Thursday, March 28, 2019

A dwarf, and elf, a human and a hobbitare telling jokes in a bar.

There is an orc at the table.



It is therefore an uncomfortable party. The elf has been looking daggers at the orc all night, who has been drinking and eating and oblivious to the hostility. The dwarf will not even speak, and not even the most amusing distant familial anecdote of the hobbit can make him smile.

Finally it's the elf's turn.

"Picture all Ardis a waste. In all the barrenness, there is but one tree, from which may grow a forest. From its nesting birds may grow flocks to fill the skies. From the little things gathering nuts amongst its roots and branches, the greening might spread.

"Someone is cutting down that tree. And what is he thinking?

"This orc will eat tonight!"
Nobody laughs but the orc. "GOOD JOKE! We also tell this joke. Is truth, like all good joke."

He laughs long and loud.

"GOOD JOKE"

Cue: Great Big Fight

Monday, March 25, 2019

A dwarf, and elf, a human and a hobbit
talk religion in a bar.


Human: I didn’t even know you Hobbits had gods.
Hobbit: I’m sure I haven’t heard of one of our own. We have heroes and all. But we like the Elvish ones. They’re all so noble and beautiful. Such a good example, really. They seem Right, don’t you think?
Human: this was a mistake – you should never talk religion with an elf. What you get is three hours of epic poetry before you realize they’re talking about their own literal family.
Elf: You honor us too greatly. We all serve Ardis…
Dwarf: And some of us have served much, much longer than others. Am I not right? Hah? Seniority!
Elf: Indeed. Now, you Dwarves love all the gods, do you not? The more there are, the greater the honor then to your own.
Dwarf: Truly! It’s the men, you see! They have so many thousands of gods, Krohll knows, they add to his labors immeasurably. With their fighting and loving and borning and dying you can’t keep track of man’s gods any more than you can men. Anyway, we dwarves have work enough serving just the one god. Krohll is busy!
Elf: I suppose our kin don't get along so well because the dwarves are so busy helping Krohll that they don't see the error of digging the heart out of Ardis to do it. I don't see any of Krohll's great labors aiding her, or the Eldest! 
Dwarf: Ah, and you lot are the great lords and guardians of all Ardis, are you? You get to say what and where I might put a spade to?
Hobbit: Now wait, fellows. Um. Did I not tell you the time mine nuncle’s gran fell into the mill stream? It were just thorty year ago…
Human wizard propping up the corner of the bar: Any sufficiently researched god is indistingui HIC shable from magic.

Cue: Great Big Fight

Monday, March 18, 2019

Monsters and stuff, sandboxes, railroads.

I'm lining up a new game. It might be a one-off, it might be the start of a campaign, and that's all good.

Either way, play needs to be reasonably streamlined: I want to try to be done with this *chapter* in one night.

So I figure: five or six "interactions," with some kind of resolution.

The advantage of a pure dungeon crawl is that BOOM they're at the dungeon gate, and we've got maybe two traps, three or four encounters, and that can be pretty lively.

That said, that's pretty much pure rails, and while it's got a certain old-school-cool, it doesn't give a lot of choice.

I can start the party in a village and let them decide what to do. I have sufficient depth to my setting that I can probably manage it but there's the possibility that it'll devolve into a morass of overpreparation and not really get to adventure at all.

I'm starting the party out as level 1 newbies. (Some of the players ARE newbies, some are experienced gamers.)

I'm going to try to mix rails and sandbox to a certain extent.

(RAILS) scene 1, the village: the party are all young, and ripe to adventure. But whether they want to or not, they have to leave NOW, because the Emperor's representative - known as The Painted Man - is rumored to be en route. Every four years or so, the Emperor sends out the Painted Man and his soldiers to press all the young men and women into his service. (Some say the army. Some say the slave galleys and the arena. Everyone agrees that these amount to about the same thing.) So the party has to leave NOW, with no expectation of coming back. (They've seen the Painted Man in their youth, or heard of him: even the most powerful adults in their lives weren't able to stop him then, and they certainly can't now, not if the village is to live.)

So the party MUST leave, and quickly. They are given food and clothes for a journey of what, one week? two? Which they must carry. They can buy arms and armor within limits. (not the full shopping list, certainly. This will be streamlined to avoid a morass of shopping.) They have a day to buy things they think of that they need. Rope? Pitons and the like? get it now.

It's probably best to streamline this even further. Avoid shopping entirely, and have the party supplied by the village - A suitable melee weapon, some limited armor. food for a week and basic supplies. THEN allow them to see what else is available: can we have rope? Pitons? Some sort of missile weapon? Allow cheap things the party can use, within reason. 
 Try to fold this into Char Gen as much as possible.

(SANDBOX) Scene 2: WHERE DO WE GO? pick a direction guided by a simple local map.
1) basic  geography of region within a week's travel or so
2) areas that are bad choices because of the Painted Man and imperial power? these might be shorter routes but will involve high likelihood of capture.
3) areas that are good choices because of potential friendly villages
4) which routes look easy? Which routes look hard?
5) Which routes have INTERESTING FEATURES? Tower?

Good prep can make this quick, and relatively easy. Advice from the town elders can apply negatively: don't go here because the Painted Man will get you: your supplies will get you thus far before you need to forage or work. 


(RAILS that look like a sandbox) scene 3: THE CAMP IS ATTACKED counting on party to need to travel at least overnight to wherever they go; they will have an outdoor, night-time encounter. Night fight! This can happen NO MATTER WHERE THEY CHOOSE TO GO. So the encounter is on rails. The important thing is that it appear that it make a difference which way they chose to go... it should seem to be a result of where they camped, or simply that they are out in the wild and vulnerable.

(RAILS that look like a sandbox)scene 4 OVERLAND ENCOUNTER. The general terrain of the region is similar enough that whatever overland encounter occurs can happen anywhere. A secret roll should be applied to make it look like a random encounter, perhaps governed by the path taken... but it doesn't really need to be random. It needs to look like a result of where they went, but it can be applied whichever.

SANDBOX Scene 5: This is tricky, in that it has to be dramatic enough to be a good finale, but be a chosen destination. It should be planted as a choice on the map: a tower! A strange symbol that nobody can explain!

Given that there are already two encounters, three if you count the story setup, this should be no more than two or three elements at this stage. Some element of a puzzle, some traplike thing, and a boss fight.

The TOWER, for example: it's a good lead-out from an overland encounter (fleeing from a foe that can be defended against from the tower, for example.) The tower can resolve the overland fight.

Once there, the passage into the tower can either be deliberately trapped OR it can be dangerous enough (the rotting, broken ladder and steps leading inside) so that it acts like a trap.

Then there's the monster inside, who may or may not be alerted to the presence of the adventurers.

SO there should be prepared two other options tied to the map, with approximately the same level of challenge:  two or three problems to solve, resulting in a reward of some sort.

Perhaps a village encounter; perhaps something more starkly supernatural - but these should be tied to player choices back in scene 2.

Friday, March 15, 2019

So!

When Blogger and Google had their unholy uglybumping, I somehow became unable to log in to my old blogs. Oh well. I want to get back to work, so I'm picking up The Ardis Cosmography here.

I posted some years back about Krohll, dwarven god of labor and oathkeeping. http://ardisiensis.blogspot.com/2012/04/gods-of-ardis-krohll.html

I'm thinking in terms of pinning my next (gulp) campaign to a conflict between the adherents and ethics of two of the myriad gods of Ardis. One is Krohll. An honorable god. A god of hard work and keeping one's word.

The other is to be a trickster. A liar. I haven't invented him or her yet. But I like the idea of the player's actions falling within the pattern of a conflict between the steadfast builder and the cheat.

I think the overall arc will be called The Smith and the Liar.

So who's the liar? Maybe an elf-god, though elves that live long enough are basically gods themselves. Maybe a wizard-artificer god. Gotta think about that. I like the idea of some members of the party being adherents of Krohll, some of whatever Loki-analogue I devise, and some not really being connected at all.

I don't propose that the players ever be close to the gods or vice versa - or even part of a direct plot between them. But by laying out certain deities with specific ethics, perhaps that can give players some guidance in the sandbox I want to build for them.

I suspect that the players' foes won't necessarily have anything to do with this conflict directly. But the conflict might govern how the players proceed.

The town they start in will have a temple to a local fertility goddess (with a darker secret, perhaps) but the Dwarvish smith will be a priest of Krohll, and I suspect that perhaps the wizard or a rogue in the party will be aware of, or be an acolyte to, the trickster god. Maybe the guild-wizard who teaches the party mage is such an acolyte herself.