Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Sunday, April 16, 2017

In Dungeons & Dragons, every location is a dungeon

Also posted in r/DnD because nobody actually reads this blog


Hugo Darnaut (1850-1937), Dürnstein on the Danube, 1876

In Dungeons & Dragons, “dungeon” refers to any underground or interior system of corridors and chambers: rooms connected by hallways. Their layouts run the gamut from totally linear—just one path through—to bewilderingly labyrinthine. Dungeons have their own ecologies and are often dynamic. That is, those orcs don’t just lock themselves in a 20x20 room waiting for adventurers to wander in; they live there, they move around in it, they engage with other factions occupying the space.
Every DM knows how to run a dungeon. Something about it just makes sense: you go from room to room, you encounter obstacles and traps along the way, you interact with objects and NPCs, you fight monsters, you find treasure. You might even learn something about the history of the setting while you’re at it. It's a self-contained area where adventures happen.
It might be helpful to think about outdoor adventures the same way. When your players strike out into the wilderness, there’s no need to reinvent the game (a lesson I learned from constantly trying to reinvent the game). Just exchange your graph paper for hex paper.
Instead of drawing rooms and hallways, you’re drawing plains, hills, and forests separated by mountains, rivers, and canyons.
Instead of stocking rooms with furniture, artwork, chains on the walls, the vials and alembics of an alchemist, or barrels and chests, you're stocking outdoor areas with trees, plants, logs on the ground, stones, ruins, mile markers, road signs, abandoned wagons, and old campsites.
You still have monster and NPC encounters, just at longer distances. You can still find “secret doors” in the form of treasure hidden inside a tree or behind a stone in a wall or as previously unknown mountain passes and river fords. You may still be confronted by traps in the form of rickety rope bridges held up by worn-out ropes, rockslides, traps and snares set by hunters, or scree that can cause you to lose your footing and go tumbling down a hillside.
I’ve built entire campaigns by drawing a hex map, stocking each hex by rolling on random tables, and then building the backstory by drawing connections between whatever ends up in each hex. That’s a lot of planning up front, both in making the tables and in stocking each hex, but once you do it, you won’t have to prep again for a long time (unless the party makes a beeline for the uncharted corners of the map!). You could even save yourself the up-front prep and just roll on the random tables as the party enters each hex if you are confident in your improvisation skills. But many dungeon adventures involve exploring a specific, self-contained underground area; by the same token, your players could be tasked with exploring a specific 6 hex by 6 hex region of the map, whether to map the area, catalog plant species, prospect for precious metals, or drive off monsters.
When designing wilderness areas, whether it’s just to get the party from point A to point B or to create a wilderness adventure, set it up the same way you’d set up a dungeon. The game is Dungeons & Dragons, but you don’t have to take that phrase literally. Everything is a dungeon if you believe in your heart it is.
This might be met with "well, yeah, no kidding" by experienced DMs, but it's something that took me a long time to figure out on my own, so I hope it is helpful to people struggling with the same questions.

Wednesday, February 18, 2015

Another Vampire, Why Not

[TW: Suicide]

Vampire
AC: 18 (2)
HD: 9
AL: Chaotic
Attacks: Bite 1d6+disease, weapon
Special Abilities: become ethereal, dimension door, charm person, polymorph self, cause disease, chill touch, cause wounds

“Imbécile!—de son empire                                         (Imbecile! If from his empire
Si nos efforts te délivraient,                                        Our efforts would deliver you,
Tes baisers ressusciteraient                                          Your kisses would resuscitate
Le cadavre de ton vampire!”                                      The corpse of your vampire!)
—Charles Baudelaire, “Le Vampire”



Vampires are the corpses of human suicides who ended their own lives out of despair rather than out of honor. The honorable suicide is an act of self-sacrifice, but the despairing suicide is a blasphemous attempt to defeat death, a vain effort affirm one’s wholeness by ending the process of deaths-upon-deaths that constitutes a life, a defensive act that seeks to shore up the walls of the self rather than to dissolve them completely. As a result of this paradoxical desire, vampires are cursed with an unslakeable lust for annihilation.

Finding solace only in the grave, vampires often sleep for months, rising from their interment periodically to feed. The blood of any creature will sustain the vampire, but it is the blood of sentient creatures—especially the immortal blood of elves—that most thoroughly nourishes the vampire. After feeding, the sated vampire often becomes delirious, as though intoxicated, and it is during this period that the vampire is most likely to reveal itself to others through wanton acts of violence or an obsessive, often romantic, attachment to a single individual. To replenish its arcane power, the vampire will slumber in its own grave, passing ethereally through Earth’s fathoms disturbing neither soil nor sod. The only known means of destroying a vampire are striking the head from the body, plunging a stake through the heart, and burning the body to ash.


Those persons cognizant of the secret of the vampire’s creation have been known to make dark pilgrimages to the Fata Subterrane in order to carry out the desperate, fatal ritual, plunging blades into their hearts or dragging them across their throats, expecting to wake, after a three-day respite in their cavernous graves, imbued with new life. Hoping to midwife companions for themselves, some vampires even court humans of such a dolorous mien, creating around themselves foul cults that culminate in mass suicide. Few if any of these humans are ever reborn as vampires. It seems that only those who truly wish for death are granted the curse of eternal life in undeath. 

Sunday, January 4, 2015

Central Asia-influenced Campaign Setting


  • Imagine if the Plague of Justinian (541-542) wiped out 75% of the population of the Roman Empire, sending the Mediterranean and Europe back to the Neolithic Era. (think Kim Stanley Robinson’s The Years of Rice and Salt)
  • The starting town could be in a Kashmir/Hindu Kush/Torugart Pass-type crossroads where there is something interesting in all directions
    • East: The western frontier of China
    • Northeast: Smaller warring kingdoms
    • North: the endless steppes, nomadic tribes
    • Northwest: more steppes
    • West: desert, scattered city-states
    • Southwest: the Sasanian Empire
    • South: Hindu Kush Mountains (Dwarves?)
    • Further South: Greco-Indian Kingdoms of Punjab: remnants of Alexander the Great’s empire—this is where you have statues of the Buddha done in Greek style. Descendants of an ancient elven empire?
    • Southeast: Tibet
    • Silk Road: Desert oases, caravanserai, cave monasteries.  Nomads settled into cities built by older civilizations. 
 
Wizard, hireling, fighter, cleric

Classes
·         Cleric:  I can see the cleric’s role in society being the disposal of corpses in towers of silence (give them a spell to summon scavenger birds?) in addition to their traditional function as fighters of the undead. Fire and Water are agents of purification. Corpses are a host for druj, which reanimates impure corpses.
·         Fighter: Cataphracts, nomadic mounted archers, guardians of caravans, bandits.
·         Magic-User: The Greeks and Romans claimed Zoroaster invented magic and astrology.  Ostanes introduced it to the West by accompanying Xerxes in his war against Greece. 
·         Thief: Explorers, merchants, highwaymen, among other things.
·         Elf: The Xian, celestial beings said to live in the Tian Shan mountain range
·         Dwarf: The Yaksha of Hindu mythology (caretakers of treasure buried below the earth)


Alignment
·         Law: Asha, created in the world through good deeds, etc.
·         Chaos: Druj, the opposing force that seeks to destroy the world (Although I personally don’t like the use of “law” and “chaos” as synonyms for “good” and “evil”: Maybe instead of the Law/Neutrality/Chaos system, a simple Good/Evil system to reflect the dualism of the religion?)