Saturday, June 25, 2011

Dungeons for Adventurer: Traveller style !

In fact, developing a UDP  (universal dungeon profile) was one of the first things I did for adventurer.
Towers, Temples and Terrors


What is the point of realms and cities if there is no room for profitable adventure free from city guards and the king’s army? What hero of worth in a sword and sorcery yarn has failed to delve into a wizards tower for forbidden gold ortreasure ?  Labyrinthine hallways, locked portals, magical constructs, terrible monsters of myth and legend, all await within.  And, as ever, the nemesis!  The mage at the center of his construct, the spider in the web!  But that's not all!  When the wizards tower is missing, or looted, there are the ruined cities, hidden lairs (of thieves, pirates and  bandits), lost dungeons deep beneath the earth along with  caves caverns and the underworld all draw the hero like a magnet.  Glory, gold and artifacts of unspeakable power all await amidst terrible guardians, and cunning traps.  Evil cults and pretenders to thrones must be ferreted out and overthrown –or contacted and joined! 

The cunning GM must always consider that a well stocked ruin is a far better investment of time than a detailed exposition of a ruler’s family in a distant realm.

In general, one cannot go far wrong with a wizards tower or ancient ruin (subterranean or not).  The Tower may have an active plotting inhabitant, with organized patrols, reset traps, and well hidden treasures, or the master may be gone, and the keep simply a convenient lair for his surviving minions and lesser evils.  Ruins will be inhabited by survivors or squatters, and make excellent lairs for fantastical creatures (which may well be the cause of the ruin).  Tombs too should abound in plenty, stocked with the grave goods of dead kings wizards and conquerors; protected by fiendish traps, hidden areas and terrible spirits.

Several such sites should be premapped, generally at least one each of tower, ruin and tomb.  Practically, it is recommended each level or specific area be limited to a single piece of paper, with maps and encounter keys all upon one side. 
Generally, such adventure havens come in two types: organized and haphazard.  Organized sites generally have a well defined overall purpose, and inhabitants and contents that support this mission.  The inhabitants and contents (traps, treasures, and access) tend to cooperate towards a specific goal –although factions may exist!  Traps are often complex and well maintained, and generally make allowance for safe passage for those who have the authority. 

Haphazard sites tend to be abandoned and generally anarchic, with random inhabitants that may or may not cooperate, compete or ignore each others.  Much is simply the detritus of absent inhabitants, or loot from deeper in.  The stronger monsters will tend to have the best and most isolated lairs, seeing the lesser as cheap protection.  Traps will tend to be very long lasting and self resetting, or simple and crude, set by the new inhabitants. 


Challenge
Code
A
B
C
D
E
X
Theme
Epic Foe
Tribal; unified
Tribal, balkanized
Horde
Undead
Beasts
x/36
3
7
11
5
4
6
2d6 Roll
2-3
4-5
6-7
8
9
10-12

Friday, June 24, 2011

Perilous Inhabitants, Fearsome Creatures, and Cunning aliens.

A preview from the almost finished Adventurer Book 3: Realms and races.  

----------------------------------------------------------------------------------------------------------------------

In which we learn what lives outside one’s garden fence.




Humans, Near Humans, Sub-humans
A sword and sorcery world can be human centric, and indeed, the classic ones follow this path. However, there are quite a few examples of worlds that present with numerous fantastic species. These are the inhabitants that tend towards the basic human form –however hands and a humanlike visage are more important than the number of feet.  They can be fully natural and coequal to humans, different evolutionary tracks, magical hybrids, or embodied spirits.  These can take a wild variety of forms, easily the equal of any Traveller style SF aliens. Indeed, many of the examples below are blatantly adapted from Traveller or various earthly mythologies.

Humans
Sword and Sorcery humans are traditionally defined by their race, but this really boils down to their nation (loosely defined) measured along three axes: Culture, technology and society.
Culture is defined as Savage, Civilized or Decadent; Technology as Physical, Intellectual or Mystical and society as Tribal, Urban or Solitary.
The baseline generic central-casting culture type is civilized/physical/urban.  Note that for this combination, all modifiers cancel out. In literature, Cimmerians would be Savage/Physical/Tribal, Aquilonians as Civilized/Physical/Urban, Modern man as Civilized/Intellectual/urban, and Melniboneans as Decadent/Magical/Solitary.

If allowed by the game master, beginning characters or non-players have the cumulative modifiers listed, and one of the skills noted for their type.  Players in campaigns using the above variants choosing the baseline culture (Civilized/Physical/Urban) will have no modifiers, but do gain one of the skills and a free roll on the cash table when mustering out.




Cultural Effects:
Savage
+1 END 
-1 SOC
Survival

Civilized 
+1 EDU
-1 END
Admin

Decadent
+1 SOC
-1 END
Courtly Graces
Physical
+1 STR
-1 EDU
Trade or farming
Intellectual-1 STR
+1 EDU
-1 STR
Any one non combat non spellcasting skill.
Mystical
+1 INT
-1 STR
One Cantrip spell
Tribal
+1 END
-1 EDU
One weapon skill
Urban
+1 END 
-1 STR 
Streetwise
Solitary
+1 EDU
-1 SOC
One mystery spell
Note:  Urban doesn't mean that all members are city dwellers, but, rather, a culture that has the 
infrastructure to support cities.

 
Non-Player Human cultures
These rules can be used to give a quick sketch of the basic skills and attribute differences of non-player characters and hirelings.  Typically, non-player characters will have all the modifications and some of the three skills:

           
Roll
Skills
1-3
1
4-5
2
6
3




The Technarchs:
Example Human race #1

[insert picture of decadent sophisticate with raygun]

Dwelling in a small, isolated kingdom or city, the Technarchs are the remnant of an advanced human civilization, long since fallen into ruin elsewhere. Complete dependence on their machines has allowed them to retreat into simulated technological utopia created in their minds.  Few are awake at one time, generally chosen by lot to make such repairs and monitoring of the cities defenses that their robots and computers cannot do for them. Characters are assumed to be bored sohpisticates seeking new thrills or exiled criminals….or both.

Technarch Culture is  Decadent /Intellectual /Urban with net mods of +1 SOC -1 END, +1 EDU, and -2 STR. They may choose from Courtly graces, streetwise or any one non magic/non weapon skill.



The Firbolg:
Examples of Human race #2

[Insert picture of crazed underevolved Scotsmanesque tribesman]

Firbolg are the archetypical feral race of the mountain and deep forests.  The Firbolg may or may not have been driven off of land now ruled by more advanced, civilized folk, but they damn sure aint movin’ no further, despite living in very unhospitable dangerous areas.
If they kept to raiding each other, no one would care, but that’s mainly for practice; the farmers have all the cool stuff.  In general, the civilized plainsmen and farmers lack any interested in conquering the  howling wilderness of the Firbolg beyond trying to keep them from raiding and thieving.  Nonetheless, the Firbolg are too proud to knuckle under to decadent civilization by stopping killing foreign people and stealing stuff.

Firbolg Culture:  Savage/Physical/Tribal: +2 END, +1 STR, -2 EDU, -1 SOC. Players choose one skill of Survival, Trade or farming, or one weapon.


Near Humans
Near humans are pretty much any cosmetic variant of standard humans found on earth.  A good coat of paint, a  prosthetic forehead or fake ears, and possibly lifts in the boots or  shoes are about all that is needed to pass as one.  Near-humans typically have one culture regardless of dispersion or range, defined as for humans.  As charcters, they are treated as non-baseline humans discussed above. The outer edge of near humans may also have one enhancement from the altered animals traits, but also take a -2 to SOC and reaction from all “normal” races, or one trait that is a clear disadvantage. Any such should be designed by the referee, consistent with the campaign. 


Blue Thoobians: 
Examples of Near-Human race #1
[Insert picture of  furry blue philosopher]

Blue-skinned stocky pale-haired nomadic philosophers of the Ice flows, Thoobians are introspective and fiercely philosophical, easily turning to violence to solve unresolved theoretical or religious discussions.

Thoobian culture is Barbarian/Mystical/Tribal. In addition to cool skin and hair colors, they have -1 Soc, +1 End, -1 EDU and +1 Int. Character skills: choose one of: Weapon , Cantrip spell or Survival.

The Cloaked Ones:  
Examples of Near-Human race #2
 [Insert picture of .....well, a cloak]
Mysterious remnant of a race of mages, dwelling in deep underground caves.  Cloaked ones are pallid albinos,  spurning the outside world.  Occasional members will sometimes venture forth, often to trade inhuman knowledge for some vital resource, or to advance a specific goal. 

Cloaked one culture is Civilized /Mystical /Solitary.  In addition to Emoesque appearance and cloaks and capes, they have -1 STR, -1 Soc, +1 INT +1 Edu.
Characters may choose one of: Courtly graces, one Cantrip spell or one mystery spell

Gnome folk of Complacent Valley :
Example of somewhat further near-Human race
[Insert picture of smug miniature country squire....with a big hammer]
This is how we do it in the shire, MoFo
Gnome folk are small stout humanoids living in densely populated agricultural and rural communities.  They are generally insular, and while not xenophobic, prefer to avoid contact with other races.  They are generally calm and placid, but, as benefits a small folk successfully living on good land, can be quite dangerous when riled up, resorting to vicious ranged ambush, insurrection and guerilla warfare. Trait: Small. (3d6 DEX, 1d6 STR & END) .

Culture: Civilized/Physical/Tribal , net modifiers;  +1 STR
Character skills: Choose one of Admin, Farming or Trade, or weapon (usually ranged)

Subhumans
Sigh.  Okay, here it is.  Subhumans are an integral part of the population of most Ur-S&S worlds, and they often are shorthand for some rather obvious racist stereotypes.  Without getting into ethical and cultural issues, I simply say that inclusion of such tropes is lazy and uncreative, as well as unattractive, so basically I’m going to ignore the most blatantly obvious examples based on modern populations or ancestral wish-fulfillment.  What this leaves, though is a rather fascinating group best defined as creatures on the verge of sentience, or races that have stepped back from sentience for whatever reason (this aint Sci fi, so no discussions of retrovirus recoding and ancestral devolution, okay ?) .  Generally one can take any race already in place, and apply the basic law of pulp evolution: as you get smarter (or more civilized), you get weaker. 
The Wandering People:
Example Subhuman Race
[Insert picture of yeti with big pointy teeth and fangs]
They make a dumb human, but a badass ape…



A remnant Homo Erectus population, AKA “the missing link”.  Wandering Folk have 3d6 (END)  and 1d6 EDU; STR is Notable and INT is weak.  Their main weakness is in inventiveness, abstract thought and creativity; in the wild, tool use and culture is low tech 0, but when in contact with civilization  they can be trained to use more advanced tools and techniques, even gaining crude language beyond  relying on song, hand gesture and limited verbalizations.  They live in constantly migrating bands, and generally create all tools and shelter anew when they stop. The only ranged weapons usable are hand thrown stones. 

Players wishing to play one of the wandering folk should have a thorough psychological assessment, and if no dementia or delusional content is identified, or a history of playing  Creeks and Crawdads is deemed likely, they can be assumed to come from those Wanderers that make contact with civilization; they can be Barbarians or Commoners, and can never roll on advanced or eldritch education, and can take no more than one roll on the money benefits table. (they ain’t good at math, these guys). When interacting with these people, keep in mind that while they do make awfully slow humans, they are ferociously smart animals…..
 

Tuesday, June 21, 2011

How to build a Swords&Sorcery city -Adventurer style !

CITIES


Many adventures will begin and end at a city; most will involve one at some point.  The primary fact about any city, and likely what distant folks will know of it, is its reputation. Reputation both defines what is expected from such a city (such as maintenance and public works), and shapes the results of its other characteristics (such as law and the personality of its rulers and their servants).  Additionally, a cities reputation provides some direct modifiers when rolling for its other characteristics


Code
A
B
C
D
E
X
Reputation
Lawful
Pragmatic
Corrupt
Decadent
Chaotic
Evil

2,3,4
5,6
7,8
9,10
11
12

wealth +1
Law +1

wealth -1

size +1*
wealth+1
Law -2
Wealth-1
ruler +3
 law +3

Lawful
Rule of law, consistently, if often obsessively, applied; trade is protected,
organized and static ;reliable.
Traditions are clung to, respected and enforced.  Authorities are generally obeyed
respected or feared equally.
Little change can be expected between visits, and is extremely hard to bring about.
Upkeep, repair and hygiene are major and constant priorities for the rulers. 
Often the last to accept widespread changes in culture or technology.
A few ancient guilds generally dominate trade and industry, and seldom change.
Slavery, indenture, and caste related rules strongly enforced and very seldom
altered. Little social mobility. 
Banishment is a common punishment, as is quick and clean execution to encourage public order.
An elaborate system of fines and repayments are also generally enforced.
Pragmatic
As Lawful, but greater priorities, or important immediate issues may take precedent.
Trade is generally protected, somewhat organized and open to innovation.
Law may differ for different populations or classes, or be altered to reflect major
changes with moderate effort. Moderate change between visits;
Traditions respected, and generally followed but not necessarily enforced as law.
Upkeep repair and hygiene.
Established trade and industry controlled by numerous guilds, with newer
enterprises often unregulated as they grow.
Slavery, indenture, and caste related rules are enforced but can be altered. Some
social mobility is possible.
Criminal penalties geared towards public education, including public execution,
mutilation and public humiliation.
Corrupt
As pragmatic, but with money and political gain as the main priorities.
The main goal of the rulers and servants, and much of the population, is personal
gain.
The wealth of the city is slowly being sucked into the rulers’ hands, and those of
their minions. 
Trade is protected to the extent that it pays for it. Bribes for service often
institutionalized.
Laws can be altered by bribes, as can nearly an official decision; often de facto
bidding decides cases in courts.
Public works tend to suffer due to bribery, graft and corruption, or are essentially
private money making schemes.
Slavery, indenture, and caste related rules are enforced insofar as they are
profitable. .C
Criminals are generally treated as cheap resources rather than executed or
imprisoned.
Slavery, forced labor and huge fines are typical penalties.
Social mobility is possible if one has the money
Decadent
Laws exist, but not the motivation to enforce them.  Pleasure and novelty are
major motivators for all.
Laws may well be ignored or enforced as convenient or amusing. 
Traditions less important unless they directly affect an individual.
Public maintenance generally ignored.
Elaborate and multilayered political scheming is the norm,
often to no discernable goal.
Change very likely as regards fads, fashion and hobbies; little attention is paid to
much else.
Criminals are often banished or immediately executed as an annoyance; equally
likely they are used as entertainment
Social mobility is possible, but often fleeting and dependent on fame or fashion.
Chaotic
While it may well have official rulers and servants, actual control is constantly
shifting, and open conflict is common.
Laws might exist but are applied arbitrarily or unevenly, or are invented at whim.
Unlike a corrupt city, power is the key factor in all decisions. 
Feuds and vendetta may predominate, or an elaborate set of old boy networks,
generally at odds.
Public works depend entirely on the local users for the local users benefit to the
city as a whole, is  generally ignored.
Punishments are swift and final, as befits a system where tomorrow may bring a
totally different social arrangement.
Social mobility beyond ones local party is negligible.
Evil
Laws exist only to benefit and protect the rulers, and to promote some evil agenda. 
The rulers of a city are only motivated by their own base agenda; the city is either
ignored or ruthlessly exploited for the final goal.
Often, the city is treated as an ultimately expendable resource in pursuit of a
greater goal, and thus decisions may be extremely short sited as regards effects
upon the city.
Little or no attention is paid to anything that does not further the rulers’ plans,
anything that impedes it is ruthlessly crushed.
Laws are either ignored or crushing, depending on the above.
Sacrifice and gruesome public execution are common penalties for most offences,
as is enslavement at unspeakable labor.
Social mobility is impossible.
Cities are further defined by their primary and secondary characteristics.
Primary characteristics define basic demographics of the city, which are then given a range of expression by a secondary characteristic. Primary characteristics are generated by a 2D6 roll, in many cases modified by previous primary rolls. 

Population is the maximum number of hearths (families).  Actual value can range down
to just above the maximum of the previous category. Generated by 2d6-2
Wealth measures what the middle class or higher citizen would be described and effects
the value of treasures and caches in the city.  Generated by 2d6-7+Pop
Size affects the number of hexes or squares on a city scale map. 0 suggests that it is
hidden, lost or buried, or destroyed except for some artifacts. Generated by  2d6-7+Pop
Ruler is described separately.
Generated by 2d6-2
Law is the strictness that an outsider has face; the basic throw to avoid trouble with the
law, enter the city secretly, to escape or receive justice. Generated by  2d6-7+Ruler
Influence effects the number hexes around and including the polis that are under the
cities’ influence. Actual rule by the city is 1d6 less Generated by 2d6-7+Ruler



Population*
Wealth**
Size***
Ruler
Law
Influence

0
0/ruins
None
Hidden
None
None
Powerless beyond walls

1
10
Impoverished
Tiny
Family



2
50


Tribal



3
100
Poor

Council



4
500


Oligarchy



5
1000
Unremarkable

Autocracy



6
5000


Factional



7
10,000
Well off

Conquered



8
50,000


Dictator



9
100,000
wealthy

Tyrant



A
500,000


Dynastic



B
-
rich

-



C
-


-
Total


D
-
Opulent

-
-


E
-


-
-


F
-
Staggering
Huge
-
-
Domineering


Ruler
None
Might makes right; the strong do as they will, and the weak do as they must.
Family
Rule  and law applied on a family by family basis
Tribal
Clan based, families have common rule and decision
making
Council
A small group of rulers make laws and policy. Membership is generally quite open, and terms limited.
Oligarchy
As Council but membership is limited to a small subgroup
 of the demos.  Entry into the subgroup is possible, but
limited or difficult. May be obvious or covert, defined by
law or custom.
Autocracy
As Oligarchy, but the subgroup is generally small, socially
 defined, and closed to new members; Terms are often
defined by the members. Invariably obvious, generally
legally defined
Factional
No one authority controls the polis.
Conquered
The Polis is a conquered possession of another; rule is
imposed by the conqueror with little input locally.
Dictator
Rule by a single person, generally chosen to deal with a
crisis, with limited term but unquestioned power and
support. Ruler type should be rerolled at +2 once term
ends.
Dynastic
As dictator, but it has become inherited, either thru
families (as with a king)  or institutionally (as with a
theocracy), and potentially of unlimited term.
Tyrant
As dictator, but with unlimited term, and support is
irrelevant; often replacing a Dynasty, and/or the start of a
new one.
Polis is the city (or town) Demos is the population of the Polis. Term is the time any one member can expect to remain in power.
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed.

Primary
Secondary
Population
Openness vs. Insularity

Religion: Few vs. Many

Morale
Wealth
Trade vs. Treasury (wealth is mobile/situational vs. hoarded)

Military quality Poor vs. good
Size
Declining vs. Expanding

Ancient vs. new
Ruler
Complacency vs. Aggression

Allegiance: local vs. distant
Law
Ruler stability vs. instability

Consistency
Influence
Diplomacy vs. Military means of control