Guilds were a notable feature of urban life in medieval cities. If you were a craftsman of any type in Europe during the Middle Ages, you almost certainly belonged to a guild.
Guilds show up in fantasy RPGs and campaign settings, too; every city has a thieves’ guild and a wizards’ guild. It’s mostly lip service, though, because those guilds seldom do anything other than issue vague threats (thieves’ guild) or accidentally blast their guildhalls through dimensional portals (wizards’ guild).
So what should a guild do? What DID a guild do? Or in other words, why should your character pay dues? (Yes, there are dues. The name “guild” comes from the gold collected in membership fees.)
(Read the rest at Kobold Quarterly ...)
Showing posts with label kobold quarterly. Show all posts
Showing posts with label kobold quarterly. Show all posts
Tuesday, November 27, 2012
Tuesday, November 20, 2012
Say No
In recent years, the philosophy of “yes, but” has become a hot ticket for GMs. Let me assure you, this was not always the case. I’m reminded a bit of the way philosophies come into and out of fashion in business management (are you a one-minute manager in search of excellence?).
If that sounds dismissive, it’s not meant to be. There’s a lot to be said in favor of “yes, but.” As GM philosophies go, it’s better than most.
It can, however, become a trap for the unwary or overly generous GM who’s trying to build a world with a strong theme.
(Read the rest at Kobold Quarterly ...)
If that sounds dismissive, it’s not meant to be. There’s a lot to be said in favor of “yes, but.” As GM philosophies go, it’s better than most.
It can, however, become a trap for the unwary or overly generous GM who’s trying to build a world with a strong theme.
(Read the rest at Kobold Quarterly ...)
Tuesday, November 13, 2012
The Elevator Pitch
When designing a world as a setting for replaying and storytelling, condensing your concept down to an elevator pitch is a great exercise. Not that you’re likely to corner a venture capitalist and a Hollywood producer in an elevator and pump them to invest money in your idea, but because you are going to corner friends, players, and readers and ask them to invest something even more precious than cash in your creation—their leisure time.
I can’t talk about elevator pitches without declaring how much I hate the term. Once that proletarian complaint is out of the way, I’m ready to proclaim that the elevator pitch is a great tool for sharpening up a product.
Did I say “product”? Absolutely! Even if your worldbuilding effort is entirely for private consumption, treating the work as a product is constructive.
(Read the rest at Kobold Quarterly ...)
I can’t talk about elevator pitches without declaring how much I hate the term. Once that proletarian complaint is out of the way, I’m ready to proclaim that the elevator pitch is a great tool for sharpening up a product.
Did I say “product”? Absolutely! Even if your worldbuilding effort is entirely for private consumption, treating the work as a product is constructive.
(Read the rest at Kobold Quarterly ...)
Tuesday, November 6, 2012
World of Wonder
Ask anyone who knows me, and they’ll tell you that I’m definitely not a reactionary type. I consider myself to be progressive about most things. But in some regards, I’m an unapologetic originalist. I almost always prefer the first recording of a song to the cover version, the original version of a movie to the remake, authentic ethnic food to an anglicized, family restaurant dish, and charcoal over propane. Knowing that, it should come as no surprise that I’m not entirely sold on the whole theory of progress idea. Looking at the ancient world, one has to wonder whether we’ve really come as far as we like to think we have. Sure, modern medicine with penicillin and vaccinations is great, and it’s tough to imagine life without the Internet anymore even though it’s been around for less than half of my lifetime.
But ask yourself, what does the 21st Century offer to rival the seven wonders of the ancient world?
The American Society of Civil Engineers has a list of modern engineering wonders and, make no mistake, it’s impressive. Yet I can’t escape the nagging feeling that our steel mills, steam-driven excavators, tower cranes, and computer-aided structural analysis constitute cheating on some level.
(Read the rest at Kobold Quarterly ...)
But ask yourself, what does the 21st Century offer to rival the seven wonders of the ancient world?
The American Society of Civil Engineers has a list of modern engineering wonders and, make no mistake, it’s impressive. Yet I can’t escape the nagging feeling that our steel mills, steam-driven excavators, tower cranes, and computer-aided structural analysis constitute cheating on some level.
(Read the rest at Kobold Quarterly ...)
Tuesday, October 30, 2012
Lure of the Unknown
“The unknown” has a hypnotic lure. If you’re anything like me, then you started exploring the dark recesses of the closet the moment you were old enough to switch on a flashlight. After the closet came the basement, the attic, the garage, neighbors’ yards, the woods down the hill, and eventually the storm drains that carry runoff hundreds of yards beneath the streets through pitch black, echoing concrete pipes the perfect size for a 10-year-old to crouch in.
A world without secrets is a world that doesn’t need adventurers. It might need heroes to save it from some catastrophe or looming evil, but it doesn’t need explorers willing to strike out into the darkness with no guarantee that they’ll make it back home to the light or investigators driven to peel back layers of concealment and deceit from ancient horrors or modern crimes.
Let’s look briefly at three types of secrets that can be buried in a campaign: geographical, historical, and magical.
(Read the rest at Kobold Quarterly ...)
A world without secrets is a world that doesn’t need adventurers. It might need heroes to save it from some catastrophe or looming evil, but it doesn’t need explorers willing to strike out into the darkness with no guarantee that they’ll make it back home to the light or investigators driven to peel back layers of concealment and deceit from ancient horrors or modern crimes.
Let’s look briefly at three types of secrets that can be buried in a campaign: geographical, historical, and magical.
(Read the rest at Kobold Quarterly ...)
Tuesday, October 23, 2012
A Terrible Place to Visit
How often have you heard the phrase, “It’s a great place to visit but I’d hate to live there?”
When designing a fictional world, you’re actually aiming for the opposite reaction: “It’s a terrible place to visit, but I’d love to live there.”
Your world is a terrible place to visit because it’s falling apart at the seams. It might be threatened with conquest by a godlike necromancer and his undead legions; it could be undergoing some sort of magical catastrophe; it might be in the final throes of social collapse, overrun by zombies, engulfed in war, split into dozens of squabbling city-states ruled by iron-fisted, would-be emperors, or at the beginning stages of rebuilding from the ashes in the wake of any of the above.
(Read the rest at Kobold Quarterly ...)
When designing a fictional world, you’re actually aiming for the opposite reaction: “It’s a terrible place to visit, but I’d love to live there.”
Your world is a terrible place to visit because it’s falling apart at the seams. It might be threatened with conquest by a godlike necromancer and his undead legions; it could be undergoing some sort of magical catastrophe; it might be in the final throes of social collapse, overrun by zombies, engulfed in war, split into dozens of squabbling city-states ruled by iron-fisted, would-be emperors, or at the beginning stages of rebuilding from the ashes in the wake of any of the above.
(Read the rest at Kobold Quarterly ...)
Tuesday, October 16, 2012
Apocalypse or Post-Apocalypse?
All my favorite RPG settings are either apocalyptic or post-apocalyptic. Yours probably are, too.
Is that a surprise? Take a moment to think about it.
The most obvious footprint of the apocalypse is the ruins it left behind. When was the last time you saw an RPG campaign map that didn’t have a symbol for ruins in its key?
Somewhere in the Gazetteer there will be a discussion of the empires that rose and fell in the centuries leading up to the current era. The causes for their downfalls always involve megawar, anger of the gods, or techno/magical calamity on an unimaginable scale—assuming the place wasn’t just overrun by zombies.
The fact is, an apocalypse has much to offer a world of adventure.
(Read the rest at Kobold Quarterly ...)
Is that a surprise? Take a moment to think about it.
The most obvious footprint of the apocalypse is the ruins it left behind. When was the last time you saw an RPG campaign map that didn’t have a symbol for ruins in its key?
Somewhere in the Gazetteer there will be a discussion of the empires that rose and fell in the centuries leading up to the current era. The causes for their downfalls always involve megawar, anger of the gods, or techno/magical calamity on an unimaginable scale—assuming the place wasn’t just overrun by zombies.
The fact is, an apocalypse has much to offer a world of adventure.
(Read the rest at Kobold Quarterly ...)
Tuesday, October 9, 2012
Question #1
Worldbuilding is about telling stories. Storytelling and worldbuilding flow from the same spring. When no one knew what lay on the far side of the hills or across the wide river, any story about those places was set in an imaginary land that could be as fanciful as the storyteller cared to make it. (“Snakes there have two heads, fish speak in riddles, and the people walk on their hands! I have seen these things, and I tell you they are true!”)
When beginning to sketch out a new world, the first question I ask is not about cultures, races, geography, politics, science, or gods. All of those come later. Question #1 is, “What happens here?”
(Read the rest at Kobold Quarterly ...)
When beginning to sketch out a new world, the first question I ask is not about cultures, races, geography, politics, science, or gods. All of those come later. Question #1 is, “What happens here?”
(Read the rest at Kobold Quarterly ...)
Tuesday, October 2, 2012
Target Zones
Balance has always been a big concern among RPG players and designers. My friends and I had our first debate about whether D&D’s classes, races, spells, monsters, and magic items were “balanced” during our very first D&D session. We reached no definite conclusion other than that balance is a fleeting target.
D&D is not a competitive game. Players are not trying to force the DM into checkmate or each other into bankruptcy. The whole situation is fluid. If characters are winning too easily, the DM can ramp up the opposition; if they’re losing unexpectedly, the DM can toss them a lifering from the S.S. Deus ex Machina.
As RPGs have grown more detailed, characters have become more specialized. In practical terms, this means they can dominate the situations they were specifically designed for, they probably can pull their own weight in related situations, and—if their specialization is really thorough—they could be almost helpless under exactly the wrong circumstances.
As a group, these players can be given what they want only by a narrow range of encounter types. So the question of the day finally arrives, and it’s this: is the GM required to deliver that narrow range of encounter types?
(Read the rest at Kobold Quarterly ...)
D&D is not a competitive game. Players are not trying to force the DM into checkmate or each other into bankruptcy. The whole situation is fluid. If characters are winning too easily, the DM can ramp up the opposition; if they’re losing unexpectedly, the DM can toss them a lifering from the S.S. Deus ex Machina.
As RPGs have grown more detailed, characters have become more specialized. In practical terms, this means they can dominate the situations they were specifically designed for, they probably can pull their own weight in related situations, and—if their specialization is really thorough—they could be almost helpless under exactly the wrong circumstances.
As a group, these players can be given what they want only by a narrow range of encounter types. So the question of the day finally arrives, and it’s this: is the GM required to deliver that narrow range of encounter types?
(Read the rest at Kobold Quarterly ...)
Tuesday, September 25, 2012
Power Fluctuations
In roleplaying games, sometimes the characters who make up the adventuring party aren’t all at the same power level. In the olden days, that could be because a few characters died and had to start over at 1st level while the survivors were at 4th or higher, because one unlucky soul bore the brunt of the wight’s level draining, or because someone rolled a string of 18s during character creation. In newer editions, it tends to happen because a few players are experts at cramming every possible bit of destructive power into a character while others take a more casual approach, prefer to invest their points in something other than combat prowess, or simply don’t pay much attention to swords and arrows and other nasty things.
No matter what the cause, the result from the GM’s point of view is a group of characters that’s hard to challenge. While Grimjaw and Skullbuster are chopping monsters into coleslaw, Sunflower and Gigglebear are being pulled inside out and dropkicked back to the Bush administration.
What’s a GM to Do?
(Read the rest at Kobold Quarterly ...)
No matter what the cause, the result from the GM’s point of view is a group of characters that’s hard to challenge. While Grimjaw and Skullbuster are chopping monsters into coleslaw, Sunflower and Gigglebear are being pulled inside out and dropkicked back to the Bush administration.
What’s a GM to Do?
(Read the rest at Kobold Quarterly ...)
Tuesday, September 18, 2012
Rise of the Miniature
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Phil Viverito's "Siege of Alesia" at Cold Wars 2010 |
But the inventors and early adopters of D&D were steeped in wargaming ideas, and they left a strong imprint on the game. Typically, this influence gets simplified to the most recognizable of the wargamers’ tools—miniatures—yet miniature figures are probably the least of the ways in which wargaming influenced RPGs. Early editions of D&D stated clearly that the game didn’t need miniatures at all. That was an important declaration, because rules for miniature wargames are what TSR published in the early 1970s. Anyone who bought a rulebook from TSR expected it to be for and about miniatures; hence the need to be up front about what people were buying.
It’s curious, then, that the use of miniatures in D&D and its offshoots reached an apex here in the 21st Century. After being almost entirely written out of the game in 2nd Edition, minis came back with a fury in 3E and 4E. Some people love that 3-D emphasis and some hate it, with pretty much the same fervor displayed in religion and politics.
It’s fair to ask, then, what purpose miniatures really serve in D&D. Are RPGs made better or worse by little plastic or metal heroes and villains?
(Read the rest at Kobold Quarterly ...)
Friday, September 14, 2012
Mounts
When is the last time one of your characters bothered to own a horse in a D&D game? How long has it been since anyone soared over the mountains on the back of a roc or traversed the underworld on a lizard or giant worm? Has anyone ever even seen a chariot?
Considering the importance of horses, wheels, and beasts of burden in ancient and medieval cultures of the real world, horses and other mounts seem to get short shrift in fantasy games.
(Read the rest at Kobold Quarterly ...)
Considering the importance of horses, wheels, and beasts of burden in ancient and medieval cultures of the real world, horses and other mounts seem to get short shrift in fantasy games.
(Read the rest at Kobold Quarterly ...)
Tuesday, September 4, 2012
Their First Expedition
Everybody starts somewhere.
A person’s first experience with tabletop roleplaying will stay with him or her forever. That’s equally true whether it was good or bad. If the player didn’t like it, that player will never come back. If the player enjoyed the experience, the RPG club gains a new member and that person picks up a hobby that could last the rest of his or her life.
So let’s say you’ve roped a group of colleagues or school chums into trying Catacombs & Catoblepases. Making a good first impression is vital. What’s your plan?
Cast your mind back to your first experience with funny-shaped dice. Can you remember the thrill you felt kicking open your first secret door, cleaving your first goblin skull, surviving your first brush with 1 hit point, and counting and recounting those first tarnished silver pieces lifted from a bloodstained purse? Or was the best part slipping unnoticed past the patrolling manticore, negotiating with the gargoyles, and outsmarting the medusa? Maybe it was standing at the edge of the cliff and looking down on the lost city of ruined spires and soaring bridges that no civilized man or woman had seen for a thousand years.
(Read the rest at Kobold Quarterly ...)
A person’s first experience with tabletop roleplaying will stay with him or her forever. That’s equally true whether it was good or bad. If the player didn’t like it, that player will never come back. If the player enjoyed the experience, the RPG club gains a new member and that person picks up a hobby that could last the rest of his or her life.
So let’s say you’ve roped a group of colleagues or school chums into trying Catacombs & Catoblepases. Making a good first impression is vital. What’s your plan?
Cast your mind back to your first experience with funny-shaped dice. Can you remember the thrill you felt kicking open your first secret door, cleaving your first goblin skull, surviving your first brush with 1 hit point, and counting and recounting those first tarnished silver pieces lifted from a bloodstained purse? Or was the best part slipping unnoticed past the patrolling manticore, negotiating with the gargoyles, and outsmarting the medusa? Maybe it was standing at the edge of the cliff and looking down on the lost city of ruined spires and soaring bridges that no civilized man or woman had seen for a thousand years.
(Read the rest at Kobold Quarterly ...)
Tuesday, August 28, 2012
Setting the Hook
Adventure hooks are the grease that keeps a fantasy roleplaying game campaign moving forward without snagging up between adventures. When hooks work properly, one adventure meshes into another like the cogs in a fine transmission. Players transition from the third adventure to the fourth adventure like Steve McQueen upshifting from 3rd gear to 4th.
In an earlier post on Baiting the Hook, I described how the best way to set hooks in your players is to bait them early. Even with early clues, the time comes when the main attraction needs to be kicked off. Whether you’re looking for the final tug that fully sets a hook in the players or just a different way to dangle some bait, the following list of incidents provides plenty of options.
(Read the rest at Kobold Quarterly ...)
In an earlier post on Baiting the Hook, I described how the best way to set hooks in your players is to bait them early. Even with early clues, the time comes when the main attraction needs to be kicked off. Whether you’re looking for the final tug that fully sets a hook in the players or just a different way to dangle some bait, the following list of incidents provides plenty of options.
(Read the rest at Kobold Quarterly ...)
Tuesday, August 21, 2012
Strategy
“All that matters is that today,
few stood against many.”
few stood against many.”
—Conan the Barbarian
(and John Milius)
(and John Milius)
Wargaming has important lessons to teach DMs and players about building drama in games. That might surprise folk who don’t play wargames. Pacing, tension, and, above all, balance are major concerns for the wargame scenario designer.
We talk a lot about not railroading players with a one-track adventure plot, but little is said about railroading in combat. I’m not talking about tactics here. In military terms, tactics are the actions taken during a fight—focusing attacks against the hill giant instead of the ogre, using the fireball at the start to soften up the enemy instead of holding it back for later, and other immediate decisions. There might be right and wrong courses of action during a fight, but players usually have complete freedom to choose.
(Read the rest at Kobold Quarterly ...)
Wednesday, August 15, 2012
The Tongue-Tied Bard
The introduction of skills into D&D and its offshoots solved some important problems in the game, but those solutions came with costs of their own.
The earliest editions had rules for fighting and not much else. That’s not surprising, considering they were written by wargamers, for wargamers. No one yet understood what a roleplaying game really needed or how varied play could become. The first skill-based class, the thief, didn’t appear until the first expansion. Try playing the game for a while without a character who can pick locks or disarm traps and you’ll see why thieves were needed. (In some recent, nostalgic OD&D sessions, a common joke was when a character would muse dreamily about a far-off, mythical land called “Greyhawk” where there existed people known as “thieves” who could somehow open a lock without hacking it into ruin with an ax. It was even said that if they pressed an ear to a door, they could sometimes actually hear sounds on the other side!)
(Read the rest at Kobold Quarterly ...)
The earliest editions had rules for fighting and not much else. That’s not surprising, considering they were written by wargamers, for wargamers. No one yet understood what a roleplaying game really needed or how varied play could become. The first skill-based class, the thief, didn’t appear until the first expansion. Try playing the game for a while without a character who can pick locks or disarm traps and you’ll see why thieves were needed. (In some recent, nostalgic OD&D sessions, a common joke was when a character would muse dreamily about a far-off, mythical land called “Greyhawk” where there existed people known as “thieves” who could somehow open a lock without hacking it into ruin with an ax. It was even said that if they pressed an ear to a door, they could sometimes actually hear sounds on the other side!)
(Read the rest at Kobold Quarterly ...)
Tuesday, August 7, 2012
I'll Take the Low Road
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From Journey to the Center of the Earth by Edouard Riou |
Any fantasy world worthy of the label is practically hollowed out by a network of caverns, tunnels, and subterranean grottoes that would make terrestrial cavers wet themselves. Regardless of what it’s called—Underdark, Khyber, Svartalfheim, or just “the underworld”—a journey through that landscape must be a different sort of undertaking from walking or riding between Riverdale and Midvale. Players should never be able to forget that their characters are moving through a dark, alien landscape.
(Read the rest at Kobold Quarterly ...)
Tuesday, July 31, 2012
Imagine a World ...
Like the Scarecrow, I believe that one of the greatest rewards for having a human brain is the ability to think deep thoughts. To imagine the big picture. To envision a grand machine in your mind and then command its wheels to turn and its gears to mesh. It’s the joy of invention, of imagination, of pure creation.
Different people find that joy in different forms. For some, it comes surrounded by dancing numbers that align themselves in beautiful patterns. To others, it comes from a story that delivers the consummate twist at the ideal moment or resolves itself in the perfect way. To me, it comes in the form of an atlas that can zoom across continents, showing empires as they rise and fall. It shows cultures in migration, the growth of cities, and the spread of order or chaos, right down to the cruel warlords, eccentric shop owners, or talking animals that define whatever macrocosm or microcosm sits under the lens.
(Read the rest at Kobold Quarterly ...)
Different people find that joy in different forms. For some, it comes surrounded by dancing numbers that align themselves in beautiful patterns. To others, it comes from a story that delivers the consummate twist at the ideal moment or resolves itself in the perfect way. To me, it comes in the form of an atlas that can zoom across continents, showing empires as they rise and fall. It shows cultures in migration, the growth of cities, and the spread of order or chaos, right down to the cruel warlords, eccentric shop owners, or talking animals that define whatever macrocosm or microcosm sits under the lens.
(Read the rest at Kobold Quarterly ...)
Tuesday, July 24, 2012
Conan the Instructor
I’m no scholar of Robert E. Howard, just a fan of his storytelling and his best-known character, Conan the Barbarian. Conan first crossed my reading list when I discovered a shelf of dog-eared paperbacks at the local second-hand shop. I was still a relative newcomer to swords-&-sorcery fiction at the time, and Conan was unlike any hero I’d encountered in the welter of Tolkien clones at the library.
Being young and impressionable, I read the stories nonjudgmentally. I didn’t know what portions came from Howard, from Carter, or from de Camp. The word “pastiche” wasn’t in my vocabulary. All three names got credit for everything, good and bad.
No one should be surprised, then, that Conan looms so large in my imagination and in my preferences when it comes to FRPs. Conan and Howard taught me many valuable lessons for navigating the worlds of high adventure.
(Read the rest at Kobold Quarterly ...)
Being young and impressionable, I read the stories nonjudgmentally. I didn’t know what portions came from Howard, from Carter, or from de Camp. The word “pastiche” wasn’t in my vocabulary. All three names got credit for everything, good and bad.
No one should be surprised, then, that Conan looms so large in my imagination and in my preferences when it comes to FRPs. Conan and Howard taught me many valuable lessons for navigating the worlds of high adventure.
(Read the rest at Kobold Quarterly ...)
Tuesday, July 17, 2012
Trapping with Purpose
The trap is a D&D icon. Classic dungeons such as Tomb of Horrors and The Hidden Shrine of Tamoachan are famous for their mechanical ambushes. Traps are so central to the concept of dungeons that an entire class—the thief—was developed to deal with them (along with locked doors).
In real life, of course, archaeologists have never had to deal with this abundance of traps in ancient tombs and ruins. No trap of any kind has been found in an excavation: no scything blades, no darts with pressure-plate triggers, not even poisoned needles in treasure chests. Sliding blocks have been used to seal passages but never to squash intruders. Deep pits were dug in the entrance corridors of some tombs, but they were meant only as obstacles. The pits weren’t covered, so only the most irresponsible of thieves risked falling in, and none of them left behind skeletons with broken legs. Tomb architects went to great lengths to keep people out, but no thought was given to killing them once they got in.
GMs need to put some thought into it. Before putting a death trap in that hallway, you need to ask exactly what it’s for. Designing a clever, challenging, logical, dangerous, and yet enjoyable trap is one of the toughest tests facing a GM.
(Read the rest at Kobold Quarterly. Then come back on Wednesday for a list of random trap triggers and Thursday for a list of random trap effects.)
In real life, of course, archaeologists have never had to deal with this abundance of traps in ancient tombs and ruins. No trap of any kind has been found in an excavation: no scything blades, no darts with pressure-plate triggers, not even poisoned needles in treasure chests. Sliding blocks have been used to seal passages but never to squash intruders. Deep pits were dug in the entrance corridors of some tombs, but they were meant only as obstacles. The pits weren’t covered, so only the most irresponsible of thieves risked falling in, and none of them left behind skeletons with broken legs. Tomb architects went to great lengths to keep people out, but no thought was given to killing them once they got in.
GMs need to put some thought into it. Before putting a death trap in that hallway, you need to ask exactly what it’s for. Designing a clever, challenging, logical, dangerous, and yet enjoyable trap is one of the toughest tests facing a GM.
(Read the rest at Kobold Quarterly. Then come back on Wednesday for a list of random trap triggers and Thursday for a list of random trap effects.)
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