Showing posts with label City Adventures. Show all posts
Showing posts with label City Adventures. Show all posts

Monday, May 22, 2017

Elantris Appendix N Musings

When you read a beefy tome like Elantris, many elements may start to swirl around your brain and demand a place at your gaming table.

1. Take the most popular city in your setting and destroy it. Forgotten Realms? Waterdeep sent into the plane of Shadow. Eberron? Sharn collapses and is surrounded by a psionic energy barrier that flares with runes similar to the various house marks. Greyhawk? Well, of course, Greyhawk city!

You can either have it happen right at the start of the campaign or as something that has happened in the recent past. No one knows how or why it happened but it gives the players the chance to explore the ruins of a freshly destroyed city. They can hunt for survivors. They can hunt for lost lore. They can try and return the city to its former glory. The options are almost limitless when you're dealing with a subject as big as a lost city in a magical setting.

Players may also get caught up in the changes that are wrought by a major city falling. For example, if Waterdeep itself falls, what about the various farms outside of Waterdeep? What about the various towns outside the city? Will they rise and take over the maintenance of the roads leading north? Will they be destroyed by raids from nearby towns looking for plunder?

What about the political situation? Waterdeep, as a large city, an old city, as a trading city, has many alliances and enemies. Will those in the South use this as an excuse to invade their northern neighbors and become the new "Gateway to the North"? Will those in the north use this as an excuse to start an extermination of evil in order to safeguard their own lands and ensure that the same thing that happened to Waterdeep does not happen to them?

2. NPC Motivations: Some characters aren't necessarily evil but they have a goal. That goal can range in time and tune with the evolution of the campaign. In Elantris, Roial and Ahan are merchants that compete with one another. Roial always getting the better of Ahan. Under the promise that Roial would be imprisioned, Ahan betrays Roail and their friends. Thing spin rapidly out of that as the one Ahan betrayed the group to decides not to imprison Roail and the others, but to kill them. An event completely against the wishes of Ahan but outside his control once the ball started rolling. Things move as motivation directs them for a character, but when that motivation encounters other character's motivation, it can spin in a completely different fashion.

Are there secrets that friends of the characters know? Are there things that might make others jealous? Have the players learned something that is of vital consequence to others in the region but they themselves don't see it that way?

And motivation doesn't have to be used against the players. One of the main characters of Elantris, Hrathen, is the high priest of Fjordell and is in Arelon to convert the people. This is his goal. To convert the people.

When he learns that his church never had that as an intention, he turns against them. This is the classic case of organized religion versus a man's own interpretation of that religion and the organization fell short.

3. Secrets. During the course of the novel, prince Raoden uses two different aliases in order to move forward with his own plans. During the course of the novel, we learn that Raoden's father was a member of a cult that engaged in ritual sacrifice. As the novel unfolds, we learn of a hidden cult of killers within the religion that Krathen seeks to bring to the people of Arelon. At the end of the novel, there are still mysteries left to ponder. Keep some things hidden from the characters. Keep enough elements of the campaign that the characters may choose to follow a few of them without ever knowing what the others lead to.

Now mind you in a multi-year campaign where the players are playing the same characters and growing in tune with the campaign itself, that's a little harder to do but in many campaigns, especially shorter-lived ones, it gives the players something to look forward to the next time they come back to the campaign.

4. Minor Characters: In a dungeon crawl that's packed with monsters, Non-Player Characters aren't necessarily that important. Oh sure there might be a 'Meepo' in the waiting or something of that nature, but mainly, it's about the crawl.

In a city-based campaign, in a campaign that interacts with civilization, it's in part about the people. A Game of Thrones, one of the most popular of novel series, has dozens of characters. While Elantris in one book does not boast quite so many, it does have numerous individuals. For example, Sarene is married to Raoden. Raoden and Sarene both have fathers. Sarene also has an uncle. That uncle has children. Some of those children are married. Many of these characters have their own little niches about them.

The depth and details of the campaign can shine much greater when the players have an actual attachment to the campaign. Some of these can serve as mentors, as friends, as allies, as rivals, as enemies. The amount of swordplay or violence directly in a mirror to what the player's do.

5. Social Combat: One of the most interesting aspects of Elantris to me, from a gaming point, is the lack of fighting.

Hrathen vs Sarene: As a high priest, Hrathen is out and about preaching. He is intent on bringing the people into the fold. Sarene has seen the works of the church in other countries, sometimes resulting in bloody revolutions and is determined to stop it. So when Hrathen is out preaching, Sarene is there asking questions that undermine the church.

Sarene vs King Iadon: The King has no use for women in the court. He feels them useless and out of place among the political games that go on. Sarene is having none of that and at first, plays off as if she were too dumb to understand the problems that Iadon has with her being in the court. She does this once by pretending to paint and claiming it's part of her own courtly duties.

Raoden vs Sarene: During part of the novel, Raoden is in exile in Elantris and Sarene is bringing food to the people of the city. Raoden is in many ways the default ruler of the city but doesnt' control all of it and seeks to keep things are while at the same time trying to get more supplies to improve the lot of the people of Elantris. This leads to a list of goods needed by Raoden while Sarene not trusting him, provides corrupted versions of them. For example, instead of blocks of iron, bent nails or near transparent sheets of metal.

The use of social combat and the gaining and losing of status is often underlooked in roleplaying games. Most of the rules in games like Dungeons and Dragons are for spells and combat but social combat can be a little more involved and allows the players to occassionally lose without dying on the spot.

Are there any other parts of Elantris that you'd bring to your campaign or thought would make for some interesting bits in a game?








Sunday, March 29, 2015

Venus in Copper: Gaming Lindsey Davis' Ancient Rome


Detective stories are often hard to capture in a role playing session. There are often times when a system will rely on characters having select specialized skills to gather the specific information needed, and lacking those skills can cause the game to grind to a halt.
This is not a unique feature of detective games mind you. I remember when Green Ronin brought Warhammer FRPG back. One of their first ‘Adventure Paths’ involved some wilderness exploration that required characters to have some wilderness or tracking skills and well, things wouldn’t move forward without those skills. It’s been a while so bear with me if I’m not remembering some 10+ year old adventure with 100% accuracy.
Some products and systems, like the Gumshoe system, try to move beyond such limitations by always allowing the players to move forward in the mystery, allowing the other parts of the game to take the crunch if you will.
For example, I’ve mentioned Lorefinder before. It’s got all the crunch of Pathfinder but the investigative components are specialized into the Gumshoe style which allows potentially more satisfying results than just “make a skill check.” Mind you the more skilled such individuals are, the more information they can unlock with their skills.
But in dealing with role playing games, there are many facets that should be considered and utilized when possible. When of the things that Lindsey Davis does, is brings excellent description to the reader. The first person narrations of Falco, have the detective meet an Oracle who Falco describes in the following flowery manner:
“She looked about sixty. Her straight dark gown hung from two small silver niello shoulder-broaches, so her arms were bare, thought hidden in spare folds of the material. Her hair was rather thin, mostly black yet with broad silver streaks. Her face lacked professional mystique, except for severely hooded eyes. The eyes were no special colour. It was the face of any businesswoman in the male world of Rome: accommodating, yet with an underlying stubborn strength and a trace, faint as snail tracks, of personal bitterness.”
It’s a great list and includes age, clothing, hair, eyes, along with a few other characteristics thrown in.
If this were a role playing description, other elements, such as any noticeable aura, weapons, or other strangeness, like say, floating Ioun Stones, would be marked.
Description is the character’s key to the world. It doesn’t matter how much detail the Game Master knows if he is unable to relay that information to the players.
Players tend to perk up on details because they assume that the Game Master is providing them for a reason. When in combat, it can be vital to know where a pillar is. How many feet between floors in a three story building. How many skeletons are climbing out of the graveyard.
The details in description can provide a lot of depth and information to characters that pay attention, but know your group. Just because you provide the detail, does not mean that your group is paying attention.
If your group is one who loves combat, all of the loving details about the weather, the increased temperature, the rise in the flu, and other bits that hint at events, are probably going to go by the wayside.
As a Game Master, you’ll have to focus on what the player’s are paying attention to. See if they pay attention to description’s of NPCs. See if they pay attention to rumors. See if they pay attention to local events and holidays.
Another aspect to look into when running a detective game, is investigation. The facets that should be examined include the old standards: Who, What, When, Where, How, and Why.
In a role playing game, the Who can be easy. In this  case, Falco is hired before a murder, to insure that no murder takes place! Serverina is a three time widower former slave making her world in the ancient Roman world. Those who've hired Falco want to insure that their friend, ally, and business patron, doesn't fall to her.
To know about Serverina, Falco goes through learning about how the past husbands died. Learning about how Serverina used to live. Learning about those who've hired him, just in case they themselves are not always what they seem.
This provides numerous character hooks and builds the whole of Rome in that it allows many characters to enter the realm of possible murderers, especially when Servenia’s husband to be dies BEFORE the wedding. If she was a gold digger as feared, then there are other suspects at play.
In addition to the investigation, a role playing game can have other elements. One of the fun things about gaming, are the rewards. In traditional games like Dungeons and Dragons, this is usually a more powerful magic item. Some things might included non-traditional rewards like titles or land.
In this novel, Falco is awarded with a turbot.
A turbot in this time, is a fish of royal importance. When caught it was often given to the Imperial House to carry favor. Falco getting one? When he doesn't have the house or means to properly prepare this giant fish? It borders on comic.
Giving players a reward that has social status and requires them to work with it to get the full benefit of that status? It can provide solid entertainment. Are there characters with skills in music? Get them into a bard college for a special performance that requires a special instrument.
Are there players who are master weapon smiths? Have them learn how to craft exotic weapons, but have to provide the materials and space to the trainers who will teach them.
With a little give and take in the reward, the reward itself becomes part of the story.
One of the things that players can learn, is a deeper history of their surroundings. For example, consider this exchange between Falco and Severina.
“After a moment Severina lifted her right hand, showing the cheap ring with a crudely etched Venus and a small blob that was meant to be Cupid nestling her knee. ‘Now copper-‘ she dlcared obscurely, ‘that’s for eternity!’
‘Eternity comes cheap! Did you know, copper is named for the mountains of Cyprus, where the oxhide ingots come from? I collect obscure facts. ‘And Cyprus is the birthplace of Venus, so that’s why copper is the metal of Love-‘
These bits of historical information may provide interesting tidbits of trivia to have, or may be important clues to something coming down the pipeline.
Lastly, I would say that detective stories, especially those set in a large city like Rome, benefit from set pieces. Having a place that the characters can use as a compass, to know where they’re at, that is a local spot that knows what’s going on around that particular location.
For instance..
‘Before I stalked out the gold-digger, I wanted to explore the Hortensius menage. People tell you more than they think by where they live and the questions they ask; their neighbors can be even franker. Now I had gained a general impression, the sweetmeat stall where I had been given directions earlier was ripe for a return visit.
‘When I got there a hen who liked the high life was pecking up crumbs. The place itself was just a shack opposite a stone pine. It had a fold-down counter and a fold-up awning in front, with a small oven tucked away behind. The accommodation in between was so scanty that the stallholder spent a lot of his time sitting on a stool in the shade of the pine tree on the other side of the road, playing Soldiers against himself. When a customer turned up he left you long enough to get excited over his produce, then sauntered across.
‘The freeholders of the Pincian discouraged shops: but they liked their little luxuries. I could see why they let this cakeman park on their hill. What his emporium lacked architecturally was made up for by his bravura edibles.
‘The centerpiece was an immense platter where huge whole figs were sunk to the shoulder in a sticky bed of honey. Around this circular dish were tantalizing dainties set out in whorls and spirals, with a few removed here and there (so no one need feel reluctant to disturb the display). There were dates stuffed with whole almonds the warm colour of ivory, and others filled with intriguing pastes in pastel shades; crisp pastries, bent into crescents on rectangles which were layered with oozing fruits and sifted with cinnamon dust; fresh damsons, quinces and peeled pears in a candied glaze; pale custards sprinkled with nutmeg, some plain and others cut to show how they were baked on a base of elderberries or rosehips. On a shelf at one side of the stall stood pots of honey, labelled from Hymettus and Hybla, or whole honeycombs if you wanted to take someone a more dramatic party gift. Opposite , dark slabs of African must cake drowsed beside other confections which the stallholder had made himself from wheat flour soaked in milk, piercing them with a skewer and drenching them with honey before adding decorative chopped filberts.
Lindsey Davis makes ancient Rome much more interesting then just a place where detective stories happen, and by engaging the players on multiple levels, you can do the same for your own campaigns.
If you enjoyed the ramblings, please +1, share, or comment. Talk about unusual rewards and what you’re players did with them. Speak of skills rarely used save for those special occasions.





Monday, March 24, 2014

Parsantium city at the crossroads Richard Green


Parsantium: city at the crossroads is written by +Richard Green for the Pathfinder system. The PDF runs $11.99, the print book, in black and white, runs $19.99, and the combo pack of PDF and print runs for $22.99 The book weighs in at a meaty 178 pages in PDF terms.

The cover boasts an excellent look at the city in the background while in the foreground various inhabitants from different parts of the world look out on the dock ward. In terms of book break down, we then get a blank page, followed by a title page, followed by a credits page, which even lists what is product id and what is closed content.

Much of the book is devoted to the city and its background. All of the art and proper names are closed off and in terms of game mechanics, the book comes up a short which can be a good thing or a bad thing depending on how you look at it.

After the credits, we get a single page table of contents that does an excellent job of breaking down the book into broad chapters. Of more use to those who want pinpoint accuracy on where anything is, after the meat of the book, is an eight page index. It's a fantastic resource if you have the physical copy and does a better job of pointing out where things are then the electronic bookmarks.

The two page introduction does a nice job of bringing the reasons how Parsantium came to be from a homegrown city in a campaign of the author to a full rpg product. It's a nice break down and more information can be found on the Parsantium blog.

The full color map of the city by Johnathan Roberts, maps featured several times on +Fantastic Maps,  is two pages of awesome. I would love to have a larger fold out of the map. Something along the lines of one of the old Waterdeep maps from back in the day. The colors are nice and crisp and show a city divided by it's waterway and an island in the middle of said river. Bad thing? The map is cut in half of course, and part of that is the text and the island in the middle. It's not a huge problem or anything but it is another reason I'd like a separate big ass map.

The city is designed to allow a variety of cultures by having a feel similar to say, Byzantium. It's also an old fantasy city so it has a wide range of races that fit into its borders, outside of the different human ethnicities. We have the following major ethnicities:

Bathuran: Roman/Greek influence.
Sampurans: Heavily influenced by India.
Aqhrani: Heavily influenced by the Middle East and bravely goes with a pantheon of one god.
Tiangaons: Heavily influenced by China including it's own 'Silk Road'


In terms of other cities like it in fantasy games? Maybe the old GURPS book Tredroy, which is available for a laughable $2.99 from Steve Jackson Games Warehouse 23 website. The only bad thing is it's been decades since I've run Tredroy, the City of Three Laws, so there will be no comparison outside of this mention.

Despite its length, the book has some weaknesses. The biggest of these would be lack of art. There are so many different cultures and characters referenced in this weighty text, that illustrations of the various characters, sigils, symbols, and say, house icons, would only benefit the material.

The good news is that the two column layout doesn't suffer from that lack of break up because the author doesn't ram every inch of space with text. There are also no annoying back ground images behind the text. Things that look awesome and premium in print products like some of the Forgotten Realms products look horrific in electronic medium. The author avoids that problem here by keeping it clean and simple with a nice border on the top of the page and chapter identification and page number at the bottom.

The other potential problem is game mechanics. An order of wizards, the Esoteric Order of the Blue Lotus, is noted as being founded so that the magics of all these different cultures can be studied and collated so that knowledge isn't lost. Having so many different opportunities to bring unique magics to the Pathfinder system, which easily supports numerous alternative classes, should have allowed many bits of crunch to shine through.

Nope. Not happening. Most of the 'game' mechanics fall into noting the class and level of the NPCs. For example, among the members of the evil Brotherhood of Spite, Posy is described in game mechanic terms thusly: (CE female gnome rogue 5/assassin 2).

So in a city of multiple cultures with some places designed specifically to catalog those, we get nothing. No prestige classes, no magic items, no spells, no monsters, no templates or other crunchy bits. Heck, I think the deepest crunch we get are the various character backgrounds, which are extremely light on crunch, being more like Kits from Advanced Dungeons and Dragons 2nd edition, where there's a small bonus, often to a specific set of skills, and role playing and background information.

On one hand, that's great for people who have a heavily customized mod of the Pathfinder or d20 system going and want to create their own game mechanics. It's also great for people who don't actually play Pathfinder and instead play say, Advanced Dungeons and Dragons 2nd edition or some other variant or OSR game. While the multi-class bit isn't going to transfer over seamlessly, the lack of game mechanics means more information on the city and its inhabitants is in the material.

The naming conventions are a little off to me. For example, in honor of the old Byzantium history, we have the 'Axe Bearing Guard', a group of elite warriors who protect the emperor. If these guys aren't based directly on the Varangian Guard I'd be shocked. So why not just call them that? Is Varangian so entwined with gaming that people who instantly know them? But not too far after them we have Janissaries, who were another historical fighting force and they're called, yeah, Janissaries. Either fake names for everyone or no one! Nah, it's not that serious, just struck me as odd to go all generic with one and kept that very specific name for the other.

The eleven wards of the city cover a lot of ground. We have not only the standards of the dock ward and poor ward, but also a 'floating' ward and a 'hidden ward' that allow for a bit of variety that can be missing from some cities. The variety of wards allow for clustering of different cultures and ethnicities so you can find things like gnolls and half orcs with no difficult in the city.

In terms of playability, for Game Master's willing to roll up their sleeves, the book has you covered. There are numerous factions in the modern city. The history of the city lends itself to numerous adventurers in and of itself. For example, the city was only recently controlled by hobgoblins. There are ideas for routing growing bands of various humanoids or for retrieving treasures taken from the city during those looting days. This doesn't count the gnolls of centaurs that are raiders either.

The city is built atop numerous old ruins which are built atop numerous old caverns. The ruins are perfect for those who want the standard dungeon crawl.

There are hidden cults and evil gods with deceptions within deceptions. This includes nods to the old favorite, the serpent people if you want to get some of that 'Mythos' flavor up in there.

In terms of the past, many who are exiled are maimed when they are forced out, such as by being blinded. Those who survive and thrive in exile? They might wait a long time before coming to take revenge on the city and do so with some magical peepers after all that time.

Now note, I said Game Master's willing to roll up their sleeves right? While there are all sorts of adventure seeds and ideas strewn about the book, actual gaming material is again, scarce. Some of the material might have been better off being cut to provide a brief adventure or something along those lines to get players immediately into the game. Being that it's a Pathfinder book though, any adventure with maps and game mechanics would eat up a lot of room due to the difference in size between an OSR and a 3.5 stat block.

Having said that, there are numerous random encounters tables and some locations, that would be better with maps, that easily lend themselves out to adventure with a minimum of effort. For example, there are teams of gladiators that fight in a large arena. There are were rats in the sewers. There is a fallen guild of paladins that did not thrive in the city and so raid and attack boats. The adventure seeds are then but will require the Game Master to fully stat out everything if he's using the numerous NPCs from the book.

Those going a 'softer' route and wanting to just grab their Monster Manual still have a lot of options. In terms of low level foes we have the standard goblins, hobgoblins and those can be worked up to gnolls, centaurs and minotaurs. At different spectrums, due to the different grave sites, there are undead and possibly wild summoned creatures from the various spellcasters about. There is also a large body of water that the city utilizes so all manner of creatures can be found within those murky depths.

Parsantium needs some polish. While it has massive potential, the dearth of art and game mechanics make it more of a fixed upper than run straight out of the box. If we ever see a 'deluxe' edition I'd love to see more art, maps and closer illustrations of the city with the locations called out in the various ward descriptions.

For those already running it, what resources are you using for game mechanics? Have you busted out some standards in Pathfinder or switched over to a favorite OSR book? Due to the wealth of political opportunities here, I can easily see this being a solid fit for the Adventurer Conqueror King System but given how many game stats I have for things like gnolls via 4th edition and it's many monster entries for the same monster, I can see myself using that and it's 'quest' awards for XP to make characters rise in level fairly standard while exploring ruins, guarding caravans, and fighting epic rakashas.

For those reading this review, I haven't hit a 'regular' game review in a while. Are there some things you'd like me to hit more in the future if I do more? Hit less? Provide more examples of material from the book? More links to outside material like the Varangian for example?

If you think anyone else would want to read, please +1 and share along the old circles.