Showing posts with label How To Host A Dungeon. Show all posts
Showing posts with label How To Host A Dungeon. Show all posts

Peasants To Principality: Introduction To World Building Part 2 Bottom Up Design.

Posted by: Jason Silverain / Category: , , , , , , ,



Greeting and Salutations, following up on the previous post regarding approaches to world building today in this post I will be giving a similar brief overview of the Bottom Up Design. In the future I hope to write an example of these concepts put into practice as I create my own setting for a upcoming campaign I will be running.

Bottom Up Design: The Basic Concept

Bottom Up Design explained in its simplest form is this: Beginning at the initial element required expand outwards designing each addition element that will be required or interacted with.
As the astute amongst you may realise this is not quite the opposite of Top Down Design and in fact has more in common with ad libbing in its method (though some would argue that ad libbing is Bottom Up Design in its most pure form), when used as a design tool it allows a setting to grow organically as additional elements and details are added as needed.

An example of this in practice using our space setting from before would have our designer beginning with an element typically a location: Determining the first element that the campaign will require is the location the party will begin our designer creates a space station, its inhabitants, visitors and services, any adventures that occur upon the space station, then space ships (if not provided by the game system), the local solar system, locations that the party will be required to visit within the locals system etc.


This simple example above shows the narrow focus of Bottom Up Design and how already established designed elements are returned to and built upon with additional details as newer elements are introduced.
While it does traditionally focus only on elements the players will interactive with Bottom Up Design can be used to develop highly detailed if narrowly focused settings in advanced.

Advantages And Disadvantages

The main advantages of the Bottom Up Design method are:
  • Focused approach aids in building detailed locations, characters and set pieces.
  • Reduced initial book keeping requirements due to no unnecessary details or locations.
  • Easy to add new elements as required. This can also help settings feel less artificial in design due to their organic growth and naturally works well with ad libbing.
  • Typically faster and less work intensive than Top Down Design.
  • Setting locations can be used for play while the overall setting continues to be expanded.
  • Best used to create individual locations, adventures and set pieces or in campaigns which are focused in a single area or region.
The main disadvantages of the Bottom Up Design method are:
  • Due to its narrow focus players can more easily move beyond the developed setting, this can force a Dungeon Master to ad lib on the spot or heavily guided or 'rail road'' the party to remain within the settings confines.
  • Designing can become stuttered or even halted if an particular element becomes difficult to work upon. 
  • As the setting organically grows it can be difficult to keep elements consistent and requires good note taking and book keeping as the game progresses.
  • When used to design expansive areas it can be more time consuming than Top Down Design. 

I hope this little article series has helped with understanding Top Down and Bottom Up Design, the next aim of this series is to take these methods and to create a setting using them.


Read more »

Peasants To Principality: Introduction To World Building Part 1 Top Down Design.

Posted by: Jason Silverain / Category: , , , , , , , ,




Greetings and salutations, over the years as a Dungeon Master and Amateur Writer I have observed many new people to the hobby of roleplaying feeling they are ready to move beyond the beginners prewritten adventures ask just how to begin designing an adventure or a setting of their own.
While there are many methods available the effectiveness of which depending exactly what the Dungeon Master desires I will be creating a small series of short articles and videos focusing on Top Down and Bottom Up design with later examples of their use as I create my own world setting.

These two design methods are very similar and simple in concept  and focus more on the order of how things are created than the method of creation but each has its own advantages and disadvantages and in practice are bested used in combination than relying on either of them entirely.


Basic Overview Video

Top Down Design: The Basic Principle

Top Down Design explained in its simplest form is this: Beginning at the highest level design each element moving a step lower each time.
In practice for example: a space setting a designer may begin at a galactic level deciding upon how many solar systems are within the galaxy, what empires if any span this galaxy.

Of course this is a very simple example that does not go into fine detail or down to the bottom level but its easy to observe the premise.

This can also be used on a smaller scale so if you wished to design a city for example:
  1.  Design or take an existing city map that has no features listed on it.
  2.  Decide upon any locations of districts within the city and their basic properties.
  3. Focus next on its government, laws and associated bodies of power such as the guard or the military including key figures.
  4. Flesh out each district in turn in regards to businesses, problems and key figures. 

Advantages And Disadvantages


The main advantages of using the Top Down Design approach are:
  • Builds the overall setting in moderate detail allowing for play to move between areas or begin in different locations with more ease.
  • Results in expansive notes regarding key locations, figures or laws even if they are footnotes or just names aiding further development and bookkeeping.
  • Easier to keep design choices within the world consistent.  
  • Leaves room for later expansion as new locations can be added to existing areas where the setting has not been fleshed out.
  • Best used for creating settings that are intended to be used for long campaigns, repeatedly or across different locations and games that involve expansive travel such as Rogue Trader. 
The main disadvantages of using the Top Down Design approach are:
  •  Requires advanced preparation before play begins and depending on scope of setting can be very time consuming. Especially if the level of detailed required for each area is unknown which can result in necessary areas been devoid of fine details when required.
  • Lends itself to a encyclopaedic nature of world building which can result in far too much time been spent on unnecessary work in areas players will never encounter. This can also make it difficult for those unfamiliar with the setting to use it in their own games or create adventures for the setting due to amount of lore that dungeon masters need to be familiar with.

I hope this little article has helped with beginning understanding Top Down Design, in our next article we'll be taking a look at Bottom Up Design.


Read more »

How To Host A Dungeon: The Great Spider Civilisation

Posted by: Jason Silverain / Category: , , , , ,




The Great Spider Civilisation designed by Zak Arntson at Harlekin-Maus is the first of several homebrew civilizations created for How to Host A Dungeon which I will be highlighting. It was actually this civilization which inspired me to create my own Kobold civilisation back in 2012 which I posted last month.
The following rules are written in a style that requires reference to the either the available free version of the rules or the full ruleset for use.


Great Spiders are horse-sized intelligent creatures with sharp intellects alien to our own. They reside in vast murky forests and prey upon wildlife, hapless travellers, and each other. The most cunning join the Great Burrow beneath the surface world, a maze of tunnels and webbed chambers ruled by their Queen Mother.


Draw Great Spider tunnels and chambers in black. Great Spiders prefer to reuse rooms for lairs and larders, burrowing only when necessary or constructing new chambers from the Great Spider Burrowing table. If you don't have a cave complex, roll any die across your map and create one as described in the Primordial Age rules.


Pick a spot on the surface above the cave complex and draw a finger-wide forest. Now draw a tunnel connecting the forest to those tunnels. The caverns' primordial beasts are your first Great Spiders, and each cave is now a lair. Expand each cavern by a bead in size.
Each lair is two beads in size, and consists of a web and larder. Each Great Spider is represented by a . A  is either captured prey (in a larder) or Great Spider Treasure. You may want to represent larder  with white d6's to save space, setting the die's face to the number of . When tallying the current population, add up all Great Spider , including the Queen Mother. No lair may hold more than 5  except the Royal Larder, which may hold up to 10.
Make up a name for your Great Spider Civilisation which reflects its arrogant, predatory nature.
The Age of Spiders ends if all spiders are wiped out, the only living spider is the Queen Mother, or the Web of Worlds is opened.


The Great Spider Year


At the end of each season, any unclaimed lair loses all . This includes the Royal Larder.

Spring: In spring, Egg sacs burst and prey multiplies. If the population is less than 8, subtract the current population from a d8 (with a minimum result of one). If the Great Burrow contains a Chamber of Countless Eyes, roll a 2d8 instead. This is the number of new Great Spiders who survived to adulthood. Fill empty rooms first, then draw any new lairs required, connected to the Great Burrow by a tunnel at least 1 thumb long. Place 1  and 1  in each newly-claimed lair.

Summer: In summer, Great Spiders hunt. For each Great Spider other than the Queen Mother roll a d6 on the Great Spider Hunting table. The Queen Mother does not hunt; her ravenous appetite removes d6  from the Royal Larder (it's okay to reduce her larder to zero).




Population
Great Spider Hunting Results
1
Gone hungry. If there is a  in the Great Spider's larder, remove it. If there isn't, the Great Spider attempts to eat one of her sisters. Pick the closest Great Spider (including the Queen Mother) and attack using the Voracious Appetite rules above.
2-3

Good hunting. If there is less than 1  in the the Great Spider's lair, add one.
4-5

Superb hunting. If there is less than 2  to the Great Spider's larder, add two.
6

Hunt befitting a Queen. If there is less than 3  to the Great Spider's larder, add three.


Fall: In fall, Great Spiders burrow. First, the countless spiderlings expand their haunt. Enlarge an existing Spiderling Haunt or create a new one as described in Great Spider Burrowing, below.

Next, find the first entry equal to or less than the current population on the Great Spider Burrowing table that hasn't yet been burrowed. Draw the new chamber and connect it to an existing tunnel. Opening the Web is a special activity which can be performed multiple times and does not create new chambers. Great Spider Treasures are always crafted of weird materials (typically silk, chitin and bone) and serve equally weird purposes.



Population
Great Spider Burrowing
*

Spiderling Haunt: A mazelike series of chambers where spiderlings fight for survival. To begin the Haunt, draw a tunnel leading from the surface forest to a convoluted series of chambers taking up about a half-finger in length. All expansions or newly-added chambers are a bead in size.
3

Midden: This is where the Great Spiders toss the remainders of their meals and molted carapaces. A finger from the nearest chamber, draw a pit 2 beads high and 1 bead wide.
4

Weaving Chamber: A web-choked chamber in which to study web magics and plot against each other. Draw a large chamber a finger in length and a thumb high. Place 1  in this chamber; this is a Great Spider Treasure.
5

Queen Mother's Lair: Draw a large chamber 1 finger in length and a 1 bead high. This is the Queen Mother's Throne Chamber. Also draw a Royal Larder of at least 2 beads in size connected to the Lair. Place 1  in the Lair; this is a Great Spider Treasure.
6

Chamber of Countless Eyes: Great Spiders glean knowledge beyond this world in this room. Draw an ornate room 1 finger-length wide and a thumb tall. Place 1  in the Lair; this is a Great Spider Treasure. During spring, the d8 roll for population increases to a 2d8 as Great Spiders from the world over gather to learn at the Great Burrow.
8
Web of Worlds: A weird sphere holding a vast eldritch web that spans between worlds. Draw a round room a half-finger in diameter, connected to the Great Spider Civilisation by a tunnel at least a finger in length. During the Age of Monsters, whenever wandering monsters appear, one of those monsters is placed in this room and is an extra-planar equivalent of the rolled monster.
3

Opening the Web: The Great Spiders' weird studies stretch their Web of Worlds across unseeable vistas. If the Great Burrow has a Web of Worlds, place 1  on it. If the  equals or exceeds the population, end the Spider Age. The Web has opened and each spider either travels beyond the stars, or remains behind, afraid and bitter.



Winter: In winter, The Queen Mother collects her tribute while her sisters plot. Skip this season if the Queen Mother's Lair has not yet been burrowed.

If there is a Queen Mother, each spider removes 1 non-treasure  from her larder (if available) and places it into the Royal Larder. Following tribute, the Great Spider with the most  attacks the Queen Mother using the Voracious Appetites rules below. Every new Queen Mother should receive an appropriately sinister and spidery name. If there is a tie for most , two random contenders fight, hoping to challenge the Queen Mother next winter.
If there is no Queen Mother, the Great Spider with the largest larder moves herself and the  in her larder into the Queen's Lair and Royal Larder.
In either case above, if there is ever a tie for largest larder, randomly pick two of these spiders to fight.


Voracious Appetites: Whenever a Great Spider attacks another, each spider rolls a d6 and adds the number of , including treasures, in her larder. The Queen Mother receives an additional +2. The loser is devoured and her  removed. If the newly-unoccupied lair has a larger larder than the winner's, the winner may move into the lair. A new Queen Mother always moves into the Queen's Chamber, adding her own WB to the Royal Larder. In the case of a tie, both spiders are killed.

End of the Spider Age

For every Great Spider  on the map, excepting the Queen, roll a d6. On a roll of 1-4, remove it. Those that remain are giant spiders as described in Wandering Monsters. If the Queen is still alive, the  remains as a spider queen alpha predator, too cemented in her dominance of this world to leave for others. She uses the web rules as per giant spider Wandering Monsters.
All Great Spider Treasures remain. For every larder, roll a d6. If the roll is less than or equal to the , remove all but 1 , otherwise remove all . Also add 1  to the Spiderling Haunt area, Midden and Royal Larder. These  are unnoticed loot from long-dead prey. Now proceed to the Great Disaster.


For further posts on How To Host A Dungeon:

The Original Game Review
Here is my very own Kobold Rules.
Dsyon Logos Muck Dweller Civilisation 


Read more »

“I have a dream” or more accurately described as “My brain goes to strange places when I'm ill”.

Posted by: Jason Silverain / Category: , , , , , , ,




Good evening everyone, for some reason I'm possessed to write this post now at near 00:30am but you can't accuse me of been slack on getting my posts done this month.  


Ladies and Gentlemen I have a dream.



However this is not a dream of equality and friendship, no this is a dream brought on by light dozing sleep patterns, ear infection created nausea, moments of fever, prescribed medication and most likely some suppressed anxiety.



Ladies and Gentlemen I have a dream to create a horror based fantasy campaign in Basic Roleplaying (BRP).



Now this has hit some snags from the start, first of all I've never Dmed Basic Roleplaying and most of my group have never played it either but my choice to run the game in this system is due to the following three factors:



  1. Other roleplaying systems such as Dungeons and Dragons and Pathfinder traditionally tend to empower the hero's so even monsters that in lore and roleplay terms a character should be scared of soon become hardly challenging to the typical adventurer. I want to shake up the party a little a draw us back from this, I want pull us away from been well oiled murder machines or the perfect diplomat (other known as diplomancers in my group ) and get a little more human and vulnerable.



  1. Basic Roleplaying has an inbuilt sanity system which is relatively simple and saves me from having to create an experimental system or using the Tome of Horror Corruption/Taint Systems. It also has the additional effect of having a reputation for destroying characters thanks to Call Of Cthulhu and this will give me additional groundwork for setting the campaign mood.



  1. We've had access to the Basic Roleplaying Book and Fantasy 1 for a few years now and not yet used it and I want to make my friend feel that it was not a wasted purchase, in addition the system is rather more flexible for ad-libbing character stats than most of the D20 systems I traditionally play.



The other issues I'm facing include the fact that the Basic Roleplaying book is a huge unwieldy beast which is a pain to flick through and that its supplement isn't much better and is missing a context page and appendix, I have taken measures and downloaded the quick start guide but I suspect a lot of photocopying is still in order.

Whilst looking for online support for BRP I have notice it it seems to lack any central wiki and that it only has a minor presence online other than BRP Central and I'm not particularly willing to sign up to the forum as I'm in the middle of reducing my existing accounts online as it is after 15 years on not doing so.



I've managed to avoid getting side tracked in map design thanks to Adroit-Tellurian's post on the map making SubReddit as the city of Bromwich is ideal for my needs so now I can focus on the encounters for the game.



While this will be horror themed and will lend heavily from inspirations such as Darkest Dungeon I am planning on making it rather a traditional dungeon crawl style adventure (though initially the party will have to make their way through a contested haunted city) and I've plans for various sub objectives so the party has a little free roaming if they so wish.


So why am I posting this? Well the two people in my group I would traditionally brain storm with are quite likely to be players so I don't want to spoil the surprise so I'm turning to the online community of my fellow roleplayers for suggestions or heck if you feel like you've got a few NPCs you don't mind going crazy or encounters you think would be appropriate I would be very grateful to see them.

Finally this months post should be the last of the How To Host A Dungeon Series for now though I would like to return to it and craft a few more alternative rules beyond civilisations in the future.
So next month I've got a number of possible topics to turn to, ranging from Green Text Stories of my groups current online game and its hijinks, a overview on how to run a monstrous/evil campaign since that was popular in the FAQ and I've also been delving into the more casual side of gaming so a series of short reviews is in the works.

By the way if you've not seen the FAQ page yet please feel free to check it out and post more questions in the comments. 



Read more »

How To Host A Dungeon: Kobold Civilisation.

Posted by: Jason Silverain / Category: , , , ,



For this article on Tony Dowler's How To Host A Dungeon I will be highlighting one more civilisation which I actually created in 2012, I released this ruleset onto the Giant in the Playground forums at the time and had the good fortune for Mr Dowler himself to try them. Considering the positive feedback I had at the time I am proud to rerelease them here.

The following rules are written in a style that requires reference to the either the avaliable free version of the rules or the full ruleset for use.

How To Host A Dungeon


Kobold Civilisation


Kobolds are cunning, dragon worshiping, industrious  and somewhat spiteful race of creatures whose constant violent encounters with adventurers of the surface races has left them with a xenophobic paranoia and a simmering lust for revenge.
Draw caves of the Kobold civilization in brown. Kobolds prefer to make square or rectangular rooms and tunnel in straight direct segments.
If you don’t have a gold vein or a good sized mithral deposit, create a gold vein right now as described in the Primordial Age rules. In addition in the bottom 4 inches of the page draw two bead sized natural caverns within a thumb of each other connected by a passage, treat these two caverns as Gemstone caverns as described in the Primordial Age rules.

There are two methods for setting up a Kobold Tribe:
1. If there is an empty cavern within 1 inch of the surface the Kobold Tribe begins here and treats it as a warren, if there are several caverns available place the tribe in the largest.
2. If there are no caverns pick a spot on the surface above a gold vein or mithral deposit to create a small village.

Draw a Kobold shaft vertically or horizontally from the Warren (or vertically from the village) until you hit the mithral or gold. Draw a mine 1 bead in size and put a  in it. If starting from the village draw a Kobold warren 1 bead in size connected to the shaft, place 2  in it or the starting warren.

Each  in a Warren represents 1 unit of Kobold population, with each warren holding up to 3. Each  represents some form of treasure.
Make up a name for your Kobold tribe and write it somewhere on the map in pencil.
It is now year zero in the Kobold Era.

Kobolds are lawful creatures but are always hostile towards adventurers and should they ever encounter an Ancient Wyrm on the map they ignores the standard rules and it becomes a Dragon Patron (see Kobold Construction table). Should they obtain a Dragon Patron this way before gaining a Dragon Patron through population size they do not gain a further one when reaching the population size required.
Should there ever be no Kobolds left the Kobold age ends and the Great Disaster occurs.

The Kobold Year 

Spring: In the spring Kobolds gather, mate, and lay their eggs while the leaders plan the year ahead. Gather up all  that are connected to Kobold tunnels and are not Kobold Treasures. Draw a new room to store each  gathered, or place them in existing rooms where there is space.
For each  gathered place a new  in a warren, drawing additional warrens as needed. (remember a warren can hold 3 ) Kobolds don’t like to be too near to the surface or dangerous tunnels, so try putting them as central as possible in the network of tunnels. 

Summer: In the summer Kobolds mine. If possible, draw a tunnel a half finger long that connects to a source of ore or gems. Draw a mine chamber 1 bead in size and put 1  in it. If there’s no ore or gems in reach, draw a tunnel 1 finger long towards the nearest source of ore or gems. If there’s no un-mined ore left on the map, 1  immediately emigrates off the map looking for a new home for the tribe 

Fall: In the fall, Kobold build their defences. Tally the current Kobold population. Find the entry matching this population on the Kobold Construction table. If that construction hasn’t been added yet, the Kobolds build it now. 

Winter: In winter, the Kobold rest, celebrate and offer tribute to their patrons while their crafters compete making the deadliest traps. If any Kobolds died this year the Kobolds spend 1  to add a trap to the room (or the nearest room under their control) where the Kobold died. This trap deals 1 to any non kobold passing through it before the trap is disarmed or destroyed.
A Kobold tribe with a Dragon Patron offers 1 as personal servants to the dragon, building a warren connected to the dragon's cavern for these servants.
The Kobold Servants no longer count towards the tribes population and during the Age of Monsters these Kobold Servants act as breeder monsters but with some key differences (See below)
If a tribe has multiple Dragon Patron’s servants are offered to each of them in the order they were obtained.
If any Dragon Patron ever gains 9 of servants (3 full warrens) then the tribe move on having firmly secured their Dragon Patrons position in the the area, likewise if the offering of servants reduces the kobold numbers to zero then the dragon(s) have completely subjugated the tribe and the Kobold Era ends.

In the case of multiple Kobold tribes they can share the same Dragon Patron and each tribe gives an offering to the dragon patron. (the dragon not been picky)

When the Kobold Era ends remove all kobolds (except Kobold servants) and treasures that are not Kobold Treasures, however leave all remaining traps.


Population
Kobold Construction
3
Workshops: Draw a collection of rooms filling a thumb sized area connected to Mine
4
Personal Chambers: Draw a narrow bead sized room connected to a warren, give it the name of the kobold it belongs to and write it on the map. Place 1 inside this is a kobold treasure.
5
Hall of Traps: Draw a tunnel or room one finger long, this room is the pinnacle of the trap smithing arts. This room is permanently trapped dealing 1 to any non kobold entering. Place 1  inside this is a kobold treasure and bait.
6
Temple of the Wyrm: Draw a rounded chamber half a finger long and a bead high, connected to the Personal Chambers, warrens or Hall of Traps. The Temple contains 2 kobold treasure and a one use 2 trap.   
7
Great Hall of History: Draw a hall 2 beads long and a bead high connected to the main Kobold shaft. This hall is carved with the history of the tribe and the contains 1  kobold treasure
8
Dragon Patron: Create a Ancient Wyrm as described in the Primordial Age rules however take the 1  required from the kobold tribe, connect this chamber to the Temple of the Wyrm or Hall of Traps.
9
Sorcerous Chambers: Draw a Bead sized room connected to the Great Hall of History. Place 1  inside this is a kobold treasure and most likely a magical item
10
The Grand Defence: Select an entrance to a kobold warren, draw a defensive work at this location. Any creature defending a warren as its lair gains a +1 its encounter roll however the defense is destroyed. This may be built multiple times.



Kobold Civilisation Conflict

Kobold Supremacy: If one of the civilisation is kobold it kills 1 and traps the location causing the non kobolds to automatically lose an additional 1 regardless of the result during the next encounter roll in that location. If both sides are kobolds, the kobold tribe whose turn it currently is loots 2 from the other. If neither side are kobolds then both lose 1


New Monsters 

Kobold Servants:
These are breeder monsters under the rule of a dragon and follow these additional rules:
1. They use their Dragon Patron’s ZOC (Zone of Control) rather than their own.
2. They may mine unmined ore within this ZOC however they can not keep more than 1 for themselves, any additional   is given to the Dragon.
3. If their Dragon Patron becomes an Alpha Villain it may spend 1 to have the Kobolds add a single use 1 trap to any defensive works, this uses the Kobolds activity for that year.

I hope these rules are clear enough to understand for all you would be Dungeon Masters but I welcome any feedback as always and will be providing a downloadable version of these rules in the future. 


For further posts on How To Dungeon here are links to:
The Original Game Review
Dsyon Logos Muck Dweller Civilisation 
The Great Spider Civilisation


Read more »