Showing posts with label Roleplaying. Show all posts
Showing posts with label Roleplaying. Show all posts

Saturday, November 24, 2018

Connecting your Characters

At the core of most roleplaying experiences are the characters. When playing, the characters not only bond with the world and the story they are involved in, but with each other. Those bonds form the dynamics between the group and influence most of the experience. Not all of these connections have to be of positive nature. Tension within the group can lead to great roleplaying.
But there is not always enough time to forge those connections. In a small con-game or your typical one-shot session you normally don't have any relationships between the characters. While many players will forge them quite fast or might try to impose them upon their characters and the GM to make play more intriguing. All you need is a good idea.

When starting out running DCC i was looking for a way to easily connect 0-level characters, as a simple relationship between those peasants will help players forge more roleplaying opportunities, especially if they are not comfortable with the Funnel concept. I came up with a random Table to determine relationships and i have used it many times since. Not only for DCC but for many of my one shot sessions.

Now, over a year later, i reforged this table and turned it from a d66 into a d50 Table. I also translated it from German into English and cleaned up some entries that just didn't work out. So here i present to you. Character connections.

This Table will not only help to inspire one shot parties but can also  be used in the creative process of forging new places and connecting the characters that live there. Just give it a try!

I'm working on many things currently. I posted a second elf class and will soon give the dwarf and halfling a similar treatment. Also i am currently working on two DCC adventures one of which i will try to release on this blog, maybe as a new year present. Look out for it. I might manage to make two posts a month for a while.


So far and thanks for reading.

Friday, September 14, 2018

The Elven Strider - A DCC Character Class

You are an outsider to most. Growing up as an elf, a long living demi-human, whose ancient civilization indulges in crafts and arts, magic and mundane, your lack of connection to the arcane world ensured, that you never quite felt at home. Traversing the thick elven forests you found your fulfillment in the martial ways, training in combat and patience alike.

Today's post is about a new character class for DCC RPG

[If the link does not work try this one: https://drive.google.com/open?id=1ZzOxw1JOwTl2vDziYnAUycg0GN_hKXzC]

Character classes are a stable of fantasy role playing games, ever since D&D introduced them into their game along with them. DCC uses a old school line-up of character classes and with those, classes and races are indistinguishable. Being a dwarf apparently is a full time job.
This system has many perks and one of them is streamlining characters and play as well as setting expectations to judges and other players. Character and personality in DCC are not about what is written on your character sheet, but what the character experiences and how the player expresses him, anyway.

I am normally not a fan of elves. I just don't want to play them most of the time. But DCC made quite interesting elves by combining them with patrons and making them into long living vessels for some of the most powerful entities out there. While i liked that concept i felt like i wanted to give elves another option. 

In the long run i am planning on giving all races (elves, dwarfs, halflings) a second class option, just to give their players some choice and make them compensate for the "wrong" stats better. I have not settled for a second dwarven and halfling class yet, especially as there are some amazing ones out there on the Internet and in Fanzines.

The elven strider is a elf whose focus lies more on physical and martial combat and who has only small arcane capabilities, granted through his patron. His defining class feature, the Aim Die came from a Discussion on G+ on a similar class. The Outlier by Nick Baran. Check it out. It's quite cool. I just wanted to have a combat capable class who does not use the deed die in the typical fashion and wanted to give it a unique spin. 

This is not the first character class i ever created. For this years Gongfarmers Almanach i wrote a Lycanthrope class. Feel free to check it out. I am quite proud of it. It can be found in 2018 Gongfarmer's Almanac Volume #1. Huge thanks to my friend Maike Gerstenkorn who contributed the amazing Werewolf Artwork for the Front page of this class. 

Did you know that the consolidated Version is out? No? Go buy it! Its only printing and shipping costs. Literally the cheapest option possible. Gongfarmers Almanach 2018

Please feel free to leave any feedback for the classes, along with fun anecdotes that arise from playing them. I plan on writing a more general post on class systems and am even working on some exciting alternatives to use with DCC. Until then. Have a good time
 

Friday, August 31, 2018

Curious Dungeon #2 - Cave of The Moths

It's been a while. Not only since i posted a Dungeon, but also since i posted in general. So here is the second Curious Dungeon. 

In my first Curious Dungeon (The Temple of Oyraka) i tried myself at drawing and designing Dungeons by making a map without concept and filling it with life after wards. This time i took a similar approach. 
I always wanted to try isometric dungeons. I love isometric dungeons. They look awesome. So i went out and tried it for myself. I was quite happy with the result and decided that i need to use it for more than just drawing practice. So as with the previous Curious Dungeon i turned this map into a full, system neutral, fantasy Dungeon along with Plot hooks and room descriptions. Enjoy


The Design Ideas for this one came fast. At the moment i started drawing the long staircase i noticed that i was making the stairs quite irregular. I was thinking of fixing it but then decided to completely roll with it, which gave the dungeon a crumbled and dangerous look. 

So the structural damage plays hugely into exploring the dungeon. Every step might bring the building to a collapse. 

Filling the Dungeon was not too hard. I started of with an excuse to visit it. As always, obtaining an artifact was enough of a reason for me. Since i just ran a quick, improvised session in which beings of darkness, hiding in a cave, impenetrable to normal light, were the main danger, an artifact to counter the light was necessary. So i created a lantern, bright enough to vanish all darkness. Instead of a well rounded Dungeon i decided that home of this artifact was the Place where it was built. Crumbled and long abandoned the light unfortunately does the same thing what my light in my room does in these short summer nights. It attracts pesky insects. And so the Cave of the Moths was born.

I am quite happy with this one. Creating a smaller Dungeon is just a fun experience. The first Curious Dungeon with it's 18 Rooms was quite tedious to write down, but this one was fun from start to finish. I always intended curious dungeons to be a series and i want to continue with them. Currently i feel more inclined to create short ones but feel free to tell me what you prefer!

Tell me how you like it. I'd love to hear of someone who incorporated this dungeon (and my other creations) in his campaign and if you just want to use the map, feel free to do so. I'd love to hear how other people fill these maps with life.

On a personal note... I'm back. I had exams in the beginning of august and despite my intentions to write something i just could not get things done. Holiday soon followed and i collected many ideas and began fleshing them out. I will keep a bi-weekly postsduring the summer and hopefully the entire autumn with posts occurring on Fridays. At least that's the plan.

Friday, July 6, 2018

When Magic goes critical - DCC Rules

Magic in Dungeon Crawl Classics is awesome. It really is. And one of the most fun aspects of magic is never knowing exactly what happens. Therefore DCC wizards are among the most fun classes to play in all of fantasy roleplaying. There is just one thing that has always bothered me.

One of the most important things about d20 Systems is, that when the dice come up with a 20, then something awesome happens. This is true for Wizards in DCC to some extent. The rules say that when rolling a natural 20 you get a even higher spell bonus than you already got. So you are incredibly likely to cast the best spell of your life. That's good. But not as fun as rolling a 20 for any other class can be.

To make this more fun for myself and my group i did the most DCC thing i could think off and crafted a new set of random table to roll on. Critical Tables for spells. All spell casting classes can use these tables to determine more awesome results should a natural 20 come up. The tables work incredibly similar to the way mundane critical hit tables work. 


[If this link is not working try this one: https://drive.google.com/open?id=1cLvLnwdeSFyaCSfz6qPVC2nTYe57vgDb]

Those tables have not yet been playtested extensively, but my players like them this far. Feel free to leave Feedback as a comment or on G+

I can't guarantee that I'll keep a bi-weekly update schedule for the next few weeks but I'll try my best. I am definitely not running out of ideas. Just out of time.

Friday, June 22, 2018

Tzashazul - The Dimensional Terror - A DCC Patron

The Dimensional Terror is an ancient beast of magic. Not born, neither created it mindlessly traveled through dimensions, devouring mind after mind to fill its shell with thoughts. The pure basis of its existing was madness. Thousands of minds, living in a immortal body, struggling against each other, trying to seize control or escape this torturous state. As eons passed these minds slowly merged into one twisted, mad, but at the same time genuinely brilliant beast, which calls itself Tzashazul. 

Tzashazul - The Dimensional Terror

[If this link does not work try this one: https://drive.google.com/open?id=1S8qJnzcz43vwsYMgRhOKWkCBqyPPgkVR]

I hereby present to you Tzashazul. A DCC Patron for those seeking madness. I have to give credit, where credit is due. This Patron is inspired by one of the finest DCC adventures i ever had the pleasure of running. Of course i am talking about the magnificent Sailors on the starless Sea by DCC legend Harley Stroh. If you don't know this Adventure skip the following paragraph.

Spoilers ahead. It is no secret anymore that one of the deadliest beasts in Harley Strohs adventure is a giant leviathan living at the bottom of the starless sea. During one of my playthroughs a character began, driven by madness, to cut out his enemies and allies hearts to pacifiy the beast. The elf took such pleasure and fulfilment in the task that it was only natural, after he sacrificed the hearts of the enemy shaman with a combination of suicidal stupidity and unjustifyable luck, to make this beast at the bottom of the starless Sea his Patron. 

Spoilers end here. The Patrons design changed a lot over the course of the last weeks as i was never happy with what i got so the final version has only small resemblence to what Harley Strohs Adventure suggested. The theme of madness and tentacles stuck, though. This is all for those familiar with DCC. I am quite happy with this patron, but i'd love any type of feedback on this one as it is my first Patron write-up ever. To all those who don't know what a Patron is let me explain it to you


Patrons in DCC


Wizards in Dungeon Crawl Classics are fun! DCC is one of the best fantasy systems to be a wizard in. It perfectly fits the theme of wild, unpredictable, yet powerful magic. And the constant struggle of wizards to push their power and knowledge to unprecedented hights is omnipresent within the game. 

Patrons are one of the best implementations of this idea. By learning the spell "Patron Bond" a Wizard can strike a deal with a Patron. A being of vast arcane knowledge and power. The character offers up his wealth, services or even his soul in order to gain more power from his Patron.

In game terms, when a character bonds with a patron they strike a deal. The character gets the ability to invoke his patron for help and might, over the span of his adventuring life learn new spells from his Patron, which are superior to most normal spells. But every request comes at a cost. The character has to carry out quests for his Patron or has to sacrifice his wealth, his allies or himself to the Patrons cause. The Patrons influence taints the character over time, as he uses his masters service more and more. 

There are many types of Patrons. Some are powerful, formerly mortals beings who achieved near immortality through arcane skill and knowledge. Some are gods, supporting their followers with powers beyond celestial magic. Many are demons, abusing weak mortals for their own goals by pretending they could achieve greatness. 



One last note: Check out the amazing Knights in the North Blog, if you don't know of it yet. They post tons of amazing DCC stuff and have recently posted an amazing additional system to further improve upon Patrons in general. I highly recommend using it! Seriously. Take a look at their Patron and Deity Demands!

Until next time, where i take another look at the Wizard Class in DCC!

Friday, June 8, 2018

Out of Curiosity: Designing One-Shots

Not every story has to be an epic. Sometimes a short story can be as exciting as a lengthy novel and a short 20 minute video can be more captivating than a feature length movie. Role Playing is no different. While many people want to play lengthy and epic multi-session campaigns, lasting months or even years. But there are more ways to play then this. One-Shots are roleplaying stories and adventures, play- and completable within a single session. But how do you design a One-Shot? How should you approach running a One-Shot? Is it even different from your regular campaign session?

What is a One-Shot?


One Shots are single role playing sessions that feature a story designed to conclude in the very session it started. One could also call them single session adventures. They are not built around weeks of character progression or complex, open ended, narrative structures. One-Shots have to rely on the strength of their story or gameplay in order to deliver a compelling experience. 

Does this mean that One-Shots have to be completely self-contained? No. Not at all. Some One-Shots rely on knowledge of the world, where they take place or the games systems they use. And this can be good. One-Shots in a familiar setting require less introduction and explanation, therefore leaving more time for the playing itself. 

One-Shots can easily be integrated into a campaign, if the premise is not too far off in order to spice things up and some campaigns might consist entirely of One-Shots. Every session tells its own story and a overarching theme, maybe a villain, brings everything together. But the focus always lies on the single sessions, not the bigger picture.


Why play One-Shots?


First of all we need to take a look at the many reasons, why people would even want to play a single session adventure. 

Time might be the main reason. Not every gamer has enough time to spare for a weekly meet up with his fellow gamers and even those who have might find it hard to coordinate this time with their group. It might just be a necessity that leads to playing one-shots on a regular basis, as full attendance is not required for having fun and those missing out don't need to be filled in on any major events.

One-Shots are a natural fit for any story based on mercenaries, so systems like Shadowrun, Cyberpunk or Traveller feel right at home with such a style of play. Characters are not doing things because they want to be heroes, but because they want to get paid. Not everyone is needed for every job and some might need time off to recover. When the job is done and the money is paid, everyone leaves with a nice story to tell. 

There is one place where, over everything else, One-Shots reign supreme. Conventions. There are few people who go to a convention to play their campaign with their friends. At a Convention you want to sit down at the table and jump right into playing. And it does not matter if you play your favorite system, in your own campaign setting or something new: you are there to have fun and you don't want to leave without the story ending. 

How to design a One-Shot


As with everything creative there is no formula for designing One-Shots. I am just sharing some advice from my personal experience and thinking. I don't wanna say that i know how to write perfect adventures. I really don't. But i trust in these advices and most good one Shots i designed and ran fulfilled those rules.


1. Stick to a Theme


Having a singular Theme at the center of your adventure is key to a good experience. Not only does it help yourself design further elements into a short, but coherent story, it also helps your players in getting a feel for the One-Shot. A strong Theme gives the One-Shot consistency and direction.

A One-Shots theme should not only influence the story, but also the gameplay. The players should be able to identify the theme without being told what the theme is. It does not have to be in the foreground. A theme can be as subtle as "Freedom or Safety?", "Vengeful Spirit", "Secret Ingredient" and "Fear of the Unknown" or as obvious as "Religious Journey", "Old School Dungeoncrawl", "Political Murder story" and "Double Agent Drama".

The only important thing is that your stick to your Theme. While a campaign might be fun, when it slowly turns from a political murder story into a hunt for the ancient treasure, this would be too much for your typical One-Shot. While some adventures might work without a Theme or with multiple Themes, fighting to get the upper hand, those will be the exception, not the norm.

While this might be incredibly vague advice, i will give you some practical applications. When making notes for your One-Shot, write the Theme you choose at the top of every page. This will help with keeping the theme in mind. Another idea to keep sticking to a theme would be writing key words, you associate with the theme, down on index cards. Then make sure you include at least half of them in the adventure in some major way.


2. Don't overdo it


Complex scenes and characters are compelling. Complex story arcs are intriguing. Gameplay does profit from depth, most of the time. But within a single session, there is not enough space for everything to be as detailed and complex as possible. If there are many NSC's and they all have tons of depth and complex motivations then players will be confused and are likely not too reach story's climax in time.

This does not mean that you should build a shallow story and flat characters. Quite the opposite is true. Make characters interesting and unique. But don't overdo it. You don't have the space for 20 interesting unique characters. The main characters in the story should be unique, they should be complex and have personal depth. But those characters at the edge of your story won't benefit from such depth. Cliches are great to convey characteristics through expectations and make interactions with side characters quick and intuitive. Those interactions don't distract from the main story and help give the characters a feeling of belonging into the world, as the players expectations of how they should interact were met by the world around them.

When it comes to the story itself, not overdoing it is even more important. Your goals for a One-Shot story are the following. The Story needs to be easy to get involved in, entertaining to play and it should have a achievable conclusion. Everything that distracts from these goals should be closely examined. While, for example, an unexpected plot twist might add to the entertainment value, the second and third twist will just stand in the way of reaching a conclusion. And even the first twist might be unnecessary if the narrative was strong enough until this point. 


3. Less Scenes, more Impact


It's hard to distinguish this one from the second point but the implications are quite different. Don't plan too many scenes. One-Shots often tend to feel rushed anyway, so giving each scene time to breathe and to develop itself is crucial for an amazing Adventure. But its not only about giving each scene time. Each scene has to leave a impact. Each scene has to be important. If you have a scene which does not advance the story or develop the characters, then why is it in the One-Shot?

Constructing a good scene can be challenging? What makes a scene great? A great designer or author could possibly write an entire essay about this topic and i am neither, so I'll keep this short. A great scene is driven by the characters. It comes into existence because the characters have something they want to achieve or discover. A scene without urgency won't be interesting to the characters.
The outcome of a scene should be up to the decisions of the players and maybe even chance. This does not mean that everything should be open ended. It is nearly impossible to account for everything in the design stage of a One-Shot, but the story should not have scenes with only one possible outcome. In a One-Shot, every interaction should matter and therefore should be rewarded or punished.


4 Raise the Stakes 


When the story will reach a conclusion eventually, when the end of the story might as well be the end of the characters, then why should there be nothing at stake. High stakes are rare in roleplaying. Too rare. And a self contained experience like a One-Shot might be the perfect environment to reintroduce them into your design. Why sit down to safe a small village from goblins if you could instead safe the entire kingdom from a demonic dragon lord?

What does having high stakes mean? High stakes are a combination of three factors. High incentive, high risk and high reward. A good story has a motivation for the characters, challenges to overcome and a rewarding conclusion. The consequence for success and failure should be big. If you ever revisit this world, then the impact of this single One-Shot might still linger around in the world itself. Not all plots work on a scale like this. Sometimes the consequences have to be more personal and sometimes they won't even affect anyone besides the main character. But they always should be severe for the character. When the One-Shot has concluded, something should have changed. And whether it changed for the better or worse might be up to the players.

In most stories the protagonists don't fail. While failure within a novel or movie is a device used sparingly to convey drama and suspension, it is always constructed. Role Playing is a game. You can't force people to succeed or fail without it feeling cheap. Success must be an achievement and failure a punishment. The risk of failure should always be there, but there are many forms of failure. While a characters death might be the most obvious form of failure, it should never be the only one. There are many interesting forms of failure, that create new scenarios and develop characters. Loss of a NPC, loss of an item, success on the villains part or a setback in progress are all interesting consequences for failure.  Including them in the design of encounters helps in raising the stakes and creates a atmosphere of danger and suspension once the players notice that success is not guaranteed.

 5. Go experimental


A One-Shot is the prefect place to get weird and creative. No matter what you want to try out, be it a crazy story element, a dangerous encounter, a new mechanic or a weird gimmick, why not try it in a One-Shot. You could even build the entire one-shot around this experimental feature and you don't have to smuggle the new thing in. You can put it front and center for the whole experience. Trying new things out is a great excuse to design a one-shot and those that are build from the ground up to support a creative new idea are among the best there could possibly be.

Just... Don't overdo it...



In Conclusion


A good One-Shot is a One-Shot designed around some interesting core ideas, with a good focus on whats important and what isn't. It involves the players and creates a narrative that can easily hook players and characters into it until the conclusion, in which the consequences of the players choices and characters actions finally surface to their full extent. 

But good is not objective and there are many things i overlooked. Take these rules as a inspiration more than a guideline. Not everything works for everyone, but thinking about what might work is never a mistake.

Sunday, April 15, 2018

Curious Dungeon #1 - The Temple of Oyraka

Normally when designing i start with an idea. With a story to tell. When running fantasy games i always ask myself. Where do i want my party to go and what do they want to do there, way before i ask my self what this place looks in detail. I wanted to break out of this routine and try something else. I sat down and drew a Dungeon map. I had nothing in mind while drawing it, i didn't ask myself questions about the place or the layout, i did not want to know what was inside the rooms and who lived there.

I posted the Dungeon map about two weeks ago with the promise to finish it up within a week. whoops. At least it's done now. I finished the Details of the map and here it is. Curious Dungeon Number 1. The Temple of Oyraka.

I randomly determined what this Dungeon will be. I used the tables i created for rolling through regions and found out that this was a submerged Temple inhabited by Lizardfolk. I did not quite stick to the premise as i decided that the temple was abandoned, but the Lizardfolk left their mark on this place.

But what is inside? The first room was huge, so it obviously needed a Statue. The Dungeon Alphabet by Michael Curtis provided many inspirations for this Dungeon, its arrival at my doorstep was one of the reasons i made this dungeon. It has a quite neat table for creating random statues, so i used it to roll out the table in Area 1-2 and 2-6. The Altars in Area 1-7 got randomized in a similar fashion. But there were still many rooms left empty.

It was quite easy to determine the former use of most of the rooms but for some i had to randomly determine a use. At this point i just looked at any table i could find for inspiration. Room by Room the Dungeon came together. I stopped rolling out random things and just picked what i liked out of this book and many other resources i could find in my bookshelf.

Here is the result. The Temple of Oyraka.

If the Hyperlink is not working just follow this link: https://drive.google.com/open?id=1NJDRr0_w-FqRCvSVEUh8o5ZEbSErY48d

I liked the idea of having the Dungeon set inside a lake. So i did it. It was submerged anyway, right? Now one question was left to answer: Why should adventurers go into this Dungeon? A mighty artifact had to be placed inside this Dungeon. I found no good spot to hide it. No room that made for a nice final room. So i placed it in the entrance and made a journey through the entire Dungeon necessary to retrieve it.

Writing this Dungeon down was way more work than designing it and i did not expect it to take this long. But i did learn a lot from this and be ensured that this won't be the last curious Dungeon.

Friday, February 2, 2018

Rolling through Regions

Every Story needs to take place somewhere. This somewhere is not the entire continent, or world. It is a small region. Some landmarks, a few cities, some history, nothing more. Most Stories and Adventure Modules don't need a predefined world and DCC is built around the idea of creating the world from within. Taking the focus towards the individual places and persons.

This system i present you here will provide you with a randomized region for fantasy roleplaying. While some of the designs and ideas are directly catered towards Dungeon Crawl Classics, the regions provided here can easily used inside every fantasy setting or system.

A huge shoutout to Last Gasp Grimoire, which inspired this Setting with its amazing City and Village Generator.

Let's get started.


1. Prepare the Region.


We need some tools for creating our region. We need a normal piece of paper, some pens and dice. Specifically d4, d6 and d20. Which dice of which sort you take is up to you but for trying out the system i recommend 6 of each. Put all the d4, d6 and d20 on a pile or into a bag. Now we can start.

2. Roll the dice.


Pull a hand full of random dice out of the bag or from the pile. Throw them all onto your sheet of paper. Those refusing to land on the sheet of paper will have to find their way back on there. Just pick them up and place them somewhere or roll them again until they stay there. Every Die will represent something in the region. The d4 form the landscape, the d20 create the settlements and the d6 fill the region with places of interest.

3. Create the landscape.


Every d4 represents a big area of terrain. Take the die out and draw the landscape corresponding to the number rolled onto the map.

1 - Mountains
2 - Forest
3 - Lake
4 - Hills

The size of the landscape is up to you but if you can't decide. Reroll the d4. The number that comes up shows the diameter in inch. If landscapes overlap with other dice, then so be it. If a dice is close to the edge of the map you can expand the landscape out of the map. A Lake might become the sea by doing so.

4. Create Settlements


Every d20 is a settlement. The number rolled represents the size of the settlement. Everything below 10 has to be considered a town or smaller, while 11 or higher represent cities. Draw a Settlement of corresponding size and write the Number next to it. If you want a more in depth city creation look at the Optional Steps after this.

5. Create Special Places


Every d6 represents a special place. Higher numbers mean more important, mythical or dangerous places. There are two systems of which to choose. They obviously can be mixed without further adjustment.

5.1. Place Adventure Modules


This method replaces the d6 with pre made adventure modules. Every die represents the location at which a Module takes place. The recommended character level for the module equals the number rolled -1. Note that thiss will not provide with adventures for characters of level 6 or higher. Level 0 reffers to Funnel Modules, which are more or less specific to Dungeon Crawl Classics.

5.2. Place "Special Places"


Just get creative! Ancient ruins, secret wizard lairs, ruined chapels. The higher the number, the bigger the danger, the greater the reward. Within the optional steps, a set of random tables can be found which provide inspiration. If planning on using them, mark the number of the dice at the location.

6. Create Roads and Rivers


We begin with the largest settlement. If the Size of the Settlement (the number on the d20) is bigger than 10 connect it to 1d4+1 other Locations. This proritizes close settlements and big settlements over special places. If the settlement is "close" to the edge of the map, there is a 50% chance that one road will lead out of the region. For settlements with a size of 10 or lower, if they have no roads yet, create one. Afterwards, no matter how many roads there are, roll a die. At a odd number draw a road between the settlement and another random place.

Every mountain spawns 1d4-1 rivers. Also, there are 1d4-2 rivers, which spring from somewhere else or come from outside of the region A river begins at the spring and then flows towards a random place, be it a settlement a lake, or a special place. At every place reached roll for another one towards which the river will continue. Rivers will never go closer towards their spring. If all "valid" targets are closer to the spring than the previous targets it simply flows out of the map. Rivers crossing each other join up and become a single river.

7. Finishing touches


The map you have now is a rough sketch of your region. Giving names to places will transform it into a place to play at. If you don't wish to give more details to cities and special places, then you are done. If you want to do so, then either follow these optional steps or any other method you see apropriate.

Optional steps:


The following steps are not required in Order to create a functioning region. Often they have to be chosen in order to fit the narrative, but sometimes rolling them out can lead to more creative fun.

O1. Who rules here?


Every Region needs a Ruler. In order to determine the Ruler roll a d20 and add the size of the largest settlement ontop. Then consult the following table.


Things inside a settlement
Result Who rules?Modification
2 - 4 Anarchy. People here have somehow arranged with each other. Stranger might find the inner workings quite confusing.none
5 - 8 Clans. Old families rule this land. They are not noble and not wealthy but their rule has been accepted by the people.none
9 - 12 A Chief. A Warlord or some other form of archaic king rules here. His laws might be erratic but they work.none
13 - 16 Rulers from the outside. Some Ruler from a distant land have all the saying in this land. There won't be any direct rule, just an embassy within the biggest settlement. Roll another d20 and add it to your previous roll. This determines the outside rulers.Embassy in biggest settlement
17 - 20 Religious Leaders. This region is governed by the Church of (1d6) 1-2. A lawful god. 3-4 A neutral God. 5 A chaotic God. 6. A demon lord.Add a Temple of the entity to every settlement
21 - 24 The Merchants Guild. Trade is the essence of this land, as it is owned by wealthy tradersAdd a Merchants Guild building in every settlement
25 - 28 Place of the People. The People Rule over their own land. Decisions are made by (1d6) 1. an assembly, voted for by the people. 2. the rich and wealthy. 3. the military leaders. 4. the noble. 5. the oldest. 6. the literate and scholars.Add a public meeting hall to the capitol
29 - 32A mighty Person. This region is controlled by (1d6). 1. a powerful mage. 2. a powerful noble. 3. a holy person of a random god. 4. the child of a king. 5. a military leader assigned to this place. 6. a young rebel, who overthrew the old regiment (roll again to determine the former rulers)Add a fortress befitting the ruler to the capitol
33 - 36 The Count rules. While neither as noble, nor as powerful as the king, the count and his family reign over all settlements in this region, with no one above them.Add a Castle to the capitol
37 - 40 The King rules. A mighty King reigns supreme. Not only is this region under his rule, he also reigns over all the land surrounding it. This is the centre of a big kingdom.Add a Castle or even a palace to the capitol

Note on the table: This table does assume, that humans are in charge, but if this is not the case by design, then there is a 10% chance of the ruler beeing a dwarf, elf or halfling. If  one of those rule the land there is a 50% chance, that the population mostly consists of his race.

O2. Give life to Settlements

Settlements are not well defined within this method. If you want to give them more Detail, then you can use the system provided here. You need to know the size of your settlement in order to use this system:

 - Determine Population.

Each Settlement is populated by about 50 * [size]² People. You can adjust the numbers for larger, big cities by increasing the power to the size to 3 or even 4.

 - Determine whats inside the Settlement

Settlements consist of more than just huts to live in. First of all. Every settlement has a building for those who reign there. To randomly determine other buildings or places of importance look at the list provided here. Roll a d20 for each entry. If you roll lower than or equal to the size of the town, then such a building is present within the town. A natural twenty never adds anything.

Things inside a settlement
Guilds Temples* Military Shops
Guild of Magicians Temples of lawful gods Soldiers Academy Legendary smith
Guild of Mercenaries Temple of neutral gods Walls** Salesman for everything magic
Guild of Merchants Temple of chaotic gods Castle** Thriving Black Market
Guild of Thieves (Secret) Cults

 * Cities can have multiple temples. If your settlement gets a temple decide if it si for one or many gods. If it is for only one, then roll again for a temple of the same alignment, until you roll too high or run out of gods.

** Cities with a size of 11 or bigger automatically have walls around their centre. This adds another layer of walls. Also every city, ruled by a Chief, Count, King or anything similar automatically has something like a castle. This option then imporoves its looks or fortification.


O3. Randomize your mysteries


This little table can provide you with a randomized special area. You just have to roll a number of six sided dice, equal to the number rolled for the special place (between one and six d6) and compare it to the table. Reroll for each individual column. This tablehas four different entries that make each Place special. The Place itself, it's dominant feature,and its current inhabitants. You may roll twice for feature and / or inhabitants in order to give to place more character. Substract or add 1d6 on your second roll.


Random special place table
ResultPlaceFeatureInhabitants
1EncampmentabandonedRoll 2d6 instead
2Swampforgottengiant spiders
3Forestdestroyedhumanoids
4Townovergrowngoblinoids and orcs
5Graveyardforgottenbeastman
6CavecorruptedUn-Dead
7Fortificationancientlizardfolk
8Minegiganticgiants
9Towertrap-riddenplants
10Laboratorysubmergedelementals
11Templecovered in mistcultists
12Cryptfrozenconstructs
13Arenacrystallicmagical [2d6]
14Prisonglassyfey
15Ritual SiteunholyShapeshifters
16Wreckage of a shipsentientdemons
17Labyrinthmechanicdevils
18Holy Siteflamingdragons
19Citygravity defyinggiant [3d6]
20Portal to another realmtoxicUn-Dead [2d6+7]
21Magical Treemovingmutated [3d6]
22The Underdarkteleportingspirits
23Ancient Battlefielddemonicvampires
24Dragons Laircursed by a godCreatures from the underdark
25Treasure hoardflying[4d6] from another plane
26Pyramidontop of another site shadows
27Corpse of a giantshrinkingthe child of a god and a demon
28Portal to another Planepitch black a unspeakable horror
29Throne of a dead goddevouringimmortals
30Inside a living creaturemulti-dimensionala crossbred between [2 * 5d6-1]
31Birthplace of a racefrom the futurethe last of his race
32Demonic Riftmade of pure goldtime travellers
33A Cloudplace of negativesa demon lord
34Megadungeonteleportinga 10 000 years old mage
35Portal to another timeolder than timea forgotten god
36Home of a deityextraplanarchickens

 

O4. Hexcrawls

By throwing all the dice onto a Hexmap one can easily create a hexrawl out of this. I recommend taking more special places then and adding some coins or other markers at which random encounters will occur. 

Wednesday, January 31, 2018

About Dungeon Crawl Classics

Welcome to Out of Curiosity. This Blog will serve as a place to share thoughts, impressions and creations. In the forseeable future most of my posts will have one thing in common. They will be, more or less closely tied to the "Dungeon Crawl Classics" RPG. Why DCC?

I have been playing Role Playing Games for over 10 years and have tried many Systems and settings. I first started playing with "The Dark Eye" (like most german roleplayers) and played TDE (DSA) for years. I immediatly got hooked into gaming and it has been my favorite hobby ever since. For DSA, i enjoyed the setting but found the well-defined world quite limiting and as i tried other systems i began having issues with the system in general. But still. DSA has been the source of some of my finest memories in gaming, but my gaming group fell apart. I soon found myself more interested in non-fantasy Roleplaying and spent many fun sessions within Shadowrun, Dark Heresy, Traveller and Vampire. And every time i wanted to play some fantasy. I just didn't know how to start. I did not care too much for DSA anymore and, despite years of play and many books owned, Pathfinder just was not what i wanted from fantasy RPG. So i began to look around.

I played DCC some time before I ever heard of DCC. At a small Convention someone ran Dungeon World with a fan made rule set called "Funnel World". We played Sailors on the Starless Sea (A fact that I only found out three years later, as I bought the adventure after many recommendations). It was fresh and fun but didn't stick with me. It took me another two years until, at another convention, a friend presented DCC and I was quite interested. I can't recall why I was so excited about it, but the more liberal approach to fantasy Roleplaying and the rework of how spellcasters work in comparison to DnD hooked me. I got the book and now I consider DCC a personal favorite.

Enough backstory. Let's talk about the Thing. I don't wanna tell you to like it and i definitly don't want to say, that DnD is bad. It is not. I just want  to explain my point of view and show you some of the merits this system has. 

So the question is: Why do I like this thing?

It is not for nostalgia, as i am far too young to have any nostalgia towards old school Dungeon Crawls. The Dark eye is not about dungeons. I played Pathfinder, before ever playing any DnD and my first session of aDnD was a month ago. So i don't just like this old school inspired system for old times sake.

First of all: DCC is focused around characters. While this might sound weird, looking at an Old School System with only 4 classes in total and non humans being limited to their own "racial class", creating a character shows a different approach. The personality and development of a character is not tracked on the character sheet but up to the player. There are no rules regarding how you have to play your character except for being either lawful, neutral or chaotic. While leveling up is important the most drastic improvements or changes in DCC come from story elements, like blessing of gods, magical artifacts, demonic intervention and many more. So what makes a character unique is not recorded on sheet but lies within its background and history.

Furthermore Dungeon Crawl Classics simply has amazing systems aiding those character developments and helping in creating epic moments in a natural way. The systems all leave lots of space for players to be creative with and the inclusion of many random tables into gameplay creates an expectancy that anything can happen. But how does randomness and creativity work together? The game never forces you into one direction. Reading the rulebook will give you the impression, that you, as gamemaster, should choose when to insert randomness. Yes, critical hits do use random tables but if my fighter describes how he wants to stab the orc into the leg and rolls a critical hit, then why even roll for a crit and not just let the leg come off? Nothing stops you of doing this! That why the gamemaster is called judge. Randomness does not have to be applied, but when it is... Things tend to get hillarious.

But most importantly, for me, DCC feels like a template to make what you want out of your game. There is no predefined world and no lore knowledge which is mandatory. If you have an Idea, then simply go for it. And this extends to game systems. Meddling with classes or systems is not this hard because balance is not done through stats but through expecting players to pick their encounters wisely. There are few systems except for luck that apply to all characters so you don't have to keep those systems in mind when designing new stuff. Be it new classes, new encounters, new monsters or new worlds. Not only is it easy to implement. There are many people who already do this stuff and just a quick search on the internet will leave you with tons of fanmade stuff, some free, some not, all worth looking at, for this system.

Last but not least. Modules for DCC are awesome. Goodman games knows how to pick, choose and make good adventure modules and those for Dungeon Crawl Classics are mostly top-notch. For everyone interested in fantasy roleplaying i can not recommend them enough. They know that, just because your characters are inexperienced and of low level, this does not mean that things won't become epic and crazy. There are no small goblin lairs on which to spend 3 evenings of cleaning up. No. You are a peasant nothing more than a pitchfork? Ever heard of the Lords of Chaos? No? Well... that's you problem. DCC starts of epic, at low levels and doesn't slow down and this spirit translates into all their modules. 

I could continue writing about why I like DCC for a long time, but I want to write more general articles about some of those things at some point and this one went really long for a opening post.. The future will bring more focused posts, but opening with a post about my current favorite System and why creating things for it is so much fun felt like the right way to start this.

So far, thanks for reading.
Marc