Tuesday, April 23, 2013

Random Encounter Montage


Here's a mechanic for determining random encounters.

I've always hated giving the DM sole responsibility for accidentally running into a wandering monster. And when I ran lots of dungeon crawls, I'd always forget to roll. On the other end of the spectrum is one DM I played with who would dramatically roll a d12 for each hour of travel. His encounters were terrible, too. They typically involved an epic battle that completely distracted the party from the main story.

Anyhow, this method puts the chance of encounter in the hands of the PCs. It's a spin off of the 4e Skill Challenge mechanic, and will work well if you want to give your travel a montage feel. For every significant leg of the journey, each player must make a skill check. The DM should determine an appropriate DC/target roll that is consistent for the whole party. The player can choose the skill she wants to employ, as long as she describes how that skill is helping the party along. This is her moment in the montage to detail however she wants. Depending on the size of the group and the pace of the evening, going around the table once or twice should be enough.

Success means the party makes unimpeded progress. Failure means the player gets to play the lead role in a random encounter. Perhaps she is attacked first. Maybe she sets off the trip wire. Maybe she finds the mysterious ring of invisibility.

Alternately, if multiple players fail their checks, the DM could wait until the end of the montage sequence and present an encounter that encompasses the collective failure. That is, Sven's failure means the party will encounter a patrol of goblins, but since Maude also failed, the goblins will have a troll.

They Have a Cave Troll by Otis Frampton
The trick is in finding the balance. You don't want to have too many random encounters turning your evening into a suckfest, like aforementioned bad DM did. On the other hand, the risk of failure is what makes it fun, and putting that risk in the hands of the players makes it all the better.

Sunday, April 7, 2013

Encounter Lanscape Chart


So, the dice have been rolled, and it's time to fight a wandering monster! Quick, bust out the big dry erase map or chart paper and sketch out the battle field... wait, where are we?

Here's a chart I came up with for random encounters in Kimatarthi. Since it's a pretty arid and hilly land, I wanted elevation and terrain to play a role in each encounter. It makes it easy to give a little extra flavor to each random encounter, and can also be used to give penalties and bonuses to movement, missile attacks, etc.

To use this chart, assume that the map is oriented so that the party is at the center, traveling from right to left - cardinal directions don't matter at the tactical level.

Then roll a d12 to determine the kind of landscape and its position relative to the party (e.g. they could be traveling along the top of a ridge or the bottom of it) and a d8 to determine the position of the enemy (1 is the top of the map, 2 the upper right corner, etc.)

Borrowing a page from +Zak S., roll the dice on the map to determine the position of any obstacles. Throw a few more unique dice if you want a busier tactical map. Draw these in as shrubs, rocks, ancient pillars, whatever you like.


Encounter Landscape Chart
Terrain
Party is traveling…
d12
Flat

1
Ridge
Along the top
2
Ridge
Along the bottom
3
Slope
upward
4
Slope
downward
5
Slope
across
6
Gradual Draw
up
7
Gradual Draw
down
8
Steep draw
Up
9
Steep draw
down
10
Wadi/Arroyo
Along the top
11
Wadi/Arroyo
In
12


Thus, if the dice are cast and bring up a 2 (d12) and 4 (d8), then the party is traveling along the top a ridge, and the monsters appear ahead of them and below the ridge (unless it's a flying enemy...). On a roll of 10 (d12) and 3 (d8), the party is heading down a steep draw and the enemy appears directly ahead.

Win, lose, or gradual draw. (Doronenko)


Sunday, March 24, 2013

Real Overland Movement

A friend of mine has been working on a series or articles on the role of beasts of burden in war. First up the camel, and now the mule. They are short and fascinating pieces, not least of all because of the game ideas they can churn up. Take, for example, this excellent chart that has been reproduced from a 19th century British military handbook.



Animal Speed (Miles per Hour)
Pack Load (Pounds)
Draught Load (Pounds)
Work Day (Distance in Miles)
Camel
2.5
300-600
1,000
20
Elephant
3.5
800-1,200
8,000
15-20
Horse
4.0
250-400
350
15-16
Human
2.5
40-80
120-150
4-8
Mule
4.0
150-300
500
15-16
Ox
2.2
160-200
300-500
4-6
Reindeer
18~90
300
300
50-100 by sleigh

The original source for these figures is The Soldier's Pocket-Book for Field Service by Field Marshal Garnet Wolseley (a Modern Major General with an amazing bio of his own).

One thing that strikes me about this table is how different the numbers are from those given for overland movement in gaming. Take the d20 SRD for example. The mule numbers match up pretty well, but the gaming horses are way faster than the real horses, covering 40 or 48 miles in a day. Of course, Wolseley's numbers have to consider the movement of these animals as part of a large force, but I do wonder how various gaming systems came up with their overland movement rates. There's much more to be explored in this regard.

In general, gaming needs more rules for reindeer. (New York Public Library)



Wednesday, March 13, 2013

How's the Weather?

Any ongoing campaign inevitably has to deal with the weather. From day to day rain or shine decisions to the changing of seasons, the GM has to put some thought into a reliable system.

One basic trick is to base the weather on a particular location in the real world. Our Slaying Solomon campaign does this by referencing the historical weather in Massachusetts on the dates that the episode takes place. But what to do if your campaign isn't actually set in a real place? Recently, I came across some cool science that can help out: the Koppen climate classification. (Sorry, I can't get Blogger to do the umlaut.)

Courtesy of the University of Melbourne via Wikipedia.

As you can see on the chart, the system has 29 categories of climate, broken into various groups, based on annual temperature and precipitation averages. What's cool about it is that it groups regions from around the world into the same category, so you can see that Mexico City, Johannesburg, and Addis Ababa, for example, are all in the same category.

So let's take Markaz, the city at the center of my world. Roughly, I imagine the climate to be like Amman, Jordan. By consulting the Koppen system, I can see that Amman falls into the same category as Denver, Boise, Kabul, and Samarkand. Holy crap. Now I have not just one city to model my weather on, but an entire host of them. Maybe it would be easier to borrow Denver's weather than Amman's for a campaign.

Drawing parallels across different regions of the world can also help in developing descriptions and characteristics of locations. Maybe I'll find inspiration for something in the Samarkand countryside. I surely wouldn't have looked there before.

Wednesday, March 6, 2013

DC Gameday XII

Even though I keep missing it, DC Gameday is this weekend. I was lucky enough to learn about it four or five years ago, and it was a starting point for getting me back into gaming after a many-year hiatus.


It has gotten much bigger (it's so big, the day is a whole weekend!), and I'd love to go, but we've still got too much on our plates to be able to take a day off. Hell, if I can't find an hour to blog, I sure can't cut out for even half a day. I'm aiming for the fall.

But if anyone in the DC area comes across this, I encourage you to go register and enjoy. It's a great group of folks.

Tuesday, February 5, 2013

No-Man's Land

Here's another cool idea for an RPG setting.

I was reading this month's Strategy & Tactics article about the Reconquista. It recounts that as the Christian kingdoms collapsed and re-consolidated after the 8th century Muslim invasion, the city of Leon created a buffer zone between itself and the Muslim-controlled lands. I have always thought the idea of no-man's land was intriguing, but this provides interesting details with strategic context. This got me thinking about plot elements that could be drawn up from this scenario.

  1. Before it was made into a no-man's land, the location had to be depopulated. Numerous stories can unfold as the local ruler forces people out of their villages and farms in order to relocate them. Some people may not be happy to leave their ancestral village. Some may be grateful to be evacuated, while others who wanted to be liberated now see that opportunity slipping away as they are forced into the service of a hostile lord.
  2. This buffer zone was well over 100km from city (north) to frontier (south), and it stretched for several hundred klicks from east to west. That is a lot of wilderness replete with ruins of all types. That is also a lot of area to get lost in, and any remaining maps will be severely outdated.
  3. Not only can there be plenty of wilderness encounters, but there are sure to be scouting parties from both great powers, coming from the north and the south. Should the PC's be trying to find them or avoid them? There will also be loners--individuals, families, tribes--that have taken to living on their own in a largely desolate space. These people probably make it a custom to be avoided.
  4. What happens when the strategic utility of the no-man's land is at an end? Large armies will cross the territory. Roads will be rebuilt, trade reestablished. New populations will be relocated to the area. Will the descendants of those that were displaced press their claims or will it be forgotten? What about those loners?

It was an interesting piece that captured my imagination. The game associated with the article also seems like it would be fun. Although the more I thought about it, the more it seems like George R. R. Martin has already covered this territory pretty thoroughly. While I'm not so worried about being derivative (The horrors! A derivative RPG!), it does earn him yet another "Well played, sir."

Well played, sir.

Sunday, January 27, 2013

Uncanny Navigation

There is far too much life going on this month and keeping me from blogging or doing much else in the way of relaxation. I finally was able to score a free minute to flip through this month's National Geographic. Fortunately, in my second paragraph of leisure reading this month, I came across this gem in a piece about exploration and human nature:
[Captain James] Cook granted [a Polynesian priest named] Tupaia a berth on the Endeavor in Tahiti. Soon after that, the Polynesian wowed the crew by navigating to an island unknown to Cook, some 300 miles south, without ever consulting compass, chart, clock, or sextant. In the weeks that followed, as he helped guide the Endeavor from one archipelago to another, Tupaia amazed the sailors by pointing on request, at any time, day or night, cloudy or clear, precisely toward Tahiti.
This blew my mind. I read a while back about a people who have a similar ability. The language of this people (I think it was an Amazon tribe) has no words for relative direction, such as left or right. Instead, everything is described in cardinal directions - Dan is sitting to the east of Steve, for example. Even inside buildings, they could always point north instantly.

It struck me that such an amazing human ability must be codified into gaming somehow. I always fond it exciting when I come across real world evidence that such a trait could actually exist. No doubt some games have such a thing, but I'm not about to go do any research. The closest thing that comes to mind is the Dungeoneering skill, but that falls short of this. So here's how I would describe it:

Uncanny Navigation
Because of the character's cultural familiarity with the terrain type, she simply cannot get lost. No matter where she travels, she will always be able to identify the direction to a known location. Drugs, magic or other unnatural inhibitors may temporarily disrupt it, however. The character must be from a culture that is defined by the terrain she can navigate. For example, an island people may choose the open ocean, Bedouins the desert, Dwarves underground, etc.