus other detailed locations. Really Greenwood’s best work is usually in the format of gazetteers, which are adventure-adjacent but are not adventures – having some decent seeds and one location map does not an adventure make. Ruins is a proper location module, though, and pretty usable. Whilst I’m at it, SJR1 Lost Ships is a great Spelljammer book which offers 10 detailed adventure outlines and 34 short “adventure ideas” – many of them very good. It’s an indispensable book to run Spelljammer with. It takes Greenwood’s gazetteer skills and unleashes them on a setting which suffered badly from lack of ideas to that point.
Let’s start with that last entry. The Crew take one entry due to the consistent collaborative nature of their adventures for TSR – Bambra, Morris, and Gallagher wrote one adventure together; Browne and Turnbull wrote three; Morris/Bambra wrote one; Bambra/Gallagher wrote two; Browne, Morris, and occasional member Tom Kirby wrote one; Morris and Kirby wrote one; and Bambra wrote two on his own, whilst Morris wrote five on his own (16 total, to my knowledge). They represent a coherent school of work, largely over the UK and U series, but crossing into several other codes. Situations are often presented quite differently to what we might be used to, with different expectations set; good solutions are often lateral-but-quite-rational. For the purposes of this award, I’m going to highlight 7 of their adventures.
Much the same can be said of OSR designer Gabor Lux. Gabor is immensely productive, and productive of good, gameable work. (There are ‘90s and ‘00s TSR/WOTC designers who produced no wholly good, gameable module despite writing a half dozen or more!)
Carl Sargent is basically known for three good modules – two very respectable and interesting B modules (B11 King’s Festival and B12 Queen’s Harvest), and, well...Night Below. B11 is functional (perhaps nothing more), and better than many contemporary modules. B12 is actually pretty good, with multiple dungeons, all of them interesting.
The last member of the Pack is Anthony Huso, sometime novelist, and great populariser of 1st Edition AD&D amongst the Rising Generation (he’s why I got into playing 1e; in fact, he ran my first ever 1e session).
Friday, 12 February 2021
Best D&D Adventure Designer Ever, Part 1: Introduction and Honourable Mentions
It’s tempting to give honourable mentions to just about every adventure designer who’s written anything I’ve liked. A number of excellent OSR designers fall short of this list by dint of small output (being normal people with busy lives), rather than by lack of quality. But who makes the “long list”?
Thursday, 11 February 2021
ADVENTURE: Dolmenwood - Lakeside Lair of the Barrow-Bogeys (2nd-4th Levels, Basic)
Sunday, 7 February 2021
Location-Based Games, Part 2: Textured Worlds, and 5th Edition D&D
An Analogy: Scenes vs Moments, Connected to Location Design
Have you heard of the contrast in analysis of film and TV between “scenes” and “moments”? I mostly know it as an explanation for Zack Snyder films are overdramatic and silly (don’t tell anyone, but I’ve enjoyed some): the guy is a commercial director, and he’s always looking for the cool moment, the epic shot, the payoff. He wants the “moments”, but won’t pay in “scenes”. Scenes are where stakes are raised, promises are made, characters are endeared to the audience. A character you don’t know dying rarely affects you – a character who has been a constant, warm presence dying at the hands of the villain “puts the heel over”, to use wrasslin’ slang. People buy the villain as an evil piece of work because someone they care for has been killed by him.
Scenes don’t need to be boring – they shouldn’t be! But they are lower-key. They are, hopefully, beautiful and well-made stone blocks which build up the greater edifice. They form the base for the statuary and a background for the fine pillars of the building. They are absolutely necessary; they have quality of their own, and they make the big things matter and give them a context. To put it differently: there cannot be a payoff without stakes, and stakes need to be put on the table clearly and carefully.
How does this connect to location design in D&D? Put another way: why are so many 5e dungeons (and equivalents) linear or semi-linear, with branches that don’t connect to each other, whilst many or most Glory Day 1e products, and the best of the Old School Renaissance, rely on complex, inter-connected locations? Is it just that 5e is terrible?
That would be an ungenerous conclusion. It is rather that the locations exist in the two “typical” games for different reasons: in 1e, Basic, etc, they exist for exploring and interacting with; in 5e, they usually exist to hold a villain or a maguffin or the target of a rescue. They exist, that is, for a payoff. You go to the dungeon to finish the bit of story associated with it, and get your Story XP/Milestone. A branch might exist within the dungeon to hide a magic item, or a side quest – it’s an optional thing you can add on. But the location exists for the cool final battle, or the detailed puzzle, or whatever. It can involve compelling play – but it is not a compelling location. That is, it may include good moments, but it is not designed to include good scenes.
Now, of course, a bad “dungeon for exploration” can be boring, with no payoff at all. I’m certainly not saying the location-based game shouldn’t include hooks, goals, objectives, and so forth. The point is that they are achieved by exploration and roleplaying (and, indeed, when appropriate, combat) – not by finding the right Cinematic Backdrop and completing the dramatic task thereupon.
Someone might say “but my game is all killer, no filler; I don’t want these scenes you mention”. Your prerogative – but your game might be a Zack Snyder film.
But anyway, what about my game? If I’m going to cast doubt on your methods, I owe you an explanation of my own.
Controversial Excursus: Learning to Build Worlds from
World of Darkness
Actually, wait, let’s go down memory lane. How did I end up preferring Location-Based D&D to the usual modern Story-Based style? My first two D&D campaigns were 4th Edition, and initially very linear; the other main campaign I had run, Deadlands, was a “story of the week” sort of thing. Again, fairly linear.
A few things shifted what I was doing: engaging (accidentally) with a few Old-School or Old-School-leaning D&D outlets (including, for the latter, Matt Colville; this is relevant because it led me to include Reavers of Harkenwold in my then-current 4e campaign, and Reavers is actually a very decent basis for a good adventure), and, well, running a game of Werewolf: the Apocalypse.
Yes, World of Darkness taught me how to run Old School D&D. I’m sorry, guys.
How? Well, because this setting I built from the ground-up was textured. The locations, and different potential enemies and obstacles, were detailed. Why? I needed them to be. I needed to inhabit the world so I could make the storytelling experience rich and real for my players. Now, the campaign was still semi-linear – there were missions the players were given – but the manner of solving them was very open. In fact, in practical terms, it was a modified form of the Connected Location Story mentioned above. There were locations to investigate – in whatever order wanted. I wanted the world to be open.
It was an incredible amount of effort. I enjoyed it, at least. But the important lesson was: investment in the world makes the world plausible. An interactive world makes the world interesting. My 4e games probably hadn’t consistently displayed those qualities – I’d been more interested in the plot than the world. My White Pine Caern game broke that – and is still one of my proudest achievements as a GM, even though it wasn’t a very good game in a lot of ways.
Exploring Chult: A 5th Edition Location-Based
Campaign
Read this section for a working example of this kind of game.
My main D&D game – weekly, sometimes twice weekly, for 2 and a half years now – is a 5th Edition game. This might surprise, given I mostly write Old School material, but it’s because when I worked at a gameshop I ran the RPG night and people wanted to play 5th Edition. (I also run a fortnightly Dolmenwood game using Old School Essentials, and have two monthly Old School campaigns on Covid Hiatus – Temple of Elemental Evil in 1e, and Anomalous Subsurface Environment using a Basic hack, likely to be updated to Old School Essentials when we resume.)
The game: Exploring Chult, a vast development of Tomb of Annihilation, the 5e Tomb of Horrors/Dwellers of the Forbidden City. I redeveloped a lot of the material in there, researched historic stuff on Chult, added my own material, added in Huso’s jaw-dropping Night Wolf Inn. But really the biggest change: “plot”, and how players get XP.
There is no plot – or rather, the campaign did not start with strong hooks, NPC questgivers, and timeframes enforced on the characters to go and find the Tomb itself and do stuff there. The plot incentives in the hardback book have been excised completely. Instead, Chult is a fallen empire with colonial powers exploiting the wealthy fragments; it is full of amazing and mysterious locations; there are various powers and factions in play, both “civilised” and definitively not.
Players get XP chiefly from six main things, in order of importance:
A. Training: Characters have to spend gold to receive XP for training (1gp=1xp, or 1gp=2xp for Night Wolf Inn members training at the Inn). To ascend beyond 3rd Level, a character has to train for a number of weeks, even if they have achieved the XP requirement in other ways.
B. Exploration: Characters receive XP for discovering heretofore undiscovered (by them) locations. Minor random encounter locations might be worth 25xp; easy-to-reach “keyed locations” might be worth 100xp; important locales 300xp; the biggest, most inaccessible places might be worth 500xp or more. This adds up more than you might think, especially in the first “tier” of play (though I will simply increase Exploration XP for even stranger, harder-to-reach locations as we go - what’s Arcadia worth to you?).
C. Combat: This is variable in value. I have a flat “XP by number of HD” system – not linear, but not very lucrative, and with no modifications for ability (e.g. 900xp for a 10HD monster). HD in 5e are very misleading anyway. At any rate, this makes some combats really worthwhile – e.g. particularly challenging “boss fights” with few henchmen or allies near at hand. On the other hand, Shrine of the Kuo-Toa was not very XP-heavy for the party, because they (intelligently!) recruited an army in various ways for the job, alongside a stealth element. Their reward: earning allies who could help guide them escape the Underdark, lots of gold, and magic items.
D. Spell Transcription: A form of training, but just for spell-users – this covers both actual transcription, as by Wizards, but also ceremonies of prayer and meditation, as for Druids or even Warlocks. (Characters only have access to Player’s Handbook spells by default; everything else has to be found.)
E. Real Estate: Buying property, and building Strongholds – 2gp=1xp.
F. Miscellany: Ceremonies/charity/donations (1gp=1xp), carousing and apparel (each 1gp=1xp). Only donations really matter here. I might rebuild the carousing system to make it more generous but with complications.
You’ll notice that I’ve added a form of “Story XP”, that is, XP based on non-combat, non-gold accomplishments – Exploration XP – but there are two things to note: first, that it is location-based, not plot-based; and second, that it very loosely mirrors the concept of reaching different levels in the dungeon. The further “in” the characters get, the higher their XP rewards – exploration and risk-taking is encouraged to accumulate XP.
My players pick what their stables of characters do – they’ve been given dozens of hooks and rumours, and explore what they want. The story has emerged from that. The pirate Bard wants to build a pirate empire; the Lawful Good Paladin (of, it turns out, Ubtao; it’s a long amnesiac story) wants to rebuild the Empire of Chult, under the rightful heir; the Wizard is mostly interested in an arcane stronghold and unlocking secrets. They have chosen their “plot(s)”. To gain power to achieve their aims, they need to go and get money and adventure deeper in to the world, defeating monsters along the way.
We’ve spent about 9 months on a three-way split in the party – one group, led by the Lizardman Druid, went to a coastal settlement where he was sold as a hatchling. They explored the jungle hinterland from whence his egg was probably stolen, and got involved in a civil war between Lizardmen confederations. They earned XP, of course, for the exploration, the combat, and in future for any training from the gold – but they also achieved “story” goals that weren’t enforced, but organic. They sided with the less-destructive Lizardfolk, and stopped the Bad Guy Chief getting more powerful (but there was a discussion about whether or not to intervene – and them not intervening would have been fine, though with different consequences – as it is, two PCs died). Helping the weaker confederations coincidentally helps the Lizardman’s Stronghold, located at the northern edge of the jungle areas where the Lizardmen live – now he has lots more allies. And he found out more about his own background.
Another group (the least progressed of the three, due to work schedules) is led by the crusading Paladin, and has slain the ex-Queen of Chult, now a Medusa, before heading to the Holy City of Mezro, ruined over a hundred years ago in the Spellplague. There’s a colonial presence there (which infuriates him) and many mysteries. I’m very, very excited about this one – but I don’t require anything from it. I am, here, merely the World Spirit, observing developments, political and otherwise, with intent interest.
The final group headed off to Lantan, off the coast of Chult, where in a remote coastal area a flood had revealed the Deep Carbon Observatory. The Warlock’s patron had communicated she wanted him to go there; eventually it became clear she wanted an item. After many travails, this party lost the item and failed to defeat the rival party that had dogged their steps (though those guys didn’t get the item either). Chastened, accepting temporary defeat, the players asked where they could go to research the particular item, and also tapped their contacts in the Night Wolf Inn for help. The natural answer for research, anyway, was Candlekeep: not in Chult at all. And so off they’ve gone, to a new section of the Realms, which I’ve had to rapidly develop, build hooks into, offer different paths, and so forth. I don’t know how much material they’ll use – I don’t overdevelop, but I try to know where they’ll go based on their most likely decisions.
I’ve long loved this campaign, but in a funny way, I’ve loved Exploring Chult most – conceptually, not in terms of a particular location or cool event - when my players decided, just recently they needed to just go somewhere else in the Realms (for legitimate, story reasons – because they want the item, not because I’ve required them to, but because for various reasons their characters want it). The world, it turns out, is limitless and full of surprises, even for me. This is a direct result of a “plotless”, location-based campaign. That’s the purpose of gold in the game. Whole worlds of possibility, unconstrained by imaginary dramatic requirements.
In the final part of the series I’ll talk about what the gold itself – what does it accomplish? Aside from its uses for XP, what does gold do in the game?
Friday, 5 February 2021
Location-Based Games, Part 1: Clarifying the Purpose of Gold in Dungeons and Dragons
This is retreading old ground, but it’s ground worth retreading, for my own sake if nobody else’s. What is the purpose of gold in D&D? Or – to put it a different way – why was gold so important in early editions of the game?
In the average good Fifth Edition campaign – motivated players, talented and committed DM – my experience is that gold serves, at best, two functions (at least after the first level or two): buying magical items and plate armour, and, under the influence of Matt Colville, building strongholds. Yet in some published 5e adventures, there is almost excessive gold – for what purpose? And in others, none at all – and so what if the players do want to build a stronghold? This betrays the inconsistent design philosophy of 5e – is it a game about fantasy worlds, or fantasy storylines? (You may not know what I mean by that, but we’ll get back to it.)
I’m going to consider a few uses of gold in early editions, and then seek to draw out the deeper purpose of gold in those editions. This is going to lead to a discussion of how Located-Based Games/Campaigns work, and how I run my 5th Edition game in a way that emphasizes gold and locations.
Gold-as-XP
Perhaps most (in)famously, early editions – particularly OD&D, 1st Edition, and the Basic versions – rewarded XP on the basis of gold retrieved from the dungeon. This is easy to decry (Gary even answers complaints in the 1st Edition DMG!), but I’ve long thought the abstraction makes more sense than it people sometimes say: the XP reward is not for the loot per se, but the proof of puissance in excavating it. If you were able to take such treasure against such great challenges, then you must be mightier and wiser than before. Combat XP (in 1e, but especially in Basic) isn’t considerable – so loot retrieved is the measure of success. The deeper you delve and the more dangers you defeat, the mightier you become. This isn’t, however, a way of spending gold, but earning it – gold matters, but achieving this goal just leaves you with, well, gold. What is it spent upon? Well:
Hirelings and
Henchmen
The henchmen who are closest to your character will want their cut, and your hirelings will need their pay (and if you’ve brought 3 henchmen and 10 hirelings to the dungeon, that’s plenty of money).
Sages, Hired
Spellcasters, and Research
In 1st Edition, at least, if you want to know something obscure or complex – an enemy’s weakness, a way of creating a new spell, and so forth – you had to spend time and money on it, either by hiring someone, or doing the work yourself. You need gold for either, to one degree or another. (You need time, too, but that’s a different resource for a different post).
Specialist Equipment
and Magical Items
Though the very earliest editions think less in terms of “you can go and buy a magic item on every street corner”, such a thing may be possible, and certainly the enchantment of such items, or the creation of magical scrolls, can be paid for. Specialist equipment, too – as per the example of plate armour above, but more exotic things, too – needs gold.
Training
In 1e, as you hit higher levels, you need to spend time and money training, rather than automatically levelling up. To really hone your skills, you need the right equipment and perhaps the right trainers, or if you are Magic-User or Cleric, the right environs and magical or miraculous resources for study. All that costs gold.
Strongholds and
Armies
The most obvious gold sink is the stronghold, costing 10s of thousands of gold to build, staff, and so forth. Your castellan will need soldiers, equipment, and even siege equipment to defend your holdings; your sage will need a tower library; your Pegasus will need a special aviary-stable. All these things must be paid for.
Tax
A suggestion from the 1e DMG – if you have so much money, you bet your suzerain wants some.
Is this economy unnecessary?
Now of course, if you don’t want strongholds, or research costs, or hirelings, or whatever, then gold has little monetary use. That's largely true in newer editions of the game. If you want players to advance via achieving official story goals, then it has little heuristic use for XP. Take it as a given that if this is your angle, then the purpose of gold in your game is fairly null.
But why do multiple editions of the game include a fairly detailed system which requires gaining gold, and then gives multiple ways in-game – many of them valuable and important, if not essential – of spending it? Is it just a weird emphasis on realism? Or perhaps a personal obsession with gold that has bled over into the game?
When you consider the original format of the Lake Geneva game run by Gary Gygax – and the dynamic of most early adventure modules, from the mid 70s to the mid 80s – the real reasons become more apparent.
The Adventurers go into the Dungeon. They are called 1st Level Adventurers at first because they descend to the 1st Level of the Dungeon. Why have they gone there? Because they are rapscallions and rogues, or idle dreamers seeking glory, or mages looking for resources so they can research spells, or perhaps even princely exiles seeking resources to reclaim their own. Dungeons – ruined castles, temples full of strange animal-men, crashed spaceships (well, just that one time) – are full of portable goods to make your dreams come true. The Adventurer descends so he might ascend, and become as mighty a man as the Baron, or as famous a wizard as the Archmage. Resources are needed.
So the key mechanic mentioned above – Gold-as-XP – is vital because it creates a virtuous feedback loop based on the game’s premise. The players explore, and are rewarded for exploring. The game is about the locations – the world, and the challenges therein. The world is explored, and the players benefit from it. The mechanic for encouraging this exploration is that as areas are explored or cleared, and treasure removed (including fiendishly hidden treasures of unimaginable worth – requiring real skill to find!), characters become more mighty.
Now the typical critical response to this, in my experience, is this: “Well, yes, and that may be very fun for those who want it; I do not. That’s a very barebones and unexciting thing, surely? Go down, solve puzzles – I can barely do the Beginner Sudoku! – and haul out treasure. Where’s the story? Where’s the wonder?”
Well, oh critic – and you are a generous and gentle critic, because I hear some fellows call such a game “outmoded” or “primitive” on top of the rest – the answer is simple: the world should be full of wonder, and full of potential stories. This is evidenced by both the glory days of Basic, 1st Edition, and the best 3rd Party material from that era, and the best of the Old School Renaissance. There are dozens of modules where the basic assumption is Gold-as-XP, and the settings are funkier, stranger, more exciting, more pregnant with story and fascinating interplay, than any Wizards 5e adventure (and a couple of those are even good, to be clear!).
Is this accidental? Is this a strange mismatch – the setting is great, but the mechanics are primitive or really intended for a different sort of game? No. The key thing to realize is what Gold-as-XP (and equivalents – I’ll discuss that below) incentivises, and what Story/Combat XP incentivises.
Story-Based and Location-Based Games
Put it this way: if the DM exclusively awards XP (or Milestones - *shudders*) based on achieving goals in the Story, or for killing monsters, what will players do? They will seek to achieve the goals the DM sets, or kill the monsters they come into contact with. The typical “official” 5e format mixes the two, with Story XP and Monster XP, though plainly the Milestone is the preferred advancement system (this explains why sometimes Wizards adventures don’t seem to have enough XP to advance characters – they weren’t playtested like that so no-one noticed). Milestones and Story XP reward doing things the DM tells you are worth doing; monster XP, where it is the dominant type of XP, rewards you for killing things.
What won’t happen in such a game? Well, of course, a good version of such a game may be more flexible than that sounds, but essentially, such a game will often inculcate two forms of negative player behaviour: (1) passivity and a lack of initiative, and (2) an assumption that combat is really the main part of the game (even if other parts of the game exist, too). Monsters exist to be killed – usually in fair, balanced fights, because otherwise it’d be too hard to get XP. (Ironically, Story XP/Milestoning does mitigate this somewhat, by removing the reward – but equally, if players feel too passive or unable to really affect the direction of the game, Murder Hoboism becomes much more likely. Story XP is also, I think, harder to calculate, but that’s a different discussion.)
What sort of behaviour is incentivised by Gold-as-XP? Well, not killing monsters, generally – though there might be some XP there, the objective is to get the loot. So what do you with monsters? Avoid them, negotiate with them, or – if necessary – coming up with an insane plan to trap or kill the horde you definitely can’t beat in a fair fight but have to get past. The monsters are an obstacle, not the objective.
Again, “the DM’s Story” is much less important. The players go places they hear have gold; that, of course, is something the DM locates, but note the difference. The emphasis is on a location the DM creates, not a story. Locations are much, much more amenable to player agency than pre-written stories – such stories have beats, big moments, and endgames. Even a talented, flexible DM must retain some strong guiderails to ensure the players enjoy the product on offer. (Indeed, it would be a bad DM who incentivised the pursuit of a plotline and then made it half-impossible to really follow.) Locations exist to be wrecked, rebuilt, reformed – with new factions in charge, perhaps including the player characters.
This form of location-based game does not need to revolve around one dungeon (the so-called “megadungeon”). It can certainly be a city-state, or even a world – there can be many dungeons, and “dungeons” (bank vaults, Prince’s Palaces, merchant Jammers in the Phlogiston, inter-connected wilderness areas, and so forth). The breadth of the world is up to the DM – and, bluntly, it will require more work than most pre-written, story-driven adventures.
Story in Location-Based Campaigns
But, you might say: “Yes, the location may be wonderful and weird, and I get the incentive mechanism, and I can see why some of that play would be fun – I love talking to NPCs, and this stuff about building a stronghold sounds good. But what about story? I like the sense of higher stakes, of big issues players must deal with, and so forth.”
That’s quite a reasonable point – but again, a location-based game can do that. It just frames the matter differently. There are three general ways “Story” can be identified in such campaigns, on a spectrum:
A. The Fully Emergent Story. Good examples: Castle Greyhawk itself from what we can tell, Jaquays’ JG102 The Caverns of Thracia, and Patrick Wetmore’s Anomalous Subsurface Environment. There are factions in the location; there are curios and toys and weird things; there are amazing places to explore. The story is what happens when you throw a party into this tenuous equilibrium. Now, even here there may be other moving pieces – in Anomalous Subsurface Environment, other adventuring parties and outside factions also enter the dungeon and begin to mess around, and events happen as time passes (though, interestingly, time passes tracking when characters level.) The epic story will consist of how you broached peace between two factions at war, how you defeated your rivals, and how you barely escaped the hellish mock-city of the Grubmen.
B. The Unfolding Mystery Story. Good examples: Patrick Stuart’s Silent Titans, Chris Kutalik’s Hill Cantons (especially “Beet for the Beet God” in What Ho, Frog Demons), and arguably Gygax and Mentzer’s Temple of Elemental Evil (perhaps more so in Gygax’s original tabletop game than in the final module). It may be that the game starts with a mystery that engenders exploration – in Silent Titans, a band of mismatched strays caught from across time and space end up in a bizarre version of Chester and the Wirral, and don’t know why. Alternately, it may be that events begin to spin out of control as the players progress on their merry explorations. That’s certainly the case in Hill Cantons, where different actions ramp up (or occasionally calm down) the Chaos Index (or Beet Infection Index, or even the Anti-Chaos Index). Weird stuff happens – sometimes very bad weird stuff – as those indices move. The strange, acid fantasy environment of the Cantons means that player actions shape reality more than they intend; a mechanic models that. Or again, it may be that the characters unearth some evil plot or strangeness whilst exploring – such is the case in Temple of Elemental Evil. The epic story emerges from the exploration of the mystery, one way or another – the mystery and strangeness that emerges in the game from the nature of the location.
C. The Connected Location Story. Good examples: Gygax’s GDQ1-7, Carl Sargeant’s Night Below, what I can make out of Tony Huso’s World of Adummim homegame (I recommend his various published modules from that game, incidentally). The basic principle here is that “someone” other than the characters is acting to shape the world. They have a foe, whether they know it or not. Now I’m on dangerous ground here – sometimes these stories have formal “plots”, and sometimes they don’t. They can certainly be mistaken for a more typical modern game, with connected setpieces. But there is a world of difference between Gygax’s Giants and Underdark series, say, and the assumptions in Lost Mines of Phandelver or Out of the Abyss (both interesting 5e adventures from Wizards). In GDQ characters do travel between a number of Giant holdings, and thence into the Underdark through a variety of locales – they uncover an evil plot, and because the plot is happening in time, and not paused for the players, most characters will desire to investigate it. The assumption is that the plot will be opposed – but nothing in the material absolutely requires it, if the DM is willing to develop the material. But assuming the characters try to stop the plot, they still must explore a series of six (or seven, including the subpar Queen of the Spiders module) locations, which are not setpieces waiting to happen, but emergent environments, where beings live and work, with guard routines, secret ways in, potential allies within, and so forth. Because XP will still come from gold with combat on the side, and gold is still needed for all the purposes listed above (as GDQ is a 1e series), adventure play itself will still be on the Gold-as-XP model – cunning, interaction, exploration, strategy. Notably, Night Below – a 2e adventure, in an era where raw combat or story XP had become the standard – does reintroduce Gold-as-XP as an optional rule. The story, at any rate, in this subtype, comes from the interaction of the characters with some other active force – but, vitally, this force is to be dealt with in traditional locations, not cinematic encounters.
You can see that these are all campaigns with story, though of different types. Yet none of them, when you read them, seem very much like most of the dungeons or evil bases or whatever in more modern modules. (All are vastly more textured and open than even the best 4th Edition location adventure, Madness at Gardmore Abbey.) Why is this? I’ll look at that in my next post.
Spelljammer - "Gutter Stars" Stream, Episode 1 - Major Remington-Smythe III's Journal
Episode can be found here: Gutter Stars #1 - Please Mr Postman The Regimental Journal of Major Alphonse Remington-Smythe III 29 th...
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Episode can be found here: Gutter Stars #1 - Please Mr Postman The Regimental Journal of Major Alphonse Remington-Smythe III 29 th...
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I've written another adventure or locale for Dolmenwood - my third! This time we go to Faery, specifically the Gladding-Gloam, Lord Gla...
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Introduction “Which is the best D&D adventure ever?” is a good, and fun, question. But what might, in one specific sense, be an even bet...