Wednesday, June 8, 2011

Into the Hexes and Discoveries

When designing a campaign in which everything revolves around a single dominant theme, in this case the underworld of the Bleak Beyond, it is important to have motivations for the players and their characters to work outside of the central theme from time to time.

For a dungeon-centric campaign such as mine, this work outside of the theme would of course involve the wilderness around the Bleak Beyond. In OD&D the term “wilderness” refers to everything on the surface, so in this case it includes the starting town of Tenborough Hold as well as the whole of the Unbidden Lands in which the campaign is set.

While making notes for the Unbidden Lands, I wondered “Why would the players decide to explore the Wilderness?” Aside from being sent on a wild goose chase by an NPC, or to seek out a healing herb for their stricken party-mate or some other Ref-induced quest into the wilderness, was there a motivation for the party to set out, “into the hexes”, of their own accord?

For the Unbidden Lands, there is such motivation. The notion is that through exploration the characters have the opportunity to unlock game features by making Discoveries. Visiting the Town of Skinny Creek enables trade with the Hobbits there, and access to Hobbit Cuisine. Finding the Elves of the Worn-Wood enables trade and gives access to enchanted Elf Wine and other unique wares. Locating the Dwarven hold at Pinching Gorge likewise allows access to special works of craftsmanship.

Farther out in the Unbidden Lands, characters can discover more game material. Traveling to the Shrouded Mere will permit Aelfar as player characters. The same for unlocking playable character races with the Dvergar at Scrag Rock, the Doende at Lonely Crag, the Irklings at Itching Wood, and even the Troldekin, although the latter are only unlocked by entering the Supreme Citadel of the Morkevagten in the dungeon itself. Each area of discovery holds more game material, including access to such things as new spells and even more race specific resources for the adventurers.

In the end, the players have a chance to realize greater opportunities and resources by taking the initiative and going into the hexes. Ultimately such travels will pay-off for future plunges into the Bleak Beyond. Refs will likewise have the chance to flesh out the Unbidden Lands further, allowing groups who wish to feel the sun on their faces some time breathing fresh air for a change.

All of these Discoveries will be defined and described in greater detail as the whole project moves forward. For now I must continue to concentrate on the How to Play portion and finish up the various d00 tables which fuel the inner workings of the Bleak Beyond.

~Sham

Wednesday, May 11, 2011

Experience by Plundering

In my most recent post I touched on a number of unusual methods in which the dungeon itself figures into the rules of advancement for my latest project, the Bleak Beyond. I received plenty of thoughts and feedback on the Accomplishments portion of that post, but I am wondering how readers feel about the fact that I am considering expunging the tried and true notion of Experience Points in favor of the proposed Experience by Plundering approach:

Experience by Plundering

Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.

For more specifics you can read the previous post below this one. There are, as mentioned within that post, other criteria which must be met in order to advance to level 12.

Thanks to the feedback from last week's post I will be redesigning some of the Accomplishments in order to right the wrongs indicated by reader -C and taking a less heavy handed technique in order to allow more freedom of choice by the players. In other words, more interaction with the dungeon itself and a little less with the dwellers within.

Thoughts, Ideas and Suggestions on Experience by Plundering?

~Sham

Thursday, May 5, 2011

Experience and Accomplishments

As the anchor of the campaign, around which everything revolves, the dungeons of the Bleak Beyond will factor into the very rules which govern game play. Along with the various tables and conventions specifically designed to power the game sessions, one will find a game unto itself in what I hope to be a rather brief How to Play section. Just the nuts and bolts of a game, one which can be adopted or ignored in favor of one's preferred edition.

The How to Play section of the Bleak Beyond is not intended to be a clone of D&D. It is more or less a generic system which will cover such things as Dice, Hits, Combat, Armor, Saves, Tasks and Character Advancement. The mechanics that run behind the scenes of the game. Tasks have been covered using the 5+ guide in the Art of Delving. The other terms are fairly self-explanatory. Combat is distilled to a table-less formula, which was covered here and here a few years back.

A bit of a departure from the old school? Not in my mind. I just find the method more logical and simpler to implement. The true major departure from the accepted rules is found in the guide for Character Advancement. Here's where we find the dungeon itself influencing the rules.

The Bleak Beyond does not use a hard and fast advancement via experience points system. Since nearly all of the players' efforts will involve dangerous plunges into the underworld, the only set-in-stone method for gaining levels is by successfully looting manually placed Treasure Troves. Not your run of the mill loot stashes but rather those specific riches which are mentioned in Vol. III with the suggestion to “thoughtfully place several of the most important treasures” before dicing for random distribution. Here's the core of the approach:

Experience by Plundering

Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.

Yep. No experience points whatsoever.

There are restrictions to the experience by plundering system, however. Normal advancement halts at the top level of each tier, levels 3, 6 and 9. In order to unlock the subsequent tiers which begin with levels 4, 7 and 10, the character will be required to meet certain criteria based on successful exploration of the Bleak Beyond.

The dungeon rewards characters who accomplish certain goals. For humankind there are currently 13 such accomplishments, along with one race accomplishment for each non-human class which lifts their standard maximum level and allows further progress. Players must track the number of each specific accomplishment, along with the reward gained, on the back of their character sheet for future reference and to prevent possible double-dipping.

Refs might of course allow alternate methods of advancement. It is certainly not a game world in which the only method of advancing as a character is by gaining Bleak Beyond experience. This is simply how one does so within this particular dungeon. Exploring the wilderness of the Unbidden Lands holds its own rewards, after all (which will be explained in an upcoming post).

I may or may not add to this list in the future, and since none of this is quite set in stone there is no accompanying PDF this time. Here's what I've got so far.

Accomplishments / Rewards

1.Etch name on the Big Block of So and So's Fate / Unlock 4th Character Level
2.Shake the hand of Skellington in the Writhing Sepulchre / Unlock 7th Character Level
3.Obtain a Morkevagten Writ of Passage from the Citadel / Unlock 10th Character Level
4.Bring a Fallen Knight to justice / +1 Primary or Random
5.Oust the Mayor of Awfulville / +1 Primary or Random
6.Earn a Key to the Swallowed City / +1 Primary or Random
7.Release a Trapped Soul from the Chapel of the Jilted Bride / +1d6 Hits
8.Smuggle an intact Ubernana to the surface / +1d6 Hits
9.Ring the Gilded Bell of the Excommunicated / +1 Primary or Random
10.Awaken the Sleeping She-Paladin / +1d6 Hits
11.Lay the Evil Dude to rest in his Domain / +1d6 Hits
12.Learn Sham's Secret from Sham himself / +1 Ability of Choice
13.Visit the Four Corners of Balmorphiact / +1 Ability of Choice


Non-human Accomplishments / Rewards

The following non-human accomplishments remove the standard class level maximum for each respective race. They do not however supersede the advancement accomplishments required as detailed in numbers 1-3 above.

Enter the Supreme Citadel of the Morkevagten through the front door / Unlock Dwarf 7th
Survive an arena match in the Swallowed City / Unlock Elf FM 5th
Learn a new spell in the Palace of Ceaseless Extravagance / Unlock Elf MU 9th
Taste Chuckhole Hooch straight from a still in Chuckhole Hollow / Unlock Hobbit 5th
Bring home the head of a Nisse / Unlock Aelfar FM 7th
Take a nap in the Dens of Undesired Dream / Unlock Aelfar MU 7th
Pull one of Vrimnas's levers and live to tell the tale / Unlock Doende 7th
Perform guard duty at the Shrine of the Sleeping She-Paladin / Unlock Dvergar 7th
Bring home a real live Crumblebumian / Unlock Irkling 7th
Tithe at the Church of the Excommunicated / Unlock Troldekin FM 7th
Become irradiated on the Level w/ No Name / Unlock Troldekin MU 7th


Thoughts? Ideas? Suggestions?

~Sham