Showing posts with label campaign genesis. Show all posts
Showing posts with label campaign genesis. Show all posts

Saturday, April 4, 2009

Campaign Genesis, Take Two: Crusade & Epiphany

One excellent thing, besides the OGL, that came out of the 3rd edition years is a new generation of products putting the emphasis back on the gaming table. The play’s the thing, and many products want you, players of the game, to take a module or setting and make it your own. There’s been a relative de-emphasis on “this game ought to be played that way”, and more of “this could be used this or that way in your campaign”.

This certainly was partly consequential of 3rd edition’s “back to the dungeon” mantra, and surely, early actors of the “old-school” scene like Necromancer Games, Goodman Games or the Troll Lords, and even other publishers like Green Ronin (via the Freeport series, for instance) and Malhavoc Press participated to this phenomenon (Monte Cook often speaks of the importance of modules and adventures for the game, and his designs constantly stress the role of the DM as the final arbiter of what would be appropriate or not at his game table).

In hindsight, these concepts influenced me greatly when I came up with the idea of a Black Abbey of Saint Yessid, which in turn kicked off my return to the roots of the game along with my come-back to the Internet. As I wrote random thoughts in my diary of the Summer of 2008 I would constantly go back to the Mont St. Michel and how it could be used as a dungeon microcosm.


A massive monastery on top of a narrow island surrounded by an entire village and micro-economy presented all the requirements for a dungeon delve: the monastery could hide an entrance to underground levels within the island and beyond, the village would provide the basic necessities of visiting adventurers, the monks themselves could be used for a host of character interactions, and the list went on. It was as if this place begged to be used as a gaming template.

As I started conceptualizing the dungeon environment, I found myself reaching to landmarks of the genre such as the Ruins of Castle Greyhawk, Undermountain, Rappan Athuk, Castle Whiterock and others.

The idea clearly was to share this dungeon setting with others. To this end, I thought of ways in which I would present the design with an eye for maximum versatility and adaptability at a DM’s game table. I wanted a sort of micro-Ptolus with a Gygaxian approach avoiding the natural pitfalls of modern campaigns such as plot points, railroading and narrow tactical situations. I wanted Lego-elements presented in a straightforward, direct-to-the-DM fashion. A conversational tone which would not take the DM for some sort of uneducated, incompetent and/or lazy individual, a Temple of Elemental Evil spelling out ways in which to use it as a base for decades of gaming.

Talk about ambition.

Later in the year I acquired Castle Zagyg vol. 2, The Upper Works and was blown away by the general feel of the product. Along with vol. 1, Yggsburgh, it was presenting to me clearly, black on white, the sort of tone I wanted to achieve.

From there, I would reconsider using Castles & Crusades and would research as much as I could about the origins of the Castle. This would obviously lead me back to Castle Greyhawk and the original Lake Geneva campaign.

This is around this time that I would get back to the Internet and find out about Greyhawk Grognard, Grodog’s Greyhawk, which would in turn lead me, along with various discussions on message boards, to Pied Piper Publishing and Rob Kuntz’s Lord of the Green Dragons.

That’s when all the pieces really started to fall into place. I would come back to the idea of running games with my better-half with a new eye for something I have been missing for years in my gaming: enchantment. I liked (and still like) C&C a lot, but would find myself house-ruling from the get-go, mainly because of instances of dissociated game mechanics with class abilities and math/design issues with its SIEGE components.

As I read more and more about the Lake Geneva campaign, the idea of making the game my own, of taking the simplest expression of the game and rebuild it from the ground up to my liking made its way in my writings. I would have a second look at the original booklets and their supplements and find that my appreciation had evolved over time. This was not a complete game. This was a tool, a gate to build my own game.

With this simple realization I would read through the World of Greyhawk and think to myself: “if the rules-as-written are the gateway to my own game system, what if I treated Greyhawk not as a complete setting, but as a gateway to my own setting?”

Writing this now I realize how it might seem obvious to many of you, but at the time these thoughts struck me powerfully and initiated a full-blown epiphany on my part. I had already created a new map mixing different setting elements to play with Nerissa, but with these thoughts in mind would just go back to the vicinity of Greyhawk and decide to use the Flanaess from there.

I would find an appropriate location for the Black Abbey on the shores of Nyr Dyv’s Midbay (hex. A4-118), plug Yggsburgh at the confluence of the Ery and Neen rivers (hex. D4-84) and Chordille Keep (from dungeonaday.com) between the two (hex. C4-82). I strongly doubt all these locations will be visited during the course of the solo games I’m planning, but it is part of the process of making sense of Oerth for myself.

This is where I am now, in a nutshell. I will of course explore the evolution of these ideas through this blog. The Black Abbey itself will be discussed at length, as well as the way I mesh Nerissa’s desires with the way I’d like the campaign to work out for myself. There’ll be much more to come, but there you have it: how I reached this point in time, and from there, what I hope to accomplish in the near future with my gaming.

Thursday, March 26, 2009

Campaign Genesis, Take One: Nall-Morrain

To understand where I am now as far as this next campaign is concerned, one needs to rewind to the lessons I learned from my first Praemal Tales campaign. One must understand that all the players involved were introduced to role-playing games through the Seven Spires.

When a few of these original players left the area where we live, I decided to launch the Praemal Tales. The relevant consequence here is that the players were not originally gamers, and thus had no predispositions as far as gaming was concerned. They did not think in terms of "what the game ought to be" but rather in pure terms of what was exciting and entertaining to them.

I must also point out that all the players of the Praemal Tales (besides yours truly) were female colleagues of my better-half, aka adult teachers themselves.

All this is particularly interesting when considering what, in the end, was really entertaining for them in a game of Dungeons & Dragons:

First, they liked to play their characters' interactions, so much so in fact that there were many asides when the campaign's main plot was discarded in favor of their characters' relationships. No surprise there, I would guess.

Second, they liked to kick butt, and by this I mean they really liked combat and action. They liked to kill stuff and take their stuff. They loved to roll dices with the universe. Now that's not really what we've come to expect from female gamers, I'd wager. To me, this strongly suggests that the stereotype of the delicate, artistic, plot-oriented female gamer is actually bogus through and through. That might be the subject of a later post.

Third, while the players enjoyed the dice-rolling tremendously, they didn't care that much for the intricacies of the game system and sometimes thought of it as an obstacle to the actual fun of playing the game. In other words, they really didn't care for what has now been dubbed "game system mastery", which made "ivory tower game design" completely moot at our game table - not because there was a concern for "game balance" (the balance of the game resulting from the actions undertaken within the game milieu itself and the cooperation of the participants around the game table, not from some sort of magical consequence of rules balance in a game book) but because the players actually did not care for character optimization beyond a certain point.

The conclusion seems clear enough: I didn't need a game system as convoluted as D&D's Third Edition to have fun with these players. It did show, however, that the players really liked the essence of D&D - the monster-bashing, treasure-seeking, dungeon-delving experience it primarily offers to its players. Surprisingly enough, the actual convergence of these facts with my desire to go back to the roots of the game wouldn't occur right away. It would take months for these clues to neatly fall into place and lead me to their natural conclusion.

Back when the Praemal Tales ended and the players left for other ventures in their daily-lives I was left with this very valuable feedback. Since both I and Nerissa, my better-half, wanted to still play the game somehow, I started thinking of a new campaign that would use this information and move the ball forward, so to speak.

All campaigns start with a few ideas about the kind of game one wants to run. For me, this is almost immediately followed by a discussion of these ideas with the potential players of the game. It helps create a climate of cooperation and understanding between me, the referee, and the rest of the game table, and instantly points out that I want as much feedback from them as I possibly can. Out of these first conversations with Nerissa one thing in particular struck me: she wanted her character to travel, wander in the wilderness and experience the outside world during the campaign.

This probably struck a chord with me because it basically respected the evolution of the Mentzer boxed sets of the 1980's from the dungeon environment of the Basic rules towards the great outdoors of the Expert add-ons to the game without her knowing anything about D&D prior to its Third Edition.

With all this in mind, I would start thinking about a setting. I wanted to keep running the game in Praemal, but the urban setting of Ptolus would obviously not do. I needed to pick a wilderness area within the world of Praemal that would fit Nerissa's needs and give me a taste of the vintage gaming I was craving. I went back to my Ptolus tome, searched for a convenient, inspiring area of the world, and ultimately found what I was searching for:

From
Ptolus: Monte Cook's City by the Spire, Chapter 2: The World.
NALL
Said to be haunted by the ghosts of the “first men,” icy Nall is a rough northerly forestland trapped between the Dragonsbirth Mountains to the west, the Grey Mountains to the east, and the Endless Sea of Ice to the north. The people of Nall are few but hardy. Most of them live in nomadic barbarian tribes, each ruled by a shaman woman. Some dwell in the depths of the Black Angel Forest or the Great North Woods. The small communities here are isolated, accustomed to living through the long winters without ever seeing anyone from another village or tribe.

The idea of a northern campaign would greatly appeal to me at the time. I wanted to put more of a medieval emphasis to it, and thus searched for some campaign element to add to this area. I finally selected Castle Whiterock, which I thought would bring an unmistakable vintage feel to the whole milieu, mixed the Praemal names with a few Gloranthan references, and also added some elements of the first campaign I ever played (T1-4, Temple of Elemental Evil).

While I was blending these elements, the Beta version of the Pathfinder role-playing game was the news. I would seriously consider running the campaign with it, would add a few locations from Paizo's Darkmoon Vale to the map, and would even generate Nerissa's character using these rules. I was attracted by its novelty and wanted to support the efforts of Paizo Publishing to keep the 3rd edition rules alive (I still do, but that's a different story).

I would come up with a hand-drawn map of the Nall-Morrain area, but in a matter of weeks, would completely abandon the project due to my ongoing arguments online about the Fourth edition of Dungeons & Dragons, as I explained in a previous entry of this blog. Months would come to pass before I would get back to the idea of a vintage campaign, and by then, my mind would have wandered to other game systems and settings more appropriate for what I intended this campaign to be...