Tuesday, May 27, 2025

More Work on the Campaign World - Worldbuilding with Monsters, A Quick Idea

One of the things I've found that truly helps me in working on a campaign is creating monsters or factions. Worldbuilding through tangible statistical creatures seems to really help me. For instance, instead of just picking through monsters and placing them, I'll figure out where a creature would be, and then name it something along the lines of Ruby Goblins of Rime (which you can see on this blog, just go to the Monster page). Since I want to run BECMI, I have to re-stat them a bit, of course. 

The process works for established monsters as well, if I give them an ability or a stylistic tweak or a personality change and make them fit into a region, such as a group of dwarves (and I completely stole this idea from somewhere but I can't remember where) that have gone insane and are trying to build a stairway to the sun so they can mine it, in the belief that it holds unimaginable riches in ores and gems to make it so bright and shiny. Imagine how precarious that encounter could be if a PC spouts off and begins to laugh at the idea that they take so dearly and seriously, with a bunch of ill-tempered dwarves now driven to insane anger. Those guys are going to go near to the equator since the sun is always high in the sky for hours on end, and led to their insane quest to try to mine it.

Anyhow, on the mapping front I am now 31 pages deep into the 49 pages of re-mapping the world it took to break things down into 6 mile hexes. It's a long, tedious process, and I'm trying to get through between 2 and 4 pages per day, so I'm very close. For individual adventuring areas I think I'll break them down further into 1 mile hexes and use a few resources like random tables to give me extra ideas and to tweak the terrain when it gets that granular. By the end of this, after I dabble in a few different beginning campaign areas, I'll be able to go on the hunt to start a game somewhere. 

Monday, May 19, 2025

Working on My Campaign World

After having moved to Detroit a few years ago, I'm finally getting the itch to play again, which means finding friends to play with. That's not terribly easy for me to do. I'm middle-aged, my kids are grown, and I've relocated to an area where my wife was pretty much the one person I knew.

All that aside, I keep plowing ahead on the Antediluvia setting, putting all other settings I'm working on to the back burner. Expect to see more here as I forge ahead.

I've recently taken the world map I have had for 15 years and bought a small light pad so I could trace the features onto a hex grid map (I like working in pencil and pen, not digitally). Those I declared 24 mile hexes, and now I'm breaking down all those hexes into the traditional 6 mile hex with a hex paper notebook I have. It all goes to hell when I accidentally misnumber a hex, but fortunately that's only happened once. I'm now in the process of scouring all the hex-crawl PDFs I have to steal ideas, and it's going to lead to a gonzo D&D setting that's very much in line with the picaresque stylings of Jack Vance, with weird cultures that have weirder customs. There will be some bog-standard D&D stuff in there, i.e. orcs, goblins, and gnolls, but with a twist. I took a cue from Hiero's Journey by Lanier and made all the humanoids mutations of humanity. It not only explains why so many different humanoids exist, it gives them a reason to be downright awful to the PCs - the struggle of Law vs. Chaos, where the one goal of the humanoids is to unite the world in worship to ancient, possibly evil technology, and the PCs fight to resist them. But for that they'll need some weapons of their own for the fight ahead, and where better to find them than in ancient haunted halls below-ground?

Indeed, this whole setting is a pastiche of ideas culled from different Appendix N sources. I'll be pleased if someone recognizes references or styles, if they're well-read enough, but I almost want the players to be unfamiliar with the source material when I reference it like I have with the humanoids. They might recognize references I've pulled from more common sources like the Bible (the overall setting being in effect a pre-cataclysmic Earth before the flood), but those references are few. Those of us who play these games that haven't read Appendix N are legion, so hopefully I get some younger players who have no idea who Fritz Leiber or Sterling Lanier are. That would be a wonderful way to play, and introduce these youngsters to the giants of the genre. 

Now, I just have to find players willing to try an old game. The BECMI Rules Cyclopedia is calling for me to introduce them to a simpler game.

Wednesday, April 16, 2025

Game Balance Should Not Be Your Goal

I've opined before on the myth of game balance, and my ideas run parallel to the author of this post over at RPG Gazette:

https://therpggazette.wordpress.com/2025/03/31/the-myth-of-balance-why-perfectly-balanced-ttrpgs-are-a-pipedream/

The author makes the case for interesting imbalances, and I agree wholeheartedly. Part of what makes OSR games interesting are the different strengths of the different classes. They have a role they excel at. They shouldn't be pigeonholed according to average damage output per level or whatever your metric of choice tells you should be the case.

In fact, I make this argument for Palladium's system all the time, especially Rifts. Yes, you can play alongside near-invincible creatures, but player agency should win out in the end. Use your brains. There is ALWAYS something for you to do, if you are creative enough. The GM should be providing opportunities for everyone to shine, also. If the GM is not, the GM isn't doing his or her job.

Thursday, April 10, 2025

Antediluvia: The City-State of Jelkkor Than (Overview)

(This City-State hasn't been placed on the map of Antediluvia yet, and was directly inspired by a Jack Vance tale, but I add my twist to it.)

The City-State of Jelkkor Than, couched in deep swampland, is a dismal place full of dismal people. The people of the city are physically short in stature, not often above five feet tall, but are stout and hardy. They have to be. The swamp is an unforgiving place where existence is often carved out only by determination alone. They whitewash their hair, and never cut it, leading to them all having pure white shocks of hair from an early age. The rest of their body is entirely hairless, which is a blessing in the swamp.

The leader of Jelkkor Than is a priestly role, with the title of Than-Speaker. He (or she, rarely) leads the populace in their observance of religious rites (of which there are many, in varied forms, featuring many local gods), makes new laws, and enforces the existing ones. The tenor of leadership is generally authoritarian, of course, being a theocracy, but most Than-Speakers attempt to be fair. There have been leaders who are not, however, but the populace often runs them out of the city when this happens and the people become tired of the ruler. Than-Speakers are chosen by lot from the many priesthoods in the city.

It is rumored that the scepter that the Than-Speaker carries as a feature of his station is magical in some way. Indeed, popular Than-Speakers of the distant past have been said to have lived for a thousand years, but whether that is due to the scepter or some other means is unknown. No leader has lasted more than thirty years in the last few centuries, so there has never been a recent opportunity to test the theory.

Thursday, March 21, 2024

Antediluvia: The City-Repository of Xaccur (Overview)

(I haven't placed this anywhere on the map yet - I'll have to find a quite excellent place to stick it. This settlement keeps with the theme of books in the campaign being very important.)

    The small city of Xaccur is a city where knowledge is the only commodity and secrets or rare books can make a person rich. Every powerful figure in the city has a coveted and rare collection of scrolls, books, tomes, librams, codices, and tablets (and other, even more obscure items that store information in some way, including ancient or even future technology). They all employ teams of learned people and teams of vagabonds and thieves (and occasionally these folks are the same) to locate and acquire, by any means, items of rarity and worth. Secrets and intrigue are also quite valuable to any lord of the city, as well as new magic.
    Governmentally, Xaccur is a loose confederation of the most powerful people in the city, who usually govern by consensus, but all decisions are driven by each member's motivations and goals rather than fair governance. The city guard, sarcastically called Librarians by the common citizen, keep a form of order, but that order is often brutal and unjust, and enforcement tends to be at the whim of the head of the guard, or to further the ends of one of the leaders in the city. A position on the guard in Xaccur is a license to steal - and worse.

Sunday, March 17, 2024

New S&W Spell: Circle of Nauseous Effect

Circle of Nauseous Effect
Spell Level: Wizard 3
Range: 120 feet
Duration: 1d6 turns

This spell creates a powerful 15-foot radius protective circle around the center of the spell that gives creatures the nauseated condition if they enter the spell's area of effect, and the condition lasts for 2d4 rounds. Any creatures entering the area receive a saving throw to avoid the effects, but even on a successful save they are sickened for 1d4 rounds. 

Conditions for Swords & Wizardry

CONVERSION: Conditions for Swords & Wizardry

CONDITIONS
These conditions are adapted from Pathfinder 1E. I have chosen to adapt conditions because I like giving names to rules functions to both help me codify them in play and give players a description of their characters' current state. It's one of my favorite things about 3.5/Pathfinder 1E, and I view it as one of the biggest innovations in game design at the time. They definitely help me during play., So, I have adapted them for S&W.

Blinded
A blinded character cannot see. They are -2 to AC and lose any Dexterity bonus. All checks and activities relying on vision fail. Opponents are considered to have total concealment in combat (50% miss chance). To move faster than half speed, a Dexterity check is required at a -4 penalty, and if failed, the character falls prone.

Cowering
A cowering character is frozen in fear, and can take no actions. They are -2 to AC, and lose their Dexterity bonus.

Dazed
Dazed characters are unable to act normally. They can take no actions, but they have no penalty to AC while defending themselves. The dazed condition typically lasts just 1 round.

Confused
Confused characters are mentally befuddled, and cannot act normally. They cannot tell the difference between ally and foe, treating all other characters as potential enemies. Allies attempting to cast beneficial spells must be treated as if they were enemy spellcasters and it might be necessary to subdue to confused character. On the subject's turn each round, roll 1d100 - 01-25: Act normally. 26-50: Do nothing but babble incoherently. 51-75: Deal 1d8 points of damage + Strength modifier to self. 76-00: Attack nearest creature. If a confused character can't act on an indicated action, he babbles incoherently.

Deafened
A deafened character can't hear. They are -2 to initiative and fail all sound-based checks and activities automatically. They also have a 20% chance of spell failure due to not being able to correctly pronounce incantations when deafened, being essentially unable to hear themselves speak.

Entangled
An entangled character is ensnared or caught in something, or their mobility is impeded otherwise. They may only move at half speed, and can't run or charge. They are -2 to attack, -4 to Dexterity, and suffer a 20% chance of spell failure from lack of full mobility and distraction.

Exhausted
An exhausted character moves at half speed, and cannot run or charge. They are -6 to Strength and Dexterity. After 1 hour, an exhausted character moves up the scale to the fatigued condition.

Fascinated
A fascinated character is entranced by a supernatural effect of some sort. They stand or sit quietly, paying attention only to the effect that entrances them. They are -4 to any check made as a reaction. Any potential threat to them allows a new save versus the effect, if one is allowed. Any obvious threat breaks the fascination effect, if the GM sees fit. An ally may shake a fascinated character free of the effect, if the GM allows, taking a full round. 

Fatigued
A fatigued character can't run or charge, is -2 to Strength and Dexterity, and doing anything that would normally cause fatigue in this condition moves the character into the exhausted condition. After 8 hours of rest the character is no longer fatigued.

Frightened
A frightened character flees from the source of its fear as best it can. It may fight if unable to flee. They are -2 to attack, saves, and ability checks while frightened.

Grappled
A character in the midst of grappling is considered grappled. They are -4 to Dexterity, -2 on attack rolls except for rolls pertaining to the grappling contest, and must make successful Dexterity checks in order to cast spells. They can't complete actions that require two hands, as at least one hand will be considered involved in fending off the other grappler.

Incorporeal
Incorporeal creatures are immune to nonmagical attacks, and take only half damage from magical weapons, spells, and supernatural effects. They take full damage from other incorporeal creatures or ectoplasm-based magic attacks.

Nauseated
Nauseated characters become extremely ill and suffer severe stomach distress. They are unable to attack, cast spells, or do anything requiring concentration. They may only move or defend themselves.

Panicked
Panicked characters must flee at top speed from the source of their fear. They have a 50% chance of dropping anything they are carrying. They will flee along a random path, and are -2 to saves and ability checks. If cornered, a panicked character cowers in fear and does not attack.

Paralyzed
A paralyzed character is frozen in place, and cannot move or act. Dexterity and Strength are effectively 0, and the character is helpless. They may only take mental actions.

Prone
A prone character lies on the ground. They are -4 to attack and cannot use ranged weapons other than a crossbow. They receive a +4 AC bonus against ranged weapons, but are -4 to AC in melee.

Shaken
Shaken characters are -2 to attack, saves, and ability checks.

Sickened
Sickened characters are -2 to attack, saves, damage, and ability checks.

Staggered
Staggered characters only move and attack at half speed.

Stunned
Stunned characters drop anything they are holding, can take no actions, and are -2 to AC. They lose any Dexterity bonus they may have.