Showing posts with label west marches. Show all posts
Showing posts with label west marches. Show all posts

Thursday, April 26, 2018

The West Marches: Character Concepts

In my last post, I invited folks to tell me about their character concepts within a West Marches fictional context, and within a context where characters are defined narratively, rather than via stats.

I posed the following questions as a starting framework, and wow did people ever deliver!

Far beyond the edge of civilization, there's a land that's strange.  Maybe you heard it's where barbarians roam the hills in cunning packs, where goblins steal babies and leave behind twig-constructs, where witches grant power at the price of your dreams, leaving only nightmares.  There are people out here, cities too, yes- but they're like nothing you've never known.  But something has drawn you here nonetheless, to this wild and untamed land.

In this context, what are the MOST IMPORTANT THINGS about your character?  I actually don't think Strdexcon Intwischa is the best way to describe who you are in that setting.  What is?

  • Are you a Human?  Elf?  Dwarf?
  • What is your strength?  Are you Strong?  Quick?  Clever?
  • What are your capabilities?  Do you Have Magic?  Are you Skilled with the Sword?
  • What have you brought with you?  Your Mother's Sword?  A Talisman of Faith?
  • Why are you here?  Do you seek A Cure?  Your Brother?  Gold?  Glory?
Let's look at some of the responses.

Tuesday, April 24, 2018

The West Marches


Far beyond the edge of civilization, there's a land that's strange.  Maybe you heard it's where barbarians roam the hills in cunning packs, where goblins steal babies and leave behind twig-constructs, where witches grant power at the price of your dreams, leaving only nightmares.  There are people out here, cities too, yes- but they're like nothing you've never known.  But something has drawn you here nonetheless, to this wild and untamed land, to The West Marches.


Tuesday, March 27, 2018

Dungeons & Dark Souls

Or: "How I Learned To Stop Worrying and Love The Delve"

So a while back I had an idea...




So that was all interesting, but that was maybe an entirely separate RPG.  But the other part I was really interested in pushing on is 5th Edition's concept of "the adventuring day"- especially the Dungeon Master's Guide's assertion that a party of 4 should be fighting between six and eight medium to hard encounters before needing a long rest.  This assertion has always surprised me, from the beginning, and I don't think I've EVER run a game of 5th that actually hit that marker- my players have always elected to take a long rest early.

So... what if there was a game that was set up explicitly to push against that daily limit?

Read on.

(Jacquayed, a term paying homage to Jennell Jacquays, author of Dark Tower and Caverns of Thracia, meaning to build a convoluted layout with multiple entrances, many interconnecting paths, and many connections between levels- offering players much in the way of choice for how they move through the dungeon space)

Another weird thing that comes out in traditional megadungeon play: My character went to the left, and got blown up by a fireball trap and died.  My new character steps into the dungeon and immediately says "DON'T GO LEFT."

Surely we could look to Dark Souls for some inspiration in how to solve that particular bit of weirdness.

As all game design should be done to solve a problem, let's talk about the problems we're trying to solve:

  • How do we push players to continue adventuring to their point of failure?  How do we hit the 8-encounters-per-day limit?
  • How do we solve the mental disconnect where characters die, but players retain knowledge of the dungeon from that death?
  • How do we give players the ability to make informed choices when exploring a sprawling labyrinthine megadungeon?  How do they decide whether to go left (and maybe get blown up by a fireball?) or go right (and maybe fight some goblins)?

And some answers:
  • How do we push players to continue adventuring to their point of failure?  How do we hit the 8-encounters-per-day limit?
    • Force players to leave the dungeon to take a long rest.  Encourage players to push as far as they can by adding consequence to resting without reaching a checkpoint- in this case, by making encounters respawn on a long rest.  As a carrot- the objective drawing players forwards- players can reach various checkpoints.  Either a shortcut, allowing them to bypass some encounters, or a new entry point, that lets players enter the dungeon beyond content they've already mastered.
  • How do we solve the mental disconnect where characters die, but players retain knowledge of the dungeon from that death?
    • Losing a character isn't necessary for "death" to be impactful!  If the players are attempting to push through a certain number of encounters in order to hit a checkpoint, then if a death makes the team weaker overall, it's still something to be avoided.  There's no need to fictionally remove a character who dies!  Effectively, as in Dark Souls, player characters are immortal.
  • How do we give players the ability to make informed choices when exploring a sprawling labyrinthine megadungeon?  How do they decide whether to go left (and maybe get blown up by a fireball?) or go right (and maybe fight some goblins)?
    • If characters don't truly die, then players are free to learn by trial and error.  They went left and got blown up by a fire trap?  That's fine- they can come back later after they find the stash of fire-resist potions on level 3.  In that way, by running into the problems of the dungeon, players learn to make intelligent and informed choices about how to move through the space in order to accomplish their goals in play.

So what does this turn out to look like in practice?


In summary, the rules I'm using at the table look like:

  • After combat, a surviving PC can take 5 minutes and spend one use of a healer's kit to restore a dead character to life with 1 hit point.  This resuscitation inflicts 1 level of Exhaustion on the resuscitated character.
  • If the party wipes, everyone wakes up in the infirmary outside of The Delve, having fully recovered.
  • You may extract from The Delve at any time.
  • In order to take a long rest, you must extract from The Delve.
  • Every time you enter The Delve, the dungeon is reset.


The emphasis in a dungeon of this style is in seeing how far players can stretch their limited resources before they begin tapping out.

As a short term goal, the dungeon is riddled with secrets- hidden treasure, secret doors, tricks, twists, and traps.  In every play session, players should be able to find something new; perhaps even something new in an area they've already been through... maybe even an area they've been through multiple times.

As a mid term goal, the dungeon is built to be thoroughly complex, with many shortcuts to find and unlock- these don't reset when the players re-enter, so if they open a shortcut on one run, they can use it on a future run.  All of a sudden, when it used to take 5 encounters to reach the Fountain of Crystal Seeing, now that you've opened the portcullis, it only takes 1.

As a long term goal, the dungeon contains multiple insertion points.  Exploring and fighting all the way to a secondary insertion point and unlocking it on discovery means players can then choose where they start from when they enter the dungeon.

As a metagame goal, the dungeon contains hidden information that subtly hints at a story.  Careful examination of the environment and items found may start revealing clues that sharp players can piece together.


So I started building it.

I had my first session on Sunday, which is the subject for another post- but suffice it to say it was a great success, and now my mind is buzzing with more ideas.

I can't wait to tell you more about them.



Monday, September 4, 2017

Why Explore?

In the context of sandbox OSR D&D games... why should the players explore your game world?  What rewards exist to motivate exploration?





Here's a list based on my own experience, plus the answers a bunch of people gave me when I asked on twitter.  Players want to....

  • See their character change based on what they encounter
  • See the world change in response to their actions
  • Discover the interaction points between the world and their character
  • Enjoy the gamble of randomness in the game
  • Form new or build on existing in-game relationships and romances
  • Gain XP - often in the form of treasure
  • Gain power and capabilities - new items and resources and allies
  • Gain knowledge about the world and environment
  • Gain information about other challenges that have them stumped
  • Engage with new content - finding a new quest or situation
  • See something new in the world, experience something unique - environments, settings, monsters, etc.
  • Be surprised by what they find
  • Discover something, put it on the map for others
  • Follow clues to their ultimate discovery
  • Solidify an alliance with a faction
  • Find out what happens, what are the consequences of their decisions 
  • Overcome a tough challenge
  • Make deals
  • Open or unlock new content- areas, quests, relationships, npcs
  • Embody their alignment or beliefs within the world
  • Solve problems or help npcs 
  • Unlock and play with new character options
  • Explore options within the fiction
  • See their character succeed or fail
  • Simply to experience it themself
  • Find out what will happen to their friends


Let's break that list down a bit in terms of three different categories:

Mechanical Motivators

These things are explicitly mechanized by OSR games- there are rules the players can point to and follow for these events.

Notably, the extrinsic rewards of the game all fall here.
  • Gain XP - often in the form of treasure
    • Explicitly mechanized
  • Gain power and capabilities - new items and resources and allies
    • Explicitly mechanized
  • Overcome a tough challenge
    • Player Experience
    • Explicitly Mechanized

Narrative Motivators

These things aren't explicitly mechanized in OSR games; they rely on the GM's narrative chops to set up the opportunity for them to exist, and for players to interact with them.
  • See their character change based on what they encounter
    • OSR games don't tend to mechanize this explicitly within the core rules- rather, when it happens, it falls under the narrative OSR umbrella of "if it happens to you, it happens to you"- your arm got chopped off, so you don't have an arm.  "Rulings, not Rules" gets a lot of play here.
    • Some OSR style games have crit or fumble tables, or magical corruption tables that mechanize this.
  • See the world change in response to their actions
  • Form new or build on existing in-game relationships and romances
  • Exploit in-game relationships; make deals
  • Gain knowledge about the world and environment
  • Gain information about other challenges that have them stumped
  • Open or unlock new content- areas, quests, relationships, npcs
  • Put something discovered on the map for others
  • Follow clues to their ultimate discovery
  • Solidify an alliance with a faction
  • Embody their alignment or beliefs within the world
  • Solve problems or help npcs
  • Unlock and play with new character options

Experiential Motivators

These are just things that the players enjoy experiencing as they play the game.  If you have the first two categories, you should naturally have this one covered- but it's always good to keep in mind.
  • Explore options within the fiction
  • See their character succeed or fail
  • Simply to experience it themself
  • Find out what will happen to their friends
  • See something new in the world, experience something unique - environments, settings, monsters, etc.
  • Be surprised by what they find
  • Discover the interaction points between the world and their character
  • Enjoy the gamble of randomness in the game
  • Discover something in the world
  • Find out what happens, what are the consequences of their decisions
  • Engage with new content


So what does this mean?

It means that, if you're trying to set up a sandbox open world D&D game, the ruleset of the game you're using probably only manages a small fraction of what motivates players to go out and explore- and the rest of it is up to the narrative framework of the world you're building.

That large list of Narrative Motivators also raises a series of excellent questions for us to consider, as far as our players are concerned.  For example:
  • When does the player's character change?  How?  What keeps those changes in check, to allow the player to have fun with their character?  How does the player feel agency over the way their character is affected by the world?
  • How does the player know the world will respond to their actions?  (That might be a base assumption of all players- including GM- but it's good to clarify!)  How does the player know how the world will respond to their actions?  What are the avenues of agency the players have over this response?  How much agency should the players have in this response?
  • How does the player successfully build in-game relationships and romances?  How does the player know they can do this?  What are the avenues of agency for the player pursuing these?  
  • What are the consequences of a new relationship?  What benefits can it offer?  How does the player know what these are?
  • How does the player gain knowledge about the world and the environment?  What are the avenues of agency for the player pursuing this information?
  • How does the player pursue information about challenges that are stumping them?
  • How does the player know what courses of action will unlock new content?
  • How much can a player put on the map for other players?  Everything?  Nothing?  What if that character dies before making it back?
  • What if the player misses clues?  How does the player gain more information about a puzzle?
  • What do alliances with factions do?  What do factions do?  What benefits and risks does faction membership confer?
  • Why embody your beliefs and alignment?  What are the consequences of doing this?
  • Why solve problems?  Why help NPCs?  What are the consequences of doing this?
  • How does the player know what new character options will be made available?  How does the player know whether a new character option is desirable to them?

That's a lot of ground to cover, and it's part of why I think sandbox OSR games present a unique challenge to the enthusiastic GM!

I suspect some of this should probably be mechanized with explicit rules; some of it should definitely not be; and a great deal of it could be made easier with some simple, well-written guidelines.

Maybe we'll do a bit of that!

Until next time- did I miss a key motivator for you, as a player (not your character- you!)?  Do you disagree with how I've divided things up?  Think something I marked as Narrative is actually Mechanical?  Tell me all about it!

Monday, August 1, 2016

West Marches Resources

Here's a reproduction of my original "West Marches Resources," reproduced without alteration!