Friday, November 21, 2014

The Bustling City

These aren't "encounters" so much as the groups of people characters moving through a city might encounter.  They may be just passing examples of the bustling, populous nature of the city.  If players want to interact with them, or somehow get swept up in the thing these groups are doing, more might come of it.

I'll probably have players roll on this (and then help them interpret the results) every time them move from one place to another in the city.

Roll 3d10 and fill in one of the three possible "sentences" with the results:

I've mashed social class and wealth together because, as an American, I'm less aware of class distinctions that aren't tied to cash.  You could make two columns if you want.

Entry #6 for Types of People is trying to get away from thinking that the default will be men.  In my world they will be a mix of genders.  So this result will signify that it is only men, only women, or maybe something different like a group of Hijra.

The second "sentence" is based on the idea that the Types of People categories are not  mutually exclusive.  In other words you might have a group of old soldiers or a group of foreign bureaucrats.

Let's try some for the first "sentence":

6, 2, 10
We could say it is a group of male peasants celebrating a sporting victory, carrying the best players on their shoulders.

Ooh, this is odd.  A group of wealthier children are protesting something.  Maybe pelting their tutor with vegetables?


A group is pouring from a church after someone noticed a child went missing.

Seems to work okay.  Any of those might turn into an adventure; the players find out about some sport they can try in a minigame, or at least bet on-- they might meet this put-upon tutor and befriend him/her-- the missing child might be an abduction by something dire.

Thursday, November 20, 2014

More Thoughts on Hexless Random Wilderness Generation

First, sorry if the last post was a bit scattered (I did spend several hours composing it).  Second, a close read of Chris Kutalik's pointcrawling posts is in order because much of my thoughts on connections and such, he'd already covered 2 years ago.  Third, check out these links Talysman shared in the comments of our discussion:

A method of terrain generation from Central Casting Dungeons product.
And his own Last Minute Hex Crawl Tables

Fourth, while this wouldn't be of help to the sightless, check out this post as a method of generating pointcrawls using routes.

Fifth, I think the biggest issue for a blind person with generating a pointcrawl is not going to be the generation but keeping track of what they generate, which is basically what a map is, an efficient way to store positional data in 2-d.  The method that might work is to treat points like the locations in a choose-your-own-adventure book.  Number all of them, and number the exits from each location with the number of the location that route is leading to.  Then you could store these numbered points anyway that was convenient to you, text file list, database.

Sixth, some fresh thoughts:

All that jazz about biomes is probably not very important in randomly generating terrain for a pointcrawl.  Minecraft is an infinite flat plain, so gradients of temperature and moisture matter more.  In fantasy worlds even slightly like our own, terrain will be relatively similar unless the distance between the points is huge.   What I mean is, temperature is mostly tied to latitude, so the farther north you go the colder it will be.  But that takes miles and miles of travel to really manifest itself. 

It seems like most terrain generated will be like that you just left, maybe the only variation is in the surface features.  Is there a lake here?  Is there a forest?

So, elevation might matter much more as the variation you would see in local features.  Is there a hill here?  A canyon, a pass through these mountains?

Another thought, the problem with randomly generated anything is that information about the generated place is very local, it's difficult to make more big picture patterns or connections until you've already finished generating a big area, look at it and then do so.  What I mean is, if there's a pass through the mountains, is it the only pass?  If it is it might be very important and have different encounters.  Is this bit of forest a small grove or just a point hidden in a vast swath of forest?  Most random generating systems are not going to help with that.

With that in mind, the best bet for blind players or DMs, would probably be to take something like Greyhawk or the Forgotten Realms and convert it into a point crawl and record the points in the numbered location method I mentioned above.  That way all the "big picture" knowledge could be captured for the points.  Then point 54 can let you know that it is a small grove far from civilization but near trade route heavily used in summer.

Of course, that requires someone to make a whole world which is the creative work a random system is trying to replace.  But maybe someone could use a random system as a work aid, generate a ton of points, look over them and apply logical, big-feature information to the points, and then share them with folks.

Tuesday, November 18, 2014

Thoughts on Hexless Random Wilderness Generation

The Hill Cantons blog has a very interesting question about how to randomly generate wilderness for a hexless pointcrawl.  I think an unspoken requirement is that the terrain makes some kind of sense as well.  Here are some thoughts on the problem.

Pseudo-Realistic Terrain
First, how do you randomly generate terrain and not have deserts next to swamps?  If you think of terrain as fitting into hot-cold and wet-dry continuums, with a chart like this:

You can generate terrain that will always be one step away from the temperature and moisture of the terrain you were in.  Imagine a position on the graph which represents the features of the area you are in.  Like this:
The black square is pretty temperate, roll a 1 and things get colder and dryer
If you roll a d10, 1-8 will show you what heat and moisture the new area will have.  Rolling a 9 or 10 could mean you stay in the same box, or if you wanted to 10 could mean you hop two boxes to indicate a larger shift.  But this might just be introducing a difficult visual record keeping in lieu of a hex map.  Maybe we could just track it abstractly by using the letter/number code and this little chart:

Roll to check the next chunk:
  1. colder / wetter
  2. colder / dryer
  3. hotter / wetter
  4. hotter / dryer
This won't tell you what kind of features are on the new terrain, though.  Two possible solutions come quickly to mind.  First, you could define certain biomes for certain combinations of temperature/moisture the way Minecraft does:
This graph has the axes opposite of mine
So, for example, J1 (and clusters of letters/numbers near it) would correspond to tundra and whatever features you pre-define tundra to have.

The second possible way to handle this is to generate features on the fly with some component charts.  For example:

Natural Features
Roll for each:
  • Elevation
  • Vegetation
  • Rocks
  • Water
  1. Lack
  2. Great lack
  3. Abundance
  4. Great Abundance
This requires some interpretation but would result in a greater variety.  A location with a lack of water but abundance of vegetation could mean cactus or maybe tumbleweed.  A great lack of rocks could be interpreted to mean sand dunes or mud flats, depending on moisture.

If we aren't keeping track of strict units like hexes, we could more loosely determine the size of the piece of land we are in, like this:

Size of this chunk of terrain:
  1. tiny
  2. small
  3. big
  4. huge
Or just use d10 or d100 as a scale, depending on your preference.

Keeping Track of Points
But, none of this gets at how you would keep track of points in a pointcrawl without using something like hexpaper.  I think the answer is in the connections.  This topic made me think of my long time project of trying to randomly generate catacombs with hexes.  You can see some examples if you scroll through my hexes label.  Doing generating based on connections is easy with hexes because you can roll 1 d6 to tell you how many exits a hex has and 1d6 for each to find the position of that exit.  That still requires hex paper for easy record keeping, though.

Some of these combinations of exits have shapes like a "T" or a "K."  And that might be a possible approach to keeping track of things.  For example: You come to a large forest with several roadways, they take the shape of a "K" and you have entered at the bottom straight leg of the "K."  So, just using the letters of the alphabet or the shapes of numbers to evoke connections to new areas might be a way to generate and record connections.

Another idea that comes to mind, is to record the connections in relation to a clock face.  Kind of the way fighter pilots talk about incoming bogies.  So, for example, You come to a grassy plain with roadways continuing into the distance in the direction of 2 and 10.  A d12 would tell you a direction and maybe a d4 or d6 could tell you how many connections.

Distance between Points
Without a regular grid of some sort another issue will be determining which points are farther away than others.  Are simple sizes above could help here.  If the terrain you're in is huge it could add a certain amount of travel to get to any point.  And if you determine the size of the terrain you're moving into it would tell you how much longer until you reached the point of interest.

Encounters and locations I leave for someone else, but hopefully the ideas here will be interesting to folks.

Sunday, November 9, 2014

Lich Paraphernalia

Found on and around powerful users of magic, especially those long dead:
  1. Parchment Sash - Spells cast near it are captured in writing and can be copied.
  2. Blood Pearl - If a dead mage's body is rendered-- through a laborious, time consuming process-- one of the spells still uncast upon their death will seed into a red, misshapen pearl.  Consumption of it will grant knowledge of that spell and allow copying or casting.
  3. Flesh Forks - Tuning forks of different sizes, each with a bladed end.  They resonate when spells are cast in their presence (fork size corresponding to spell level).  If the blade is stabbed into a wizard's neck, the vibrations will transfer understanding and allow casting that spell once.
  4. Jade Worm - Placed deep in the ear, it whispers a list of the spells present in the minds of any magic users nearby.
  5. Milky Orbs - Varying in diameter and fragility, they shatter when a particular spell is cast within a particular radius.
  6. Slow Lime - Painted on a surface, this greyish paste stays damp for months.  Any spells cast near the lime will leave tracks and patinas in colors that can be read like a story by a wizard of sufficient level.

Friday, October 17, 2014

4 XP Monsters

Trying to think of monsters that treat xp as an attack vector for players.  Wights are the traditional monster for this but I was interested in giving players a warning-- like losing small bits of xp over time to freak them out, rather than screwing them over quickly to just make them afraid of wights in future encounters.

Wight Flies - Tiny, moisture seeking-- they suck away memories as they drink from eyes, wounds, or open mouths (1xp per round per fly, DM's prerogative on how many hundreds appear at any location).  They leave fragile, ivory-like structures in corpses.  If eaten, these will grant the memories of past victims (100 xp per handful).

Grey Mold - Fine, sickly grey, it can grow anywhere-- on men, dragons, liches-- and is difficult to get rid of.  Anything in its presence is filled with a hollow sense of despair (lose 10xp per round x your level).  If you are hit by something infected by it you will likely be infected too (make a save).

Pot Boy - A thin, sickly looking boy clutching a small crockery.  The pot is covered in a filthy bit of rag.  If you see it (fail a save) you will no longer gain experience until something is done.  Telling someone about it will spread the problem to them (if they make a save they don't see it).  Legend tells of whole cities in the dull thrall of a single pot boy-- learning nothing, forgetting, merely existing.

The Gentle Double - A doppelganger that asks permission.  If you say yes and allow it to take your form, you receive a portion of the memories and experiences of it's current form (500xp x your level).  It then precedes you in cities and rural areas spreading good will and promises of aid.  Also called a Vard√łger.  Scholars are divided on whether it is a truly good creature-- pressuring you to do good with its promises, or a chaotic one-- making promises that it never expects to be kept.


The last is not attacking xp, but using it as a reward to give players an interesting choice.