Swords, Sorcery and Sandboxes

The Wyrd Sword Kickstarter campaign is winding down, we are currently in the last three days, and I wrote this rather big update, which I’ll reproduce in full here since it deals with the holy grail of OSR, writing Sandbox adventures.

With the campaign entering the final straight of funding, I thought I’d explain the stretch goal, which was funded a couple of days ago and, in many ways, illustrates the player centred style of the game.

So you funded an introductory adventure in the main rulebook. This is already part written, it’s just a matter of adding a bit more description and monster stats and it’s done. I didn’t include it in the basic goal because, frankly, I had run out of steam writing it. Funding it as a stretch has given me a good dose of excitement to get it done.

So let’s have a look at what it entails. Here’s the introduction.

Adventure: The Tower in the Badlands
The Situation
An old Tower stands on the borderlands of the Realm, just outside the boundaries of the town of Hogwoppit by the Badlands. Once part of the Realm’s early warning system of beacons and a refuge for locals from monstrous raiders from the Badlands, it has been deserted for hundreds of years.

Rumour has it that a Sorcerer and their pets have moved into the tower, searching for a lost treasure trove hidden somewhere in the building.

Curious, the adventurers are drawn to Hogwoppit, along with other interested parties, in preparation of a raid on the tower.

So there you have a pretty standard fantasy adventure set up. The adventurers gather in the nearest friendly town, do some last miniute shopping for their expedition, travel through the wilderness (where they may or may not have an encounter) and arrive at the tower to explore, loot and fight anything they find there.

There are some twists, but I wanted to do something straightforward so players and GMs could easily get into it while they learn the game.

What’s different about this adventure is the framework I’m using to present it. I could easily do a scene-by-scene write-up (Scene 1: The Town, Scene 2: What Happens on the Journey, etc.), but instead I’ve chosen to go for a sandbox style of play.

This breaks down into defining the elements of the adventures in advance.

The adventure is physically split into three Zones, as follows.

The Hub Location of the town of Murith – This is a safe area for the characters where they can buy equipment, learn rumours, train between adventures, and gain Quests (see below) from local movers and shakers. In game terms its where the GM, with player input set up the stage for the adventure. While the players explore and interact with it in-game, and may make skill rolls to interact with the locals to learn rumours, because it’s a safe place, they can not earn experience, and so there is a push not to linger and get on with the adventure properly.

The Town of Hogwoppit and surrounding farmlands. This is a Settled zone. While it is possible to get into fights and other acts of skulduggery, part of Hogwoppit’s charm is that it’s a nest of rather shady characters and slightly lawless in a Wild West sort of way, it’s still easing the characters into the adventure proper. Quests and Rumours are given out by the locals, and more information about what is to come.  

Next up is Wilds. Here, law and order of the Realm is completely absent because its officers do not come this far out, and encounters with wild animals, raiders and other elements that survive and thrive in this environment are the norm. This is the road to the Tower and its surrounding bushlands.

Finally, the Tower itself sits in the Badlands, a zone similar to the Wilds in many respects but actively hostile to the Realm’s residents. This is where the raiders come from and where infamous local monsters make their lairs. This is the default “pull” of the adventure setup: the characters, as adventurers, are overwhelmingly curious about the Tower as a place of loot and glory!  

To populate each zone, there are the following objects.

  • A Events/Encounter tables. Not only could you meet monster x, but also what monster x is doing. For example, a Tax Collector and his armed escort, leaving town with a loaded cart of treasure after a collection. 
  • A Rumour Mill (optional). If there are locals who can provide gossip and half baked options about the adventure and what it entails, this D20 random table provides them.
  • NPCs/Monsters. Fully stated in true “Monsters are People Too” style. 
  • Locations. Castles, ruins, villages, and underground cave systems of a fantastic nature. 

Also, the factions. In the sandbox of the Tower, there are three active groups.

  • The Order of the Rat. Knights who, unlike other orders of the Realm who revere Lord Day (the stereotypically warlike male Sun God),  follow the more shady Lady Night as their patron. 
  • The Cult of Death. Cultists of the Warp led by an undead sorcerer. Obvious enemies and stated to be effective protagonists to the characters.
  • The Black Boar. Group of local bandits. They steal from the rich and give to the needy, but with a shady alliance with the Knights of the Order of the Rats, are they really the characters friends?

Factions are potential friends and enemies that have their own interests and goals in the sandbox, with which the characters can interact with.

To push things along, if the player’s natural curiosity is low.

  • Quests are given by important NPCs. If completed, they not only reward the characters materially, but also with increases in Status.
  • There are Event/Encounter tables for each active zone.

What Wyrd Sword adventures lack is a well-defined plot that leads to a tightly defined outcome. Historically, the most popular BRP adventures have been sandbox style ones, and even adventures which are basically a write up with stats of a playtest adventure are seen by prospective GMs as only one way to play an adventure that they break down and mine for ideas before running. So with the style of write up I’m using for Wyrd Sword, I’m doing this before we start.

In my playtest games, after explaining the setup of the sandbox, and perhaps giving the players the opportunity to pick up some Quests from local VIPs in the Hub Town, their characters headed off into the Wilds, taking routes the players found interesting. They interacted with NPCs, sometimes fighting them, sometimes not, and genuinely surprised me in the process. There was one sandbox adventure, where I subtly set the scene of one group being enemies, and a NPC being a potential ally, through in-game rumours and conversations with the locals. In the end, the players allied with the enemy faction and actively attacked the potential ally. And the best thing, it all made sense, was more fun than me “railroading” the players and a good story that everyone can tell for years to come. What more could you want from a roleplaying session?

Sandboxes

Double posted from the oringal thread over at the Tavern.

I used to be all over this style of play in my teen years. Mainly when I was playing Basic/Expert D&D and AD&D 1st ed. Heck I even wrote a three levels of megadungeon, which is imho the ultimate sandbox. Happy hours playing through Isle of Dread. Here’s a piece of hexpaper and off you go.

Problem was that I always felt the players missed all the good stuff. I started getting peevish about it. Ok so you are going to miss the Ancient Red Dragon in the Volcano which I’ve put in plan sight, I’ll put five in your way on my latest hex crawl :P Playing Griffin Island during the generic pre-Glorantha Games Workshop RuneQuest years was probably my last hurrah for Old School Sandbox play.

So eventually I tired of that and suddenly its the late 80s and we’ve gone all Railroady story telling. Rapidly got disillusioned with that and struggled through a Narrative wilderness (HeroQuest etc) in the early 2000s. Now blissfully back running more open ended adventures, with lots of potiential plot hooks and big cast list of interesting npcs. Are they Sandboxes? Not in the classic Old School sense (Hexcrawls/Megadungeons) and in comparison they are smaller and more tightly controlled in the sense I don’t put boring stuff in. Its all made of win because these days with my limited gaming time its time to GO LARGE OR GO HOME every session ;)

My current game FAE Cowboys & Dinosaurs is a Sandbox, that takes in the whole Hollow Earth, but the players are unaware of it. They are just hitting the trail and having fun times :)  Also I’ve got unfinished business with the Spires, the setting of which I revealled but a small corner of it the Blood of the Dragon for Crypts & Things (watch this space).

Quick NPCs for OpenQuest

Hot of the press from a longer article I’m writing for the upcoming OpenQuest Adventures book. Caveat this is an unedited/proofed version.

Tip #1 Goons

What?

Quick NPCS that you make up during play as and when the characters encounter them.

How?

1.Give them a name

Eg. Sargo the Captain of the Town Watch

2. Give them a quick Concept and assign a skill level based upon the Mastery of the character. This role represents a package of skills,

E.g. Captain at Arms of the Town Watch 65% which I decide covers Close Combat, Unarmed Combat, Ranged Combat, his Resilience and Dodge resistances, and Street Wise. Anything else is covered by the 20% rule (see below)

Continue reading

What Old Skool D100 is to me

My soon to be released OpenQuest Adventure/setting book Life and Death, is meant to encapsulate what I think a good D100 adventure should have in it. This is from the introduction ot he book.

Both adventures seek to highlight the defining characteristics of an OpenQuest adventure, based upon the author’s experience of playing D100 games in one form or another for twenty years.
Monsters are characters too, with abilities and magic like the player characters and their own goals and motivations.
Treasure is often culturally significant as well as magically powerful.
Cultural detail is important. The adventure doesn’t take place in a social vacuum, the player characters start out in the fantasy equivalent of a Wild West town, travel to the adventure location and kill things and take their stuff. In OpenQuest those ‘things’ your players have just killed have friends and allies outside of the ‘dungeon’ that may take objection. The friendly town where the adventure starts and the players go to lick their wounds has its own laws and customs which affect how the local residents react.
Magic is an integral part of the world, which shapes and forms it. Even in a low magic world such as Shattered Lands, the existence of magic has profound effect on the everyday inhabitants beyond the local war wizard casting Ball of Fire.
Interaction with the world is not just about based around combat. Player characters have communication, knowledge and stealth skills plus magic spells as well as combat skills. Therefore player characters are better equipped to deal with a variety of situations and this scenario reflects that.

Finally here’s the cover by Jon Hodgson.
Life and Death cover by Jon Hodgson

The Furnace – how it went

Ok the short version of this was that it Rocked mightily 🙂

It was a Saturday night game and fully booked with with six players.  I’d been running all day and had been on the beers the night before, so at game start I had hit the wall. Frankly I was almost “rabbits in headlights” scared, and the players were already there keen and looking up at me as I arrived.  But I pulled my boots up, made my introductions and got into it.

Characters where handed out, and we ended up with a nice mix of Fighters, Elves, Dwarfs and Clerics from the pile of ten characters which had all the permutations of 5th Level Basic/Expert. Obviously no one was in the mood to play a Halfling or Thief 😉

I did my grand introduction about the Mad Tzar, a fiend of immeasurable evil shaking free of his prison in the Iron Moon suspended over the City of Eternal Shadow. Then the players got into it role-playing and exploring the city, before getting into a fight with 20 Zombies. Now in any other system, the players would have either a) run away and let the NPCs deal with it (there was a group of local Clerics who were on hand to deal with such threats) or b) complained bitterly about how the game was going to descend into a big grinding fight. Not so here, the players got into with gusto and relish and an epic zombie fight was embarked on! It was a good wetting of the feet as regards the system, as I think every one was a bit rusty. Even the D&D regulars used it as an excuse to test out which version of D&D we where playing (Labyrinth Lord). Of course they were triumphant, but one of the Clerics ,played by Andy, took a huge pounding, so there was a nice edge of danger there.  Throughout the fight the banter and roleplaying continued in a relaxed manner which was good as well. In fact it must be said although admitly D&D is more combat heavy than alot of games I play, at no point did the players treat it as a figurine-less war game, which mightly heartened and impressed me.

Play then flowed from this fight as they made their way up to the Iron Moon via a masusleum dedicated to the 10,000 who died in the Mad Tzar’s previous reign of terror.  I won’t say any more about it here, because I’m planning to write up and publish the adventure and because I didn’t intend this post to be an ‘actual play’ post. More me mulling over how it went.

Couple of other points arising from the game.

  • Use of 5th Level characters, as suggested by Sacha, was bang on. Magic-Users and Clerics had enough spells and other classes where generally effective enough so that they had lots of things to do. Therefore no one sat arround bored.
  • The online character generator I used was a great time saver, I really created this at the last minute, but some of the characters created were a bit odd. Clerics with no heal spells and Magic Users with no effective spells in their spell books. I should have reviewed and chucked out these duds before the game. DOH!
  • Tournament adventures with a fairly set goal of “go here and save the world” can be very linear as the players spend less time exploring. In its current form they players only visited about 50% of the locations. Either I mix it up a bit and make the dungeon levels a bit more ‘twisty’ and less easy to navigate by taking a direct route, or I live with that. For a four hour con scenario it was bang on, who’s to say that a home group would explore more of the finer points. One to mull over and work out in play testing.
  • Fireball spells really are the dogs bollocks 🙂

Overall we had a grand time and I was really surprised how straight forward the fun was. Looks like I’ll be doing regular D&D con scenarios from now on in.

The Furnace – Progress report

As the con (Furnace, Sheffield UK) approaches this weekend, I’m taking a slow but steady approach to writing the Furnace.

Systems wise I’ve settled on Labyrinth Lord. Even though I’ve got printed versions of Swords and Wizardry and Osric, LL best sums up the way that I used to play back in the day from the old Red Box Basic/Blue Box Expert sets, with bits of AD&D thrown in when I finally joined the big boys club and got a set of books second hand.  Another big deal breaker was that there’s a truly marvelous online character generator which allows you to roll up fully formed characters of any level (I’ve chosen 5th) and save them as pdf’s using the official character sheet 🙂 I should really get round to doing a similar webpage for  OpenQuest. So in the space of 10 minutes or so a pile of ten characters where generated 😀

As far as the adventure goes I’ve made it a series of Micro-Dungeons, starting with the City that the adventurers meet up in, no more than 10 locations each. This is allowing me to get the grand “save the world” scenario that I have in my head done in the time constraints (this is very last minute) and that will play in 3-4 hours. I’m getting there, I’m currently a third of the way through, but this is against a backdrop of me sorting out other things for Furnace (which ends tonight). That third is fully stated up and written up. Theres’ a good chance that this will be our first release for Albion Adventures 🙂