This probably doesn't need to be said, but Ben Robbins' marvelous West Marches series is an ever-evolving resource for players and GMs alike. Do yourself a favor and check back periodically to read the comments (and the timely responses from Ben and his players) that just keep piling onto this fantastic group of articles.
The wrap-up piece, West Marches: Running Your Own, has no fewer than 137 comments, probably more by the time you read this. They're from players and GMs wanting to know more about Ben's fantasy sandbox. He's responded to most queries, which of course prompts even more questions from his readers. You'll even find a few of my own comments mixed in among the discussion.
Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. Show all posts
Monday, August 31, 2009
Wednesday, November 19, 2008
Wilderness Campaigning in Savage Worlds
I’ve found the “raise” mechanic in Savage Worlds to be particularly useful for procedural tasks that come up in wilderness campaigns. [Each raise in SW represents a multiple of four by which you beat the target number; if your die roll beats the target by 8, you get two raises, for example. Dice explode in SW, so raises happen a little more frequently than you’d think.]
With that in mind, here’s what I’ve been tinkering around with for our campaign.
Orienteering and Getting Lost
We’re using a 5-mile hex map to explore the world of Autumn Frontiers. When heading overland, the party announces their general destination for the day (“We’ll head south until we get to the abandoned watchtower and then camp for the night”), and then one player makes a single Tracking check. Generally this will be the character with the best Tracking stat, but I can imagine situations where other PCs may have to step up to the plate.
A success means they’re able to navigate a single hex and proceed on toward their destination, rolling again in the next hex. A raise means they get through one additional map hex — covering 10 miles, estimated very roughly, before rolling again. A further raise equates to another 5-mile hex covered, etc. It's possible, with a single incredibly lucky dice roll, to have the PCs to hike unmolested several dozen miles toward their destination without getting lost.
If the roll fails, the party is lost in whatever 5-mile hex they ended up in. The GM should describe the physical geography, especially if there might be a chance that the players could spy a landmark and thus orient themselves that way. This can either lead to more exploring to find a new route, or perhaps an overnight stay in the wilds before attempting orientation again the next day.
Foraging for Food
A success means the character hunts/scavenges/forages enough food to sustain himself for the day — in our campaign, this is going mostly going to mean wild game meat, because one of the characters took “Vegetarian” as a hindrance. Each raise allows the PC to feed one additional character for that day. Note that foraging — especially hunting — takes a significant amount of time and should definitely affect how fast the party can travel overland.
With that in mind, here’s what I’ve been tinkering around with for our campaign.
Orienteering and Getting Lost
We’re using a 5-mile hex map to explore the world of Autumn Frontiers. When heading overland, the party announces their general destination for the day (“We’ll head south until we get to the abandoned watchtower and then camp for the night”), and then one player makes a single Tracking check. Generally this will be the character with the best Tracking stat, but I can imagine situations where other PCs may have to step up to the plate.
A success means they’re able to navigate a single hex and proceed on toward their destination, rolling again in the next hex. A raise means they get through one additional map hex — covering 10 miles, estimated very roughly, before rolling again. A further raise equates to another 5-mile hex covered, etc. It's possible, with a single incredibly lucky dice roll, to have the PCs to hike unmolested several dozen miles toward their destination without getting lost.
If the roll fails, the party is lost in whatever 5-mile hex they ended up in. The GM should describe the physical geography, especially if there might be a chance that the players could spy a landmark and thus orient themselves that way. This can either lead to more exploring to find a new route, or perhaps an overnight stay in the wilds before attempting orientation again the next day.
Foraging for Food
A success means the character hunts/scavenges/forages enough food to sustain himself for the day — in our campaign, this is going mostly going to mean wild game meat, because one of the characters took “Vegetarian” as a hindrance. Each raise allows the PC to feed one additional character for that day. Note that foraging — especially hunting — takes a significant amount of time and should definitely affect how fast the party can travel overland.
Labels:
Game Design,
hex map,
savage worlds,
wilderness
Thursday, October 30, 2008
Keeping Stuff Random
These days, I’m rediscovering the magic of the random encounter table. This old-fashioned game tool is nothing if not time-tested and (mostly) campaign-approved by several decades’ worth of gamers.
But the aspect that’s most appealing to me is that it removes the GM from the position of lobbing threats toward the players. Instead, it’s the game world itself that offers the threat — and the story! I’ve been fine-tuning Autumn Frontiers with random tables in an effort to create clear distinctions between the mildy dangerous areas of the map and the truly deadly regions. I’d like to implement “danger gradients” to the wilderness, which Ben Robbins describes as logical threat progressions, intended to give the world a sense of order and make it feel like more than just a map full of encounters strung together. Mountain hobgoblins generally won’t come along when the players are campaigning through the swamp, but there’s a good chance these same protagonists might patrol the foothills of their chosen mountain range.
This is somewhat more difficult to implement in Savage Worlds, which doesn’t use encounter levels or rank monsters according to how appropriate they are for characters of a given level. But in a way, it’s even more exciting, because I can stock the map with an eye toward Gygaxian naturalism and let the players figure things out.
But I like that no one really knows what’s going to come along when the dice are cast. Random encounters add a level of danger and mystery to the game that’s made all the more real when the players understand that even the GM can’t see everything coming. That’s not to say the GM should treat every random result as gospel; it’s important to keep things appropriate to the particular setting (merfolk raiders coming along when the party is adventuring in the high plains? Maybe not.). But respecting the random encounter keeps everyone on their toes, which in turn leads to that all-important byproduct of roleplaying: adventure!
But the aspect that’s most appealing to me is that it removes the GM from the position of lobbing threats toward the players. Instead, it’s the game world itself that offers the threat — and the story! I’ve been fine-tuning Autumn Frontiers with random tables in an effort to create clear distinctions between the mildy dangerous areas of the map and the truly deadly regions. I’d like to implement “danger gradients” to the wilderness, which Ben Robbins describes as logical threat progressions, intended to give the world a sense of order and make it feel like more than just a map full of encounters strung together. Mountain hobgoblins generally won’t come along when the players are campaigning through the swamp, but there’s a good chance these same protagonists might patrol the foothills of their chosen mountain range.
This is somewhat more difficult to implement in Savage Worlds, which doesn’t use encounter levels or rank monsters according to how appropriate they are for characters of a given level. But in a way, it’s even more exciting, because I can stock the map with an eye toward Gygaxian naturalism and let the players figure things out.
But I like that no one really knows what’s going to come along when the dice are cast. Random encounters add a level of danger and mystery to the game that’s made all the more real when the players understand that even the GM can’t see everything coming. That’s not to say the GM should treat every random result as gospel; it’s important to keep things appropriate to the particular setting (merfolk raiders coming along when the party is adventuring in the high plains? Maybe not.). But respecting the random encounter keeps everyone on their toes, which in turn leads to that all-important byproduct of roleplaying: adventure!
Labels:
Advice/Tools,
fantasy gaming,
rpgs,
wilderness
Monday, September 29, 2008
Rations and record-keeping: Fun?
Question for you OD&D DMs out there: Do you make your players mark off rations or man-days of food during wilderness campaigns? I have a strong desire to do just that in Autumn Frontiers, my burgeoning Points of Light/Savage Worlds mashup setting — but I’m also conscious of the lameness of such record-keeping, especially in the casual group that I’m expecting for the game.
Labels:
Advice/Tools,
points of light,
rpgs,
savage worlds,
wilderness
Thursday, September 25, 2008
Days gone by...in-game, that is
One thing I always keep an eye on when GMing is the passing of each day. Unless you’re gaming in a realm with dramatically different solar cycles, it makes sense that most days should start with a sun(s)rise and end with the reverse about 12 hours later.
This daily cycle provides delicious opportunities for detailed scene-setting and cinematic visuals, but it also tends to get ignored in a lot of games. The GM simply says “OK, you spend the day in the city researching the nobleman’s estate. It’s night out now — do you want to go to the tavern?”
Sometimes that’s a necessary step to keep the game going; other times, it’s a missed opportunity. Cities and wilderness locales can undergo pretty substantial changes in flavor as the day transitions to evening and night. I’ve put together a brief list of “actionable” details that can be easily inserted into fantasy campaigns to better describe the passing of the day.
Urban environs
Wilderness environs
This daily cycle provides delicious opportunities for detailed scene-setting and cinematic visuals, but it also tends to get ignored in a lot of games. The GM simply says “OK, you spend the day in the city researching the nobleman’s estate. It’s night out now — do you want to go to the tavern?”
Sometimes that’s a necessary step to keep the game going; other times, it’s a missed opportunity. Cities and wilderness locales can undergo pretty substantial changes in flavor as the day transitions to evening and night. I’ve put together a brief list of “actionable” details that can be easily inserted into fantasy campaigns to better describe the passing of the day.
Urban environs
- In the morning, streets might be empty save the vendors setting up shop in the market district. It’s often unnaturally quiet, so any disturbance would be magnified manyfold and would likely wake nearby sleepers.
- Noon is usually the hottest part of the day in non-polar climates — a town might shut down during the afternoon so its denizens can retreat to cooler refuges.
- In the evening, there’s often an influx of people, as farmers and laborers head into the village after a long day in the fields. Traveling merchants arrive after many days on the road, eager to rest and relax.
- At night, there’s often a changing of the city watch, as the daytime soldiers head home to the barracks and the nighttime detail moves in. This would be a time of relative disorganization for all but the most disciplined brigades.
Wilderness environs
- In temperate areas, dew accumulates overnight in grassy areas. Footprints from travelers passing in the night are easy to discern in the morning dew.
- In the evening, nocturnal predators come out to hunt, and prey animals hunker down to await dawn. Flowers often close up, too, and mist can develop in humid, lowlying areas as the ground cools.
- After nightfall, the temperature can drop dramatically, and travelers without proper shelter can left to the mercy of the elements. Trees creak and groan as they cool in the night air. In very cold regions, water can freeze, leather can crack and metal blades become brittle with frost.
- At night, a slight elevation can give travelers a sweeping, panoramic view of the countryside. From there, it would be easy to pick out the flicker of campfires that might indicate other wayfarers in the area.
Labels:
Advice/Tools,
Fluff/Inspiration,
rpgs,
weather,
wilderness
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