Sunday, June 13, 2021
Mundane Detail
Saturday, May 29, 2021
Description Economy: Settlements
How to best describe settlements depends on your aim: is this just a short stopover for the characters, is it their home base or is it a place to adventure in? Like always, it also depends if it is intended to be published for the use by others, or scribbled notes for your own campaign and world. And it depends on how large it is -- you may be able to describe every house and inhabitant in a thorp, but not in a city.
Published Villages
Keep on the Borderlands, the granddaddy of pulished home bases treats the entire keep like a dungeon level: each building has a key entry, like a room in the dungeon, with NPC stats and treasure. Militrary forces are given in detail along with defense strategies. His later Village of Hommlet, intended as a default starting village for new groups of adventurerers, treats the village in the same way. Major builings like the inn, temple, guard tower get separate, more detailed maps. The are also multiple examples of this style in Dungeon adventures, e.g. in Redcap's Rampage or Horror's Havest (both by Chris Perkins, both with a circular layout, inn on the lower right, and a candlemaker ...). This made sense in an oldschool world where the characters might decide that plundering the village would be an easier way to riches and experience than braving the dungeon. But this apporach does not scale to larger settlements. Nearly all of the ones given here, along with Cult of the Reptile God, have an adventure going on under the verneer of the village, they are not separate places to recover.
Published Towns
A common way to present towns with a larger number of builidings is as a uniform map with highlights, gazetteer or tourist guide style. Normal houses are nondescript or generic, and a handful of buildings are described in more detail. This works well, especially if those are related to an adventure. An example is Chris Perkins' Scalabar in “Scourge of Scalabar” (Dungeon #74). A simple map, still showing each individual house, half a page of background and an encounter table highlighting situations to underscore the port-town vibe, plus short descriptions and NPC stats for a few key locations related to the adventure or frequented by adventurers -- the harbor, fortress, warehouses, temple and three residences of NPCs. The embedding in the adventure made the city believable on just a few pages.
Published Cities
At the top end of the scale are major metropolises, such as the City of Greyhawk (which has very little to do with Gary's City of Greyhawk), or Monte Cook's Ptolus, a city description several hundred pages long, and written like a tourist guide, with history, fatctions, dungeons, write-ups for every quarter -- a work of beauty.
The problem with using these at the table is that you'll never be able to remember all that, even if you invest the time to read it, and little of it will help your game. I found the City of Greyhawk boxed set near unplayable, and the play experience with Ptolus only worked because there is a string of starting adventures in one of the back chapters. It is the same Wall of Text problem adventures have, only worse. You need to have description economy also for cities, towns and villages.
A better approach for published cities and towns is to provide them as backdrop information for an adventure or campaign. This is done with Waterdeep in Dragon Heist, which is an excellent mix between city write-up and city adventure, or with Port Nyanzaru in Tomb of Annihilation. They capture the atmosphere of the town or city, and provide detail on locations and NPCs encountered in the adventure, but they do not exhaustively detail the rest. Once you played these adventures, all those sites are familiar, and you can expand upon them and add to the city.
An alternative approach is to zoom in on just one ward in the metropolis, as is done in the adventure Thirds of Purloined Vellum (Dungeon #88). The adventure provided a city stat block for the city as background, and, instead of describing the entire city, focused only on the district where the adventure locations were placed. There, every house was distinct, and for the ones where the action happens (break-ins etc) there are detail floor plans with key.
Building your own city
You are not Monte Cook, Gary Gygax, or Chris Perkins, and likely do not have the time to replicate their achievements. And you do not need to. The key insight is that all the rich detail of their cities came from playing in them for years, placing adventures there, and adding to them as needed over time.
Gygax describes how to economically develop cities, by focusing on the services that the players need first. This is spot on. To then bring the city alive, pick some city adventures, and put them in there, so the players will get to know the place through adventuring. It becomes more than a rest and recuperation area between dungeon or wilderness sorties. When you play for a long time in the city, additional adventures and their associated NPCs and factions will make the city come alive.
City Description
Don't waste a lot of time on describing the city in detail. You may need factions later on if you want adventures to develop there, but nitially, the players just want to:
- Safely sleep, eat and drink
- Get healing and curses removed
- Buy, trade or sell (magic items, weapons, armor, equipment and provisions, coins and jewels).
- Obtain information (adventure leads, monster weaknesses, item identification)
- (Maybe carouse, train, craft or do other downtime activities)
- Name
- Number of inhabitants (with dominant races)
- A brief evocative description to give it a feel, alliances and relations (optional)
- A gp-limit: a useful tool from 3rd edition, see below
- Law enforcement
- authority figure (lord, sheriff, mayor, etc.)
- guard (total number, patrols, stats) to enforce authority's will
- optionally, powerful organizations of note (thieves guild, knight order, wizards guild etc.)
- Locales for services of interest and who provides them
- inn or tavern (poor, moderate, high-end)
- temples or shrines for healing (possibly resurrection, healing potions)
- wizard for magic related services (identification, maybe magic items, especially scrolls)
- shops: armorer, weapon smith, equipment and provisions
- money changer or jeweler
- castle, gate, bridge, dungeon
- Map [this is optional, you can pick one from the web, e.g. Dyson Logos']
- Factions (and their relationships to each other) with NPCs
- Plots (what is going on - gang wars, trade embargoes, a murder series)
- Buildings (to break into, rob, or protect, with defenses and floor plans)
- Rumors (drawn from the above, or the surrounding countryside or dungeons)
Settlement Poplutation Base gp gp Limit Caster Level
Thorp <20 5 100 1st
Hamlet 21-60 20 300 2nd
Village 60-200 50 1,000 3rd
Small town 201-2,000 1,000 5,000 4th
Large town 2,001-5,000 2,000 10,000 5th
Small city 5,001-10,000 4,000 25,000 6th
Large city 10,001-25,000 8,000 50,000 7th
Metropolis >25,000 16,000 100,000 8th
In a thorp or hamlet, you'll have difficulty to buy even basic equipment: there is no merchant, all you can buy is what the peasants are willing to sell -- food like milk, cheese, maybe a dog or an axe. You may make an exception for farm animals like horses, but most of the time, peasants will not want to sell these as their lifelihood depends on them. The peasants have little money to buy expensive weaponry and no use for it either. You might find a hedge wizard or lay priest if you are lucky, but if you are looking for someone to break a curse, you'll need to get to at least a village.
In a small town you get nearly all normal equipment, short of full plate or, if they can be bought in your campaign, magical weapons. To purchase those or raise the dead, you have to go to a large town or city. Finally, in an metropolis, with the right connections it will be possible to get high level magic and esoteric items. (There are people that argue the population numbers are too low for anything but the dark ages).
Factions. This is what will drive adventure in a city. A secret evil cult, warring underworld gangs, rival noble houses, guilds at odds with the feudal lord over taxes, and so on. Provide leader and enforcer NPCs for the important ones, who works for them, which of them are allies or enemies. These tensions between factions can provide you with ideas for plots.
Plots. To make a town real, run adventures in it. This goes beyond just procedural generation. Adventures will inform you which sites or buildings you flesh out with floor plans: mansions to break into, thieves guilds to infiltrate, a cemetaries to negotiate with the ghoul elder, the castle dungeon to free your friend before execution, the vanished mage's tower.
In my mind a great way to do city adventures is to run two or three adventures in parallel. With that, it does feel as if many things are going on independently of each other in the city, as it should be. Not everything is centred around the PCs. You can make this feel even more like a living city by running multiple play groups in the same city, so they can hear news and see the effects of each other's exploits (Gygax did this in Greyhawk, and Monte Cook did it in Ptolus).
Rumor tables are highly useful, they help to create lively conversations, chatter and make the city feel more alive and multi-dimensional. The can share information about factions, plots, NPCs and provide adventure leads inside or out of the city. The classical table has rumors on the dungeon the players want to explore, too, or on the wilderness.
In a town or city, your targets are connected, and your actions will have longer term repercussions of making friends or enemies, who may help you, ask for your help or send a few thugs to beat you up or assassins to take you out.
Random encounter tables for cities are hard to do well. The key is that normal encounters in a city are not dangerous. What good is rolling die to see what burghers, nobles or city guard pass you by? Even in a city of thieves, you must be able to go to the market or along the high street to your inn, without it turning into an adventure. How would anyone live in such a place otherwise? Maybe there is a small chance to be targeted by a pickpocket. Run-ins with street gangs should be on the menu only if you go into the wrong neighborhood, at the wrong time. And if you pissed off the thieves guild and they send an assassin, it is not a random encounter. One way to do random encounters for flavor is to flesh them out as little stories, help a wench against drunk slavers, guide home a drunken sailor, etc.
Some Examples
Villages
The thorp Urdingen, with an attached Ogre cave adventure, as a one-pager. The description is just the various farmers, and what they know or how they lost something to the ogre menace. In my campaign, the players put the ogre issue to rest with a sleep spell.
The village Furton, located at a ford. This served as the village for Beyond the Glittering Vale (Dungeon #31), and I ran another adventure in it in the abandoned house of deceased mage Leuchros from that adventure, who had a chest in his attic that was a gate to the frozen prison plane of the lord of the seven crypts. It just lists population and names and stats for key services (the village smith, 2 inns, cleric (also mayor), militia and a minimalistc floor plan and key for the house of the wizard.
Towns
The town of Northflag originally just consisted of the map, with about 17 keyed and named locations - the town square, inn, main church with the most powerful priest in town for healing, town mage for magical services was the tutor of the party mage, the town guard, and a few named special sights like the founders statue and fountain supposed to bring good health, with his lance nobody could pull out), bridges and gates.
Later, as needed, sage, weaponsmith, armorer, alchemist, and moneychanger were made up on the fly and marked on the map. Trading houses and merchants were detailed, as a starting point for caravan escorts and similar adventures. Finally the small underworld modeled on the charming crooks in Casablanca was added for characters interested in purchasing or selling stolen magic. The town was too small for city intrigue, an so mostly served as a home and base for adventures in the region or larger world. Even though the church was provided with a full floor plan, this was never used in play.
The lord's castle, normally in the city, was off in the countryside, and his idealistic son and the gentry's questing knights were looking to keep things in order, but rarely in town.
Westburn: a dour, small town, keeping out the wolves and undead at night. 1,000 inhabitants (human), 1000 gp/4th Level Spell Limit. Mayor Retch von Westburn (use Spy). Guard Captain Harkonn Ironscar (use Veteran). 50 town guard (use guard, patrols of four plus one seargeant (use thug with ring mail, shield for AC17, alarm horn). Stone town wall, two gates with one standing patrol each. Market place with town hall, armorer, weapon smith, gold smith (all dwarves), alchemist (Eterius Goldenhammer gnome wizard 4, also crafts scrolls), Temple of the Three Mothers with father Malachon (use priest, demands blood sacrifice d6 hp together with gold. Sells healing potions, potions of resistance, and one special talisman for 666 gp: an Amulet of Proof Against Detection and Location in the form of a mummified ear; his cult can secretly hear what is spoken nearby and knows where), Bloody Ox Inn (modest or comfortable; music, alkohol, gambling and boxing contests; keeper Hunkan. Boxing champion is Rett, the Bald Bar-6, Str 15 Dex 14 Con 18, Tavern Brawler). Brothel Jenny’s (poor or squalid; Jenny ist ein tiefling rogue). Town mage is The Widow, in hut at the city wall (Green Hag Wizard-7, appears as lovely young woman), wearing a green veil. Her servant is a troll.
This has no map as it was a town the party just passed through on thier travels, but is a good example of how you can write up a condensed city stat block.
Cities
Omt, at the border of the bright desert. This is where I located "Thirds of Purloined Vellumn", above, and you can see how the city stat block was incoroprated, together with some background about the ruler, the (harsh) laws, the dominant religion and some flowery descriptions of the bazaar, smells sounds an sights stolen from a short story from Oscar Wilde.
Monmurg was the major metropolis in my world and campaign next to Greyhawk. It had a detailed map, a player map to incite investigations, history intertwined with the main campaign arc, noble houses and factions, NPCs like the city's evil archmage and detail locations for adventure such as a secret Yuan-Ti temple fronting as a bathhouse, an al-Akhbar temple, a manor full of vampires, one of the towers of wizardry (the black tower). I then began using Ptolus, and ended up with a hypbrid of this map and Ptolus history, world background, NPCs, adventures, and sites. In retrospect, it would have been simpler to just use Ptolus, map and all.
I find it hard to run large cities, with the many, many factions and machinations going on in the background.
Description Economy: Rumor Lists
- Provide useful information to the player characters. Knowledge from rumors may help them survive traps, avoid monsters or prepare themselves for fighting them, or find hidden treasure. If you know you will be facing a mummy, bring fire and oil. A vampire, bring stakes and garlic. Learn about a secret stash under the dungeon fountain. Even if the rumors are not reliable, they are valuable enough that players are willing to pay for them.
- Provide an economical tool to have the world come alive. As Justin Alexander observed, it is a mistake to just think of these lists as rumor lists: you can use them to bring life to conversations in a pub, to have news from travellers arriving in town, to be overheard when listening to gossiping housewives, to poplulate newssheets, to have a lunatic make prophecies, or as secrets peddled by information brokers and spies.
- Feed tantalizing adventure hooks to the players. Learning about the magic staff in the cave down the river or the wyvern terrorizing the poor village of Woodhome can be enough to make the players want to explore. In this rumors are similar to maps found as treasure. If you think about it, to the end the whole game is about trickling out of information in response to player action, to create mystery and tension. Rumors help with this.
- is the rumor about the adventure background/history, world, region, town, a dungeon or keep (allocate ranges on your die to each)
- if your locations places have key numbers like hex numbering levels and room numbers, you can roll about which of them something may be learned. If the roll is out of range of the keys, maybe it is a more general piece of information about factions or history
- is it true or false. For example, roll d6: 1-3 true, 4-5 half-true, or 6 false. Use different numbers if you like.
- Sir Pellidor ventured forth last spring carrying the family's magical blade Coppertongue to slay the wyvern known as "Old Gruesome" aiming to impress fair maid Eleanor, never to be heard of again. Everyone knows and avoids the huge oak where the monster has its roost.
- Cattle and travelers to the south have been carried off at night by some flying horror from woods for years. Derrick the Trapper is said to know its lair, no doubt full of treasure from its victims. No-one else dares to enter that forest, and good folk get their cattle inside over the night.
- There is an fey sword embedded in the great old oak down at the forest near Woodhome. It is said to have been a gift of the love-sick king of the fey to the dryad Nurme. Nobody goes there anymore, as a gruesome monster took up residence, and kills anyone who comes near. (You can decide if the dryad will be there, a prisoner of the Wyvern, if only the slayer of the Wyvern can pull out the Sword, etc.)
Sunday, April 18, 2021
Description Economy: Keys
A key contains the descriptions for the locations on your map.
You need to be able to see what is going on in an area at a glance, so you do not need to stop play to figure it out. Else you create empty waiting time, and invariably your players start to check their cell phones or discuss other things and you lose their immersion.
What do you need for your homebrew adventures?
You really only need the items that you cannot easily improvise.
Wha tthat is of course depends how well you improvise. But in my experience, that means, you only need some sketchy notes, one liners, to jog your memory of what you had in mind. I try to make the key fit on the map. That failing, I try to make what does not fit the map fit on one page that can be open next to the map. Having the monsters right on the map makes it easy to see who is in hearing distance of whom, and might come to aid if a ruckus is heard, or how long it will take for help to arrive. No need for any tactics or development descriptions.
- Monsters, Traps and Treasure. Who or what is there, what do they have?
- Descriptions of riddles, unusual and complicated traps or new magic items.
- Stats for key NPCs. These can be re-skins, or stat blocks you develop.
- New and unusual monsters (again, rip and reskin as much as you can).
- DCs and damage/effect on secret doors, traps or challenges, unless you use standard values based on your assessment how hard it is or set those on the fly based on party strength.
- Room Names. Well-stocked larder. Pompous Bedroom. Decrepit Privy. Ad-lib the rest, refer to your DM screen for trapping ideas. If you use symbols for furniture you have that detail already.
- Factions on the map - which groups are there, and how do they stand to each other, what are their goals. From these conflicts, adventure and solutions to problems spring. Can be a small sketch of faction names with relationship arrows.
- History. Don't write a novel of backstory that the players will never learn about. Leave out all that "used to be" and "GM background" stuff, it contributes nothing. But if you decide the dungeon was originally built by dwarves, use that to flesh out descriptions - there may be murals of dwarves, the secret door may only be 4 foot high, the password to activate it must be spoken in dwarven etc. If the place has been repurposed from a church to a bandit headquarters, there will still be the altar, holy water fonts etc, likely put to new uses.
- NPC roster. If it is a detective adventure, then a table of the personae damatis and what they know and are up to is good idea. If it is an organized outfit, a tally of forces available will help speed things up, as may a plan of battle in case of an attack, i.e. who does what then (though you can make that up on the spot, too). A simple schedule of oprations might help, if the PCs scout out the place for a heist or raid, just don't overdo it.
How should keys look like for published adventures?
A lot of the discussion how keys should be written centers around published adventures. This is treated well by the Alexandrian's the Art of the Key. Older adventures tend to have a "wall of text" to provide all the detail for each location. After all you bought the product for that detail. Furthermore, most adventures are bought for "lonely fun" only to be read, never played, which further lends support to a novelesque narration. But to make it playable, the infomration must be organized differently, so that the DM can quickly see what is going on:
If you have a good map, it already should indicate light, locked doors, and dimensions of the room including height. If not, say so up front. You do not want give a full room description, only to find that the door to the room is locked or the characters cannot see. Then:
Start with an name that gives the overall function of the room. A name may be all you need in mundane rooms, especially if you have a DM screen with lists to help you make up details. If your room is generic, like a kitchen, hallway, dungeon, bedroom or guard chamber, a single added word can help to give it some character and inspire description.
Follow with a paragraph that says what is immediately visible. Old adventures used boxed text to indicate this, but it does not need to be in a box, italics also works well. If there is a prominent monster, feature it prominently in the description, as this is what the characters will naturally focus on. Set items for which you have more detail to follow in bold.
Next, list effects that players can discover immediately or that happen as they enter (saving throws, perception checks, ambushes).
Then provide follow-on paragraphs or bullets headed by the bolded terms from the description, with detail for when the characters investigate or interact further.
Sometimes there are separate sections calling out monsters and developments -- things like nearby monsters that will hear noise. Be wary to not use a room template, where you fill in the obvious just to fill the template. You often can decide who will hear battle, or make a check for it, without needing to spell it out.
Here is an example of a room description following these guidelines (assuming entrances, light, shape, height can be taken from the map):
Antechamber. Double doors flanked by life-sized bas-reliefs of manticores. Against the south wall stand 3 skeletons with curved swords and shields. Carvings adorn the walls.
- Double doors DC 15 to pick lock
- Manticores roar loudly with magic mouths if someone listens or casts a spell at the door, alerting troll (room 8) and mage (room 10-12).
- Skeletons. AC 15. Attack if disturbed, or if anyone tries to open the doors without key.
- Carvings show soldiers besieging and burning a city, flaying and enslaving people
For published adventures that do not use this format, you will need to put in work to make them usable at the table. At least highlight what is immediately visible when entering a room (underline, or color).
Do you need the monster stats and hit points in the key?
This may have been possible in 1e, where that was just one line of stats, but in 5e it would be a large block eating up a lot of space. Instead, where possible just refer to the Monster Manual, maybe noting a different skin, or exceptions (max hp, wounded and half hp, blind, acid damage etc.). Use standard hp, or eyeball variations, if you do not want to waste time and space for pre-rolled hit points on grunts.
With multiple different monsters this approach becomes more difficult as you have to peruse different pages, and flip back and forth. Pysical bookmarks help, or look up the monster on your phone or tablet online to have a separate "sheet". When we play online, googling it with "monstername 5e" ususally is faster than anything else.
If you are trying to publish the adventure and make it easy to run, this will blow up the key to several pages. In that case, it might be worth to include a minimized combat vignette for the monster right there on the page for ease of use.
Adversary Rosters
The Alexandrian advocates creating a table of all the monsters and NPCs on your map, with a second column where they can be encountered. This is useful to more quickly respond to player activity, if you are dealing with at pages upon pages of descriptions in a fully written out product.
For hombrew, if you only have a 1-page minimal key consisting of one-liners of monster and treasure to begin with, or if you have them right on the map, this is not necessary. You already can do that.
Description Economy: Floor Plans
- layout of the rooms and corridors
- light, show where torches are burning and lighting the room
- elevation if it is not all on the same level; flowing water, pools, stairs, ramps and shafts, ladders, elevators (and if they go up or down)
- unusual ceiling heights, height lines
- doors indicating locked or barred, in which direction they open; secret doors, portculli and gates, illusory walls, tapestries and curtains
- traps: trapdoors and other traps (spear traps, crossbow bolts, falling rocks, gas), and teleporters
- fixtures: fireplaces, pillars, statues, altars, thrones, wells, cave-ins, magic circles, levers, stalagmites and stalagtites
- maybe even furniture: beds, shelves, desks, chests, chairs, benches, stools, barrels, cupboards, armchairs, couches, braziers, carpets
Saturday, April 17, 2021
Description Economy: Overland Adventures
Similar to floor plans in dungeons, overland maps enable description economy for overland travel and the world at large. They use the same elements -- map, key, encounter table, on a larger scale.
The map
The overland map shows terrain (plains, forests, deserts, swamps, lakes, hills, mountains, oceans), routes (roads, passes, rivers, fords and bridges, coasts), settlements (cities, towns, villages), and points of interest (castles, towers, keeps, ruins, dungeons, caves, landmarks, stone circles and supernatural effects). It should have a scale. It also can show borders or areas of control or roaming grounds for major factions. Together with a random encounter table, this is an economic way to describe the land.
Put as much enriching detail as you can right on the map: evocative names of forests, towns and rivers, and the random encounter table. You can use colors to layer more information. A brief key can detail points of interest with one or a couple of lines of text on one page, or you can put that right on the map. For detail on specific points of intrest, dive down with a separate dungeon or town map.
You even can provide your players with a map handout, thereby giving the information to help them think what adventures might be of interest to explore. Here is an example of a map for the DM, and the corresponding one for the players. Although not having a map and just vague descriptions of the route, and having to work by what they can see and explore is interesting too.
Scale of the map
For overland travel, traditionally hex grids are used, as you can move in any direction, and avoid the weird distance distortion effects from moving on square grids in steps, but it does not really matter. Your players do not even need to know what you use, and you just can measure distances directly, as you only need to be able to determine what is in a given area for random encounters and travel speed.
For a world map, a scale of about one day of normal travel per grid unit works well. A large foldout map covering serveral pages will cover a small continent, and allow for weeks of travel between faraway places. Such a map will only show important cities, not minor towns or villages.
- The famous Greyhawk Darlene map for Greyhawk uses 30 mile hexes but it does not say so on the map, so I simplified to 24 miles or one day of normal travel per hex for my home game.
- The standard travel pace in D&D 2e and 5e is 24 miles. 30 miles are the "fast" travel speed in 5e.
- If your world is a globe the size of Earth you would need larger hexes, but then you also have to deal with projections, and travel times would take months. Usually this kind of scale is not needed for a campaign world for adventures on horseback. 5e recommends 60 miles per hex for Continent level maps, so you could travel one hex per two days.
For a region map, a scale of about 24-30 miles to an inch works well. In Germany, we use centimeters, so on square graph paper, 5 miles per square of 5 mm allows you to travel 6 squares at fast pace, and for normal pace you can just use 5 squares per day and call it even, you won't be far off. This covers about seven by eleven days of travel on one sheet of paper, a nice local area around a city. While this still may not show individual homesteads, it will show small towns and large villages.
- The OD&D rules used 5 mile hexes, with a speed for foot travel of 3 hexes per day, mounted travel of about 6 in clear terrain, or 30 miles per day, matching the grid on the Darlene map. Each hex would contain 2-8 villages of 100-400 inhabitants, so these small villages would not be on a map.
- The D&D 5e rules Kingdom maps recommend 6 miles per hex, this Is nice because it allows you to travel 4 hexes at normal speed, or 5 hexes at fast speed. Standard graph paper has 5 hexes or 30 miles per inch.
Here are example region maps from my old campaign using the Darlene world map, for the Wild Coast, (using 4 miles per square, or 6 squares per day), the Amedio Jungle, and the Bright Desert (using 5 miles per square). These do not match the official canon, other than honoring settlements and terrain from the Darlene map. I ad-libbed towns and villages, and plugged in sites from Dungeon magazine adventures complete with the adventure to flesh them out. I used separate one-page dungeons for things like magic towers, or for the main towns on the map.
Stocking the map
Like with dungeon floor plans, for overland adventures the map provides a meaningful framework, with points of interest that are complemented and fleshed out by random encounters, and natural structures in the form of routes and terrain.
You can think about this as you do about dungeon stocking: first you draw a map, then determine the factions, and place designed sites and areas on that map, for example dungeons, major towns, important castles and faction headquarters, the dragon's lair. For the rest, use a procedural approach to either pre-stock it, or even better, to generate it on the fly.
Procedurally generated content or ad-hoc improvisation adds variation, and in combination with creative imagination to make it fit in, creates a richer world. If you do it on the fly, it frees you from wasting hours to pre-describe every area on the map, most of which will never be visited.
You design a few procedures to generate castles and encounters that can be re-used over and over again, and create different experiences: who or what is it and how many, ar they in their lair or roaming about? You can use general rules for encounter distance, surprise and attitude. Older Editions of D&D also gave a %age of how likely a monster is to be in its lair or not. This will create lots of variety by combinatorics: is the encounter hostile or friendly, who is surprised, do you see them from afar or stumble upon them, are they out and about or in their lair, will they pursue? You then flesh these out with your imagination, and by putting them into the context of the environment.
If your encounter tables include static items like homesteads, or villages, or if creatures are encountered in lair, the characters obviously cannot encounter them if they are not moving (e.g. at night, camping). In such cases, you must decide or predefine, if you just ignore the encounter, replace it with a re-roll or the next one in the list, or if you create a wandering encounter from it (e.g. the woodsman is not in his hut but out and about, because his son has vanished, and he is desperately searching for him. The hut is somewhere nearby). Encounters so created will also establish permanent finer details for your map, for example if you roll for a cottage, village, keep or lair. And the players will never know.
In Gygax' OD&D Greyhawk campaign, all he had was hex-grid wilderness map (he used the one from "Outdoor survival" that indicated sites for castles, roads, rivers, and terrain). Scale was three hexes per day on foot, and the players would explore it hex by hex, the so-called "hexcrawl" (as opposed to "dungeon crawl"). All the content was or made up either "from whole cloth" on the spot or procedurally generated. OD&D included rules for all of this, getting lost and by random encoutner probabilities and tables for each territory type, with special rules for generating castles (which could be ruled by a wizard - so essentially wizard towers, or by a priest, so essentially temples).
Encounter cadence
Saturday, April 10, 2021
Description Economy: Random Encounter Tables
Today's installment is about Random Encounter Tables (also called Wandering Monster Tables). These tables have been around since the dawn of the hobby, you can find them both in Dave Arneson's First Fantasy Campaign and in the original D&D rules.
Use a map and encounter table to concisely describe an area
Sunday, July 26, 2020
Description Economy: Quick NPCs
Name, Alignment Race Job Typical Quote
2-trait character; brief looks. Optionally, goals, secret.
Writing for others
- Provide hooks that appeal to various motivations like greed, serving the community, protecting the helpless, gaining knowledge, uncovering a secret, or revenge (hard to do for generic hooks).
- Provide a clearly readable map, rich in information about doors, lighting, stairs, elevations
- Organise the information with formatting, bolding, bulleted lists
- Provide summaries and overviews (e.g. synopsis, background, factions, timeline of events, NPCs)
- Include tools to run it (random encounter tables, rumor tables, adversary rosters)
- Provide a digital version of the map for use with game table software
- Include professional artwork - or at least charming amateur artwork, if you can
- Get editing to make sure it is correct, not missing pieces like numbers on the map for the key.
- One time, in the form of scribbled notes on the map I made for myself. This took me maybe a quarter of an hour to sketch out, and that is for rerunning it. The original version was even sparser, and most of the really fun parts were invented on the fly during play. You can see that this is next to useless for you, albeit fine for me: The Beer Adventure - Self-play Notes
- A cleaned up version, that blows this up from one page to five, and took me more than a full day to produce. Note that that still does not include artwork, professional layout, a cool cover, or an actual editor reading it, digital maps or player maps. But at least you can run it: The Beer Adventure - Publishing Edition
Tuesday, July 21, 2020
Description Economy: The DM screen
Monday, July 20, 2020
Description Economy
I call this "description economy" and in the description economy posts, I consider approaches and tools to concisely convey the needed information to run an adventure, and spur your creativity.
- An information packed floor plan, overland map or town map
- A minimalistic key, describing factions, monsters, treasure, NPCs, traps, magic items, etc.
- A random encounter table to procedurally generate a dynamic envrionment
- A DM screen to inspire your imagination in descriptions
- A rumor list
- An adversary or NPC roster (especially for detective advenures)
- A schedule or timeline, especially for heist adventures
- Plan of battle
- Site (e.g. Dungeon, Castle): Floor Plan. Key with monsters. Random Encounter table.
- Town: Town map. Key: military and NPCs, buildings the characters are likely to interact with (inns, guard, wizard, market, weapon and armor vendors, jewelers, temple). Rumor table can replace random encounter table.
- Region: Region Map. Key: major areas, factions, settlements, keeps, dungeons and towers. Random encounter table(s). Here is an example.
- World: World Map. Gazetter that briefly describes the regions, empires, races, and how they stand to each other. Replace Encounter Table with history of the world and fallen empires.
D&D Demon Names
D&D started out with a singular demon, the Balrog. Then, after a cease & desist from the Tolkien estate, that one was renamed Balor,...
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D&D started out with a singular demon, the Balrog. Then, after a cease & desist from the Tolkien estate, that one was renamed Balor,...
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This is the original level one from Old Castle Greyhawk, the only level for which we have both the map an the key from Gary's notes. The...
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Here are descriptions of origin, intended looks, function or behaviour for various monsters in OD&D and AD&D from the ENworld and Dr...











