Thursday, November 21, 2013
My, my, Investigations CAN be mapped like a Dungeon
I haven't attended ALASS for awhile (stuff keeps coming up and I have no foam swords) and it's not Game Translation Day so I thought I'd instead share something I found today off a thread in the beautiful Yog-Sothoth.com Through that thread I found a blog and on that blog I found a ... dungeon map for Cthulhu investigations.
Check it out on Dreams in the Lich House.
Read it yet? Seen the pretty pictures?
Don't worry. I'll wait.
Basically the premise is pretty much a bubble map but instead of bubbles you draw rooms and instead of lines you draw corridors. Somehow, oddly enough, I find this way more easy to comprehend and memories than I ever could with bubbles. I think it's because my brain comprehends the corridors as "You Can Go Here From Here" much better than it does lines. It's also neat because you can always use secret door symbols to represent clues / threads that are obscure or hard to reach and stair symbols to represent characters leaping to an overseas or interplanar destination.
Anywho, food for thought. What do you guys think?
Tuesday, September 17, 2013
Revealing Fantasy Cities
Fantasy cities are an interesting conundrum. On the one hand you want to make them vibrant, exotic and interesting. On the other hand you want to tap into the occasional sense of familiarity because, after all, these are the urban spots of fantasy so it's nice to feel connected to them. You're best off creating a city that has a strong theme that ties it all together to distinguish it from other cities, but you also want to ensure that there's enough variation within the city to justify calling it one. You also don't want it to be yet another Medieval or Low-Tech-Version-of-Victorian London but you may not have much information on cities that aren't in that mould.
So what do you do? Where do you go from here?
You could go and google "Fantasy Worldbuilding Cities" or some other similar collection of keywords to look up advice given by writers for writers on the subject. When it comes to worldbuilding and research, a lot of the same issues apply to both Game Masters and writers, after all.
Some decent links include the Fantasy Worldbuilding Questions Document, the Greatest Cities in Science Fiction Fantasy for a look at some famous ones and why they're so cool, and rpggm has a list of links on the topic.
But for today we will look at it in terms of two main factors of city building: Internal Consistency and Something Cool.
The Something Cool part is that little iconic flair or thematic line that sums it up and gives it an essential flavor. It might be something physical such as a city in the clouds or on a dragon's back, something thematic like "the city that never sleeps", or something based around a social custom like foot binding or dueling.
The Internal Consistency part is when you take that piece of iconic flair and run with it. Why is this city (especially a fantasy city) called the City that Never Sleeps? Is it because there are nocturnal races that take the night shift? Is it because the city is on a constant state of alarm due to the presence of dragons in the local area? Is it that the city is known for its decadence? Is it a mixture of the three?
Brainstorming is your friend here. Take that Something Cool and run with it. Come up with as many options you can think of and then weed out all the ones that seem tired, old, or just plain don't work for your campaign or wider setting.
Then take those details and have a real think about them. If the city is known for its decadence, then what does that mean for the paupers? For the nobility? What sort of decadence is permitted and how does that tie in to the wider customs and social interplay? Is the place starting to fall apart because the city wastes its money on nonessential parties? Is morale high? Low? Is it easier to get in through the city gates or harder? Does the decadence spill out into out-and-out corruption?
And what does that mean? How does that affect class boundaries and the presence of magical artefacts? Also what sort of quests might a decadent and sleepless city hand out?
What's that? You didn't think of the city's style affecting the quests?
Shame on you!
Matching the quests to the style in some way is one of the best ways to get your players to know the city. They spend much more time questing than listening to backstory, after all (hopefully).
A decadent city might use fetch quests, hunt quests, dungeon quests and delivery quests just like your regular fantasy campaign but the flavor should generally be decidedly different. Fetch quests might be given by alchemists to collect rare herbs for a potent drug, given by the merchant in search of clues to an enemy's dirty secrets or by a noble in search of expensive bottles of alcohol. Hunt quests could involve finding attractive dancers for the ball, hunting an impressive creature with the nobility through the parklands, or trapping a nymph to be the spectacle for a gala. Dungeon quests could become quite literal with fantastic creatures getting loose beneath some noble's playhouse ... succubi and nymphs and dryads, oh my! Delivery quests could involve tokens of affection, letters between the beloved or a love potion that needs to be imbibed by the right person at the right time.
Let's face it, if you were part of a party who had to go through all of that you might get a sense of what this city is all about - socially, politically and thematically. It's a great and easy way to do it and it sure beats having to use more exposition.
Of course, the micro-settings you pick for your scenes are vital as well. A meeting in an opium den, battle in the rafters of an opera house, or gathering in the private wing of a mansion dedicated to a noble's heir can all add to the vibe and allow you to really immerse the player characters in the uniqueness of this city. Now this doesn't mean you can't have classic taverns, cozy cottages, or other non-decadent-urban-spaces but they should feel a bit different, a bit special, by providing contrast to the main points of the story.
After all, the more normal and broad a city's vibe, the more generic it becomes.
The more unique and consistent a city's vibe, the more exotic and interesting it becomes.
So what do you do? Where do you go from here?
You could go and google "Fantasy Worldbuilding Cities" or some other similar collection of keywords to look up advice given by writers for writers on the subject. When it comes to worldbuilding and research, a lot of the same issues apply to both Game Masters and writers, after all.
Some decent links include the Fantasy Worldbuilding Questions Document, the Greatest Cities in Science Fiction Fantasy for a look at some famous ones and why they're so cool, and rpggm has a list of links on the topic.
But for today we will look at it in terms of two main factors of city building: Internal Consistency and Something Cool.
The Something Cool part is that little iconic flair or thematic line that sums it up and gives it an essential flavor. It might be something physical such as a city in the clouds or on a dragon's back, something thematic like "the city that never sleeps", or something based around a social custom like foot binding or dueling.
The Internal Consistency part is when you take that piece of iconic flair and run with it. Why is this city (especially a fantasy city) called the City that Never Sleeps? Is it because there are nocturnal races that take the night shift? Is it because the city is on a constant state of alarm due to the presence of dragons in the local area? Is it that the city is known for its decadence? Is it a mixture of the three?
Brainstorming is your friend here. Take that Something Cool and run with it. Come up with as many options you can think of and then weed out all the ones that seem tired, old, or just plain don't work for your campaign or wider setting.
Then take those details and have a real think about them. If the city is known for its decadence, then what does that mean for the paupers? For the nobility? What sort of decadence is permitted and how does that tie in to the wider customs and social interplay? Is the place starting to fall apart because the city wastes its money on nonessential parties? Is morale high? Low? Is it easier to get in through the city gates or harder? Does the decadence spill out into out-and-out corruption?
And what does that mean? How does that affect class boundaries and the presence of magical artefacts? Also what sort of quests might a decadent and sleepless city hand out?
What's that? You didn't think of the city's style affecting the quests?
Shame on you!
Matching the quests to the style in some way is one of the best ways to get your players to know the city. They spend much more time questing than listening to backstory, after all (hopefully).
A decadent city might use fetch quests, hunt quests, dungeon quests and delivery quests just like your regular fantasy campaign but the flavor should generally be decidedly different. Fetch quests might be given by alchemists to collect rare herbs for a potent drug, given by the merchant in search of clues to an enemy's dirty secrets or by a noble in search of expensive bottles of alcohol. Hunt quests could involve finding attractive dancers for the ball, hunting an impressive creature with the nobility through the parklands, or trapping a nymph to be the spectacle for a gala. Dungeon quests could become quite literal with fantastic creatures getting loose beneath some noble's playhouse ... succubi and nymphs and dryads, oh my! Delivery quests could involve tokens of affection, letters between the beloved or a love potion that needs to be imbibed by the right person at the right time.
Let's face it, if you were part of a party who had to go through all of that you might get a sense of what this city is all about - socially, politically and thematically. It's a great and easy way to do it and it sure beats having to use more exposition.
Of course, the micro-settings you pick for your scenes are vital as well. A meeting in an opium den, battle in the rafters of an opera house, or gathering in the private wing of a mansion dedicated to a noble's heir can all add to the vibe and allow you to really immerse the player characters in the uniqueness of this city. Now this doesn't mean you can't have classic taverns, cozy cottages, or other non-decadent-urban-spaces but they should feel a bit different, a bit special, by providing contrast to the main points of the story.
After all, the more normal and broad a city's vibe, the more generic it becomes.
The more unique and consistent a city's vibe, the more exotic and interesting it becomes.
Friday, August 16, 2013
Cthulhu Monster Balance
Anyone interested in a really insightful consideration of how to balance, and choose, different Cthulhu monsters for different tasks? Or how to determine whether some Cthulhoid critter might well be too problematic to use in a story? The wonderful author of Libraries and Leviathans has done a fantastic article on just that. I couldn't recommend this article highly enough. Thought-provoking stuff and well worth reading twice! This is quite a handy little article because Cthulhu monsters are all quite powerful beasties and sometimes you don't want to just have a TPK. You want to have a story as well. Now I just need to find an article about this with the very difficult to balance World of Darkness system and I'm all set.
Happy reading!
Sunday, July 14, 2013
Disaster based behaviour
People always assume that a disaster will involve running and screaming and people clawing at each other to get past. Not only is that often not entirely true (most people have families or friends with them, notable instances of people in crowds helping each other have been found) as it's less that no one cares or is trying to help and more than it's difficult in a tight crush of people to help those who have slipped (if you even see them) but it can even be the complete opposite of that. Sometimes people will just pretend that everything is normal. Weird but true. So if you're going to be running a crowd in a risky situation then you can create a more unique situation by including a bunch of people who have chosen to wait.
Saturday, July 6, 2013
Lovecraftian Play-by-Posts
If you're anything like me you enjoy thinking about games and indulging in little bits and pieces of games across the week. Since I love the sight of my own written word - you may have guessed this by seeing my daily posts - I've also been involved in play-by-posts since 2006 and have racked up 10,401 posts across a dozen different games that I have either run or played within. In truth I've only ever played at www.callofcthulhu.org.uk due to a mixture of easy lay out (each game has its own sub-forum) and its very friendly and inclusive users. Besides which they combine horror with investigation which is something that I don't get to focus on because my players have other tastes that are happy to tilt that way occasionally but not constantly.
At present I'm running four games - two of which will soon be ending and which I will be replacing with two others.
Welcome to Silent Hill contains two separate adventures where two different characters try to survive the town and its psychological mindscrews, Order cultists, and general violent monsters that aim to destroy them. Two adventures have thus far been concluded with a resurrected madman called Jack and a distracted mother whose daughter drowned in Lake Toluca (and who later drowned herself as penance). At present a violent thief was sucked into foggy and dark Silent Hill after stealing a book from the Order (Father Vincent) and a private investigator has entered the town in search of his client's wife who went missing a few years after the PI found her cheating on him.
Misery Orphanage is set in a country area, UK, during World War II where a group of orphans have to survive an encounter in the cellars where they find a doorway into what appears to be a burning section of the Middle Ages. The matrons of the orphanage appear to know what's going on but no one else down there does.
Home Front Mythos is set in Norbury, UK, during World War II where a group of characters head to an air raid shelter but a direct hit on the top of the underground shelter knocks them to the ground. By the time they clear the rubble (while the air raid continues), they find the shelter within emptied out and a hole burrowed into the ground that leads into a series of tunnels that leads to a man's cellar where a group of shelterers are kept naked in a large cell. The shelterers appear to be drugged ... but it turns out to be so much worse.
I will also be running The Last Express by the end of July where players pick up passengers aboard the Orient Express in August, 1939, shortly before the onset of World War II. It takes inspiration from the computer game of the same name where the Orient Express is a hotbed of intrigue, romance, wheeling and dealing, and occult involvements. Every week of real time will progress the game by fifteen minutes and the players can freely move between various compartments and most of the train cars interacting with each other and the NPCs. Rather than playing the part of investigators, per se, each character could be friend or foe - cultists, arms dealers, spies, family members, businessmen, and ex-nobility could all number among them. The game has plenty of opportunities for people to board at each train station so feel free to drop me a line over there to join.
I will also be picking up Raiko's Masks of Nyarlathotep game in which I used to be a player and am currently in the process of figuring out which of the old players would like to come back as it stopped about a year ago in the second chapter. If anyone would like to pick up an established character (some only have about 8 - 12 pages of quite entertaining readings) then feel to say so in the Chit-Chat section.
Anyone else tried their hands at play-by-posts? Had fun with it? Gotten frustrated? What web-site do you use?
At present I'm running four games - two of which will soon be ending and which I will be replacing with two others.
Welcome to Silent Hill contains two separate adventures where two different characters try to survive the town and its psychological mindscrews, Order cultists, and general violent monsters that aim to destroy them. Two adventures have thus far been concluded with a resurrected madman called Jack and a distracted mother whose daughter drowned in Lake Toluca (and who later drowned herself as penance). At present a violent thief was sucked into foggy and dark Silent Hill after stealing a book from the Order (Father Vincent) and a private investigator has entered the town in search of his client's wife who went missing a few years after the PI found her cheating on him.
Misery Orphanage is set in a country area, UK, during World War II where a group of orphans have to survive an encounter in the cellars where they find a doorway into what appears to be a burning section of the Middle Ages. The matrons of the orphanage appear to know what's going on but no one else down there does.
Home Front Mythos is set in Norbury, UK, during World War II where a group of characters head to an air raid shelter but a direct hit on the top of the underground shelter knocks them to the ground. By the time they clear the rubble (while the air raid continues), they find the shelter within emptied out and a hole burrowed into the ground that leads into a series of tunnels that leads to a man's cellar where a group of shelterers are kept naked in a large cell. The shelterers appear to be drugged ... but it turns out to be so much worse.
I will also be running The Last Express by the end of July where players pick up passengers aboard the Orient Express in August, 1939, shortly before the onset of World War II. It takes inspiration from the computer game of the same name where the Orient Express is a hotbed of intrigue, romance, wheeling and dealing, and occult involvements. Every week of real time will progress the game by fifteen minutes and the players can freely move between various compartments and most of the train cars interacting with each other and the NPCs. Rather than playing the part of investigators, per se, each character could be friend or foe - cultists, arms dealers, spies, family members, businessmen, and ex-nobility could all number among them. The game has plenty of opportunities for people to board at each train station so feel free to drop me a line over there to join.
I will also be picking up Raiko's Masks of Nyarlathotep game in which I used to be a player and am currently in the process of figuring out which of the old players would like to come back as it stopped about a year ago in the second chapter. If anyone would like to pick up an established character (some only have about 8 - 12 pages of quite entertaining readings) then feel to say so in the Chit-Chat section.
Anyone else tried their hands at play-by-posts? Had fun with it? Gotten frustrated? What web-site do you use?
Monday, June 17, 2013
Family Problems Links
So you have a player whose chosen to give themselves a family member, whether as a flaw in a point-buy system or simply for some flavor, and you don't much know what to do with them because they weren't part of the plot you came up with. Or perhaps your plots are all big, bad and nasty and you know you can only get so many 'kidnap the relative' plots in before the players start rolling their eyes and deciding never to have a relative next time.
So what do you do?
You read this article for a start. It's fantastic!
I'm really looking forward to including more interactions with Lhye's mother and Miami's children + parents-in-law now. Lhye's mother hasn't been a problem for awhile since they managed to find her in time (and rescue her from her own safe haven) and Miami's at a pivotal moment where he knows where his stolen books lie. This is a good time to have them all start to matter a little more.
What if there's an important Santerian ritual coming up tonight so the In Laws can't look after Miami's kids?
What if Lhye's mother decides that, actually, she is quite mad at him for disappearing for ten years to another country in search of the fabled 'Nice Tiefling Place' when he could have stayed at home. And what are they doing with all of this is piratey business? If Andoren is so nice then maybe they should go there for awhile? This whole traveling business has been mostly boredom and salt with the odd moment of the rest of them rushing off on their own. As a Level 6 Bard, she's of their level and could easily demand to be taken along.
What about you? How might this inspire you?
So what do you do?
You read this article for a start. It's fantastic!
I'm really looking forward to including more interactions with Lhye's mother and Miami's children + parents-in-law now. Lhye's mother hasn't been a problem for awhile since they managed to find her in time (and rescue her from her own safe haven) and Miami's at a pivotal moment where he knows where his stolen books lie. This is a good time to have them all start to matter a little more.
What if there's an important Santerian ritual coming up tonight so the In Laws can't look after Miami's kids?
What if Lhye's mother decides that, actually, she is quite mad at him for disappearing for ten years to another country in search of the fabled 'Nice Tiefling Place' when he could have stayed at home. And what are they doing with all of this is piratey business? If Andoren is so nice then maybe they should go there for awhile? This whole traveling business has been mostly boredom and salt with the odd moment of the rest of them rushing off on their own. As a Level 6 Bard, she's of their level and could easily demand to be taken along.
What about you? How might this inspire you?
Sunday, June 16, 2013
Horror on the Orient Express links
I've found a really good blog about the Call of Cthulhu campaign called Horror on the Orient Express. I've never been all that interested by the campaign until I saw this blog and the wonderful research the Keeper has done in preparing for it. It made me realise that part of the glory of the train campaign isn't so much what occurs on the train itself but more the opportunity to visit and investigate the world beyond the train. If you'd like to see this blog yourself, take a look over here.
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