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25 Campaign Milestones and their impact


1000 posts: a personal milestone

So. 1000 posts. Four figures.

That’s no small achievement. It’s something to be proud of.

I’ve been casting about for suggestions on how to commemorate this milestone for the last few months, but the few suggestions I’ve received haven’t really been all that helpful – “Something reflective”, “Something forward-looking”, “Something quintessentially Campaign Mastery”.

Two or weeks before this words were first crafted, I came up with the notion of talking about campaign milestones, what they mean, and how achieving one transforms that campaign moving forward.

That ticks all of those boxes – reflective? Check.

Forward-looking? Check.

Quintessentially Campaign Mastery? Check number three.

I briefly contemplated a second part to this article, and that soon necessitated a third part to put the second part into context, and that started to get too big and complicated, and looked like it would overwhelm the first part – so that’s all be excerpted into an article for a week or two from now. That’s very Campaign Mastery, too!

What remains is still very large – twice the size of the usual Campaign Mastery post, and they are already plenty long – and that’s only appropriate for such a landmark article (I’ve admitted the blindingly obvious before – I don’t do “small” very well)!

As some of you may know, Sydney has just come out of 108 days of Lockdown due to Covid-19. Yesterday, face-to-face gaming resumed after almost three months absence. Next week, my superhero campaign should restart, and the week after, Dr Who, and the week after that, the Adventurer’s Club Pulp campaign. After the famine, a feast – at least until Christmas shuts everything down for about a month.

So this is a celebration of sorts – let’s get this party started!

Campaign Creation

I’ve divided the life of a campaign into five main stages. To some extent, the milestones within each stage are interchangeable in terms of sequence.

The first stage is, as you can see, Campaign Creation. Yes, you can create a campaign with none of these six milestones – but that campaign would be lacking any meaningful sense of cohesion. These are what essentially defines a campaign, and gives that campaign it’s uniqueness.

    0. The Unscratched Itch

    All campaigns start with an unscratched itch. It might be a hankering to get behind the GM Screen (which may actually be a metaphoric construct); it could be a desire to run a certain type or style of game; it’s possible that it’s the desire to run a campaign of a certain genre, or with a certain rules system; it can even be the desire to do something different from what you’ve done before, or curiosity about how a certain concept would play out.

    I’ve played in, or GM’d, campaigns that fit each of these descriptions, and a few more besides. Like the time a discussion about chase game-mechanics led to the creation of a short-lived (3 game sessions) Wacky Races campaign with completely original rules – all of which fitted on a single page with room for the sense of whimsy and caprice to find expression.

    It doesn’t matter what the specifics are. What matters is that this gives the GM his personal motivation for creating and running the campaign.

    Without that motivation, the GM is running the campaign because someone has to, not because he (or she) particularly wants to. The result is that everything that he has to do to get the campaign ready will feel like work to a greater or lesser extent, and he only has his sense of responsibility to carry him through it.

    Unless he can discover the fun to be had, his effort and enthusiasm will be increasingly compromised as the work progresses. I’ve seen GMs that have burned out without a single die being rolled – arguably, they should never have accepted the task in the first place.

    There are ways of structuring the group dynamic so that there is less pressure on such GMs. A round-robbin arrangement, for example, means that the GM isn’t under as much time pressure to have a game ready to run, because there’s something else to fill the void.

    Or you could decide to have a ‘board games day’ until the new campaign is ready to run.

    There are numerous alternatives open to you if you need them. These possibilities only scratch the surface.

    1. Campaign Concept

    The first real milestone comes when the GM has an idea for a campaign. He or she might not have all the details worked out yet, the idea might be vague and undefined, but he now has a direction.

    This gives the GM an answer to the question of what will scratch the itch. It begins to shape and restrict the nigh-infinite possibilities to fit the GM’s motivation, rendering it in a concrete proposal.

    It also provides the key premises of the campaign, enabling further development to begin. Without it, a campaign might as well be constructed using random tables because it will have the same degree of unity and depth as one generated in that fashion.

    2. Campaign Overview

    You can’t really have an overview until you have a campaign concept, because this is a general statement of the direction the campaign is going to go, some notion of the overall storyline that will define the start and end-points of the campaign.

    The creation of a campaign overview tends to bring into sharper focus any vagueness about the campaign concept.

    This is as much about how adventures will be structured in relation to the broader campaign as it is about anything else. For example, you might decide that the adventures will be mostly standalone (episodic continuity) but that each will start with a briefing which relates the adventure to a broader picture, giving it context and continuity within that broader setting.

    Or game sessions might be fully self-contained, to the point where NPCs will forget all interactions with the PCs from one adventure to the next. Or whatever.

    3. Campaign Setting

    This might be developed before the Campaign Overview; or in parallel with it. The Campaign Setting contains everything the GM needs to know about the environment and society against which the campaign will be set. While it may be specific, it should not contain specifics – but it probably does.

    The Campaign Setting confines and narrows the adventures that will be possible. If an adventure is to take place despite this restriction, additional adventures may be needed to kick the campaign into an appropriate shape.

    4. Campaign Background

    The campaign background is impossible to write completely until the Campaign Setting and Campaign Overview are done, because it will tell prospective players what the need to know in order to generate PCs. It doesn’t include game or character mechanics; it’s conceptual in nature.

    5. Campaign Briefing

    The Campaign Briefing contains any game mechanics necessary to implement the Campaign Overview within the Campaign Setting that the players need to know before generating PCs.

Once all this has been done, you have a campaign – it’s just not ready to play yet.

Campaign Prep

The Campaign Creation phase starts vague and nebulous and gradually becomes specific in relation to what PCs know or need to know. The Campaign Prep phase starts getting specific on the GM side of the fence.

Once again, there are six milestones that fall within this phase of campaign creation.

    6. Key NPCs

    You don’t need specifics like character classes and levels and key possessions at this point, but you do need a sense of who they are, their personalities, and how they fit into the scheme of things. The first hints of these details will be found in the Campaign Setting and Background, and it’s not uncommon for this milestone to come into view (i.e. for work to start) before those milestones are complete. However, this milestone can’t actually be reached (i.e, key NPCs created) until those milestones are achieved. This milestone is achieved when you have a sense of who the “players” in the campaign social and political landscape are going to be.

    Although it’s not strictly required at this point, I make an effort to name the key players just so that I have a reference point to distinguish one from another. Those are always subject to change (or, more frequently, to translation); I might name a character Sage Revenant in these rough notes and later decide that he’s an Elf and so rename him according to the naming conventions assigned to the Elvish race. “La Serge, Depateur Shade” sounds credible, doesn’t it?

    I’m particularly in favor of names that add to the personality color of the character, that can create expectations just from the way they sound. Unless I want the character to be a colorless cut-out, of course – but it’s exceptionally rare to need someone meeting that description at this point in the process.

    7. Campaign Planning

    The final thing that you need to do is a rough breakdown of the Campaign Overview. These are akin to “director’s notes” for the forthcoming “season” of a TV show – For example, “Things start warm and friendly (but adventurous) and slowly become darker and grimmer. Rumors start circulating of conspiracies in high places, perhaps even Treason. Characters start having enemies appear who know more than they should. Important people start to drop out of sight or disappear, replaced by “temporary appointees” or “acting” officials. All this comes into sharp focus when one of the PCs is made such an appointee and learns that the situation is even worse than is publicly appreciated. Other PCs have to protect the ‘appointed’ one, stop a couple of attacks on him, and get a clue to the identity of the mysterious puppeteer behind events, which they pursue until it leads to the final confrontation.”

    Six adventures would make this feel a little rushed, ten would feel about right, more than twelve and events might develop too slowly for the players to really notice.

    With this done, you will have a sense of what each adventure will be like, and how many of them there will be within the campaign.

    8. Campaign Prep Complete

    At some point, all seven of the preceding milestones will have been ticked off, and that brings the GM to an all-important eighth milestone: he feels ready to actually start the playing cycle of generating adventures and running them. Everything prior to this has been one-off, it only has to be done once for a campaign; those things that have to be done repeatedly, for every game session, still lie ahead of him.

    The word “complete” is a little misleading, in the title – campaign prep is never complete, it’s just “complete enough” to be fit for purpose. Most GMs are adding to campaign canon – background, important NPCs, splashes of color here and there – right up to the last game session of the last adventure (some times more than others, to be fair). It’s also likely that all the other documentation has continued to evolve, gaining detail and nuance and clarity, as campaign prep has been underway. It’s time to lock most of that documentation down, and a confidence in doing so is another important trigger for the achievement of this milestone.

    Of course, there’s one ingredient that may be missing: warm bodies. Time to rectify that (if the GM hasn’t done so already).

    9. Invitations To Game

    “I’ve got a new campaign, I think you’d have fun playing in it, would you like to join?”
    — I’ll think about it–
    “Great, I’ll shoot you off a copy of the player briefing materials and campaign background. Get back to me if there are any problems.”
    — Yeah, whatever, dude.–

    This is an important milestone, achieved when everyone that you want to invite has been invited.

    Circumstances are going to be different for every gaming group – it could be as simple as an announcement to an already existing group, “next week we’ll be starting my new campaign, here’s what you need to know” – or it could be as complicated as synchronizing schedules with someone living and working in a different state or city. There will almost always be one player who (unexpectedly) joins the campaign or (unexpectedly) begs off.

    I have known GMs who took six months to go from a campaign being “ready to play” to having enough self-confidence to actually offer it up for play. In fact, I know one person who has generated multiple campaigns but never had the confidence to take them public.

    This is an important milestone because it represents the GM putting his work on public display.

    10. The First Acceptance

    This milestone may take place seconds, minutes, days, or even weeks later. I came up with the first draft of Fumanor five years before this milestone was reached – the first group of players to which it was offered were not interested, either because of the game system, or because they were in several of my other campaigns already, or didn’t like the sound of it, or the moon was the wrong variety of cheese, or whatever. That was fine, I created and ran a TORG campaign instead – with several of the players who had turned Fumanor down. Years later, a new crop of players has joined the group, and there’s a vacant slot in the timetable, so I offered Fumanor up again – enough of them accepted that it was off and running.

    The first acceptance is usually a lot more eager than the rather lackluster response offered in the exchange described earlier, which was indifferent at best. Any GM having that conversation would consider that player, at best, a fifty-fifty chance of signing up. The more eager a player is, the more likely it is that the campaign will actually take place, so it’s a vindication of the work that the GM has put into creating it. What’s more, enthusiasm tends to be contagious – one eager player is likely to actively recruit more (even people that you’ve never met before).

    11. Ready To Go

    Most GMs will have a threshold in mind, a minimum number of sign-ups needed before the campaign will be officially “go”. Some campaigns that I run were designed for one player, some for two (specific individuals in all cases), some for a minimum of three (but that have been run with two in the past for long periods), and some for more. Fumanor needed at least 4 initially, and two giving an ongoing commitment.

    Sometimes, there will be too much interest; most GMs will have some idea of the maximum number of players that they can accommodate simultaneously as a GM. My limit is 6, and I prefer a ceiling of 5. My superhero campaign has four players at the moment, and it’s a comfortable number. Adventurer’s Club Pulp currently has 5, but has had seven or eight at times in the past – that was manageable with two GMs to share the workload, but there wasn’t really enough spotlight to go around that many players. If we were able to play more frequently, it might have been doable. But one regular dropped out to study at university, one dropped out because an opportunity came up to play something that he was more interested in, I switched from player to co-GM, and that brought us down to five.

    If oversubscribed, you may need to run a ‘reserves’ list or a ‘waiting list’. At it’s height, my superhero campaign had nine players and a waiting list with 21 names on it. Too many players, really, but things were heading for an epic plotline so I felt justified in permitting an epic number of players. If you can tolerate such numbers, over time, one of two things happens: the numbers scale themselves back to something more manageable, or you learn how to cope well refereeing a zoo.

    You can’t say know to someone who wants to spend a couple of hours traveling just to be in your game.

    As soon as the number of players reaches the critical threshold, but doesn’t exceed the maximum, this milestone is achieved, and the campaign takes on a life of its own.

Campaign Reality

Generate adventure and trappings, play adventure, rinse, repeat. Again, and again, and again. That’s what the GM has signed up for when his campaign becomes “real”.

That’s not to say that there aren’t significant milestones along the way – there are. In fact, I’ve listed five milestones that range from near-certainty to absolute inevitability. The actual sequence in which they are experienced is extremely variable.

This is also the period when the GM has to get used to the requirements of GMing this particular campaign. Every campaign is a little different in terms of the prep-time required – some greater, some less, some with more ongoing effort shoehorned into the campaign prep and some with more ongoing needs. The GM may need to evolve his methods of performing game prep, or rearrange his schedule. There’s an ongoing evolution-and-response in techniques and attitudes that is occurring throughout this period. Sometimes, I recommend that GMs allow an extra 20% prep time in this phase simply because less of it will be second-nature to him or her and the methodology will not yet be really efficient.

    12. The First Adventure Begins

    There’s no doubt that this is a significant milestone in any campaign. It’s almost inevitable that at the end of it, the GM will feel that his prep was inadequate, or focused on the wrong things. It’s a near-certainty that at some point, the GM will have had to scramble to cover something that he hadn’t realized he needed to prep for, usually a PC doing something he didn’t expect, but perhaps should have. The better the GM knows the players and their default style, the less likely this is to occur – down to about a 50-50 chance of it not happening with respect to any particular player, at best.

    This is also the GMs first experience at GMing these particular PCs and there are a multitude of lessons to be learned from that experience, too. Hopefully, he has managed things well enough to have a variety of characters (though I did once dream up a campaign for 4-5 players, all operating rogues – but with different sub-classes – so they were all the same but different). As he grows to know them better, the GM has to become adept at giving each character his moment in the spotlight, and start generating adventures that derive purely from character backstories – in the process, integrating the players’ creations into the game world and causing the campaign to evolve in consequence.

    And finally, this is the players’ first attempt at becoming a cohesive unit. It’s exceptionally rare for this to ‘click’ on a first attempt – I’ve seen it take up to a year of monthly play. Usually, three or four game sessions starts to create a ‘party dynamic’ and the group begins to meld together to become more than the sum of its parts.

    So this milestone signals a slight shift in the focus of the GM; from this point onwards, he’s not dealing with some abstract fancy, he’s dealing with the real and practical problems of an ongoing campaign. A shift in mindset is not only required, it’s essential.

    This always reminds me of why Australian engineers were always popular hires for motor-racing teams through the sixties and seventies, and into the eighties. If they didn’t have something, they made it; if they couldn’t make it, they bodged something together to replace it (that often worked better than the original part) – at least, that was their reputation. This was a modern-day reflection of the legendary “bush mechanics” of days past; when the nearest spare parts are 300 miles or more away (and the internet hasn’t been invented yet), you either make it yourself or learn to do without. It might take fifty or a hundred tries (but it usually won’t) before you get it right, but you can usually come up with something “good enough” far more quickly. The more thoroughly you understand the operating principles and basic engineering, the shorter the path between need and solution. It was that ‘can-do’ attitude, combined with sufficient competence to get the job done, that the motorsport teams were enamored of.

    And it’s that attitude and approach that the GM now needs to bring to the table; he can no longer afford to take weeks to fiddle with details until he has everything ‘just so’, he needs to get into the mindset of determining what is going to be ‘good enough’ and then moving on to the next problem. If he has spare time at the end, he can go back and refine his ‘good enough’ solutions to make them ‘even better’. It’s this basic process that I outlined in Game Prep and the +N to Game Longevity and further defined in To Every Creator, An Optimum Budget?

    In a nutshell: The relative value of game prep is the time required to generate it to a suitable standard multiplied by the likelihood that it will be used. These relative values let you subdivide your prep time for optimum results. You don’t actually have to calculate the values, you can do it all in your head using instinct and experience. The reality is not quite so simple, of course, for various reasons – prep isn’t all or nothing, and some prep has residual value (a gift to the campaign that keeps on giving), both of which complicate this nice, simple, prioritization, but the general principle applies. The rule of thumb is that you prioritize the different parts of getting your game prep to a bare minimum standard. When everything is at that level, you can devote any remaining prep time to improving specific parts of your prep to a higher standard, based on the amount of reward you will get for the effort. This will differ from one GM to the next, because everyone has their strong points and weak points, and expending more prep on areas in which you are weak gives a better return on ‘invested time’ than spending prep time on something that you do well without a lot of prep.

    So the GM’s priorities and thinking have to change when this milestone is achieved. In fact, they will change, whether the GM likes it or not.

    13. Thinking In Character

    The second milestone in this phase of the campaign life-cycle occurs when a player starts thinking in character for the first time, that is to say, becomes so comfortable stepping into their character’s shoes that they do so naturally and without effort.

    Suddenly, there is a new filter over their perceptions of characters, and events, and dangers, and rewards, and relationships. The character has ‘gelled’ into a specific individual within their mind.

    That creates a new imperative for the GM: his planning has been built around (at best) an approximation of what the character would be like, and needs to be updated to match the new reality. What’s more, the character becomes more predictable in broad terms, provided that the GM can penetrate the player’s mind and understand the character. That takes a lot of doing, and sometimes is never complete, but every approximation brings the GM closer to writing for the character, and not to a generalized abstraction of the character.

    The better the GM understands this manifested personality, the better his adventures will be, and the better his NPCs interactions with the PC will be, and the better he will be able to run the character if the player can’t make it for some reason – so there are a whole host of benefits to achieving that understanding.

    If the GM is doing his job right, this will represent a shift in his thinking and a subtle shift in his priorities – he no longer needs to devote as much time to understanding that character.

    14. The First Surprise

    Inevitably, at some point, the GM will be surprised by a character development or desire. This milestone tells the GM that the campaign has now taken on a life of its own, and is growing in unexpected directions. From this point on, the GM can take less for granted; characters may no longer operate in the most logical way, but will respond with a rationale deriving from their personalities and perceptions of events.

    It’s questionable whether or not this milestone will occur before or after the 13th mile-marker described above; a surprise can occur because the player is still groping with an integrated personality for the PC or sense of their capabilities and ‘go to’ preferences, or it can happen because the player has achieved that personality integration and the GM is still trying to get a handle on it.

    From this point onward, the GM has to at least consider unlikely choices on the part of the characters, causing some prep to be both necessary and wasted. That means that the GM has less luxury for detailed prep and needs to more closely plan his prep activities.

    15. Character Unity

    This milestone represents the characters working as a unit for the first time, making plans based around each other’s capabilities and personalities. Some players never reach this point; others seem reluctant to step into such a leadership role, perhaps fearing that they will steal too much of the spotlight from the other PCs, or that the GM will react to such a possibility by diminishing the amount of spotlight that they are actually getting. Others wear it uncomfortably, but are successful at it; and a few excel at it.

    The team leader in the Zenith-3 campaign, Blair, is one of those for whom this doesn’t come naturally (in his own words, his character didn’t un-volunteer quickly enough and had leadership thrust upon her). As part of the current plotline, she has relinquished command in favor of another PC, whose player is more of a natural in the leadership role, but who has been more reluctant to take on that responsibility, creating an interesting dynamic within the PCs relationships.

    At the same time, the role of field commander (who makes the strategic and not the policy decisions) has also been transferred from a PC (whose player wasn’t great at it, but who tried hard) to an NPC, creating a fresh challenge for me as GM: I have to be careful to separate GM knowledge from character knowledge, and avoid making the character’s decisions right all the time – but, at the same time, have to maintain his hard-earned reputation for insights and out-of-the-box synergistic thinking. I don’t want the PCs doing things the way this character suggests because the GM is suggesting them through this NPCs voice; I want them doing things that way because the NPC is right more often than he’s wrong, and has a tactical instinct and training.

    At the same time, the two structures exist in parallel – any decisions that have a potential impact beyond a specific scope have to be referred back to the main commander, so she doesn’t get to take a complete holiday from the responsibilities of command. The practical upshot is that the really difficult policy problems land back at the original leader’s feet.

    In general terms, this milestone represents a significant increase in the capability levels of the PCs. It’s a signal to the GM that he needs to step up to the plate with more substantial and interesting challenges, because the old ones will become too easy. At the same time, there needs to be a few of ‘the old standard’ just so that the players get a sense of how far their characters have come.

    This milestone is a key indicator that the campaign is graduating from its beginning period into maturity.

    16. The First Spotlight

    But there’s one more milestone to go before that transition is complete: an adventure that derives completely from the intersection between PC persona as expressed in play and the campaign background. In other words, a spotlight session that derives from the way a character is actually being played, and not from their abilities or backstory. This can only precede milestone 14 through blind luck, because there is no focal characterization prior to that milestone; but it can easily slot in between milestone 14 and milestone 15.

    This is an important step in the campaign’s life cycle because it signals to the players that the GM is modifying the campaign in response to player input – their characters are making a difference, in other words. Ideally, this adventure will be prepared and produced to the same standard as the usual, and, in fact- aside from the meta-game perspective of the players – should be indistinguishable from one of the GM’s own adventures.

    This milestone acknowledges that the players are (at the very least) shareholders in the campaign (perhaps with a smaller share than the GM, depending on the campaign specifics) and may even be full co-owners. This is a significant relinquishing of total control by the GM, however tenuous his loosening of the reigns might appear, representing (and requiring) yet another evolutionary step in the way that he thinks about the campaign.

    When both this milestone and the 15th milestone are achieved, the campaign can be considered a mature one, in which the GM furnishes winds and waves but the players steer the ship.

The Mature Campaign

In the mature campaign, a number of changes take place. More than any other stage of the campaign life-cycle, these can occur in any sequence. Some may even predate the achievement of ‘mature’ status, that’s how variable they are in timing and sequence. Some may never occur in a given campaign – but the longer the campaign lasts, the more inevitable they become.

A critical change that occurs at some point in this campaign phase is that it transitions from an unstable, semi-chaotic state to a predictable, regular, stable event. That, of course, is recognized by one of the milestones below, because it marks a dividing line in the campaign in many respects.

    17. The First Revision

    To a very large extent, up to the point of this milestone, the GM has been able to operate using his initial campaign-prep documentation, adding to it as necessary. This milestone occurs when, for the first time, he or she has to deliberately revise something that was previously canon.

    This is fraught with danger and difficulty, because the players will have used “what was” as a driver of their decision-making. If the GM can orchestrate the change such that there is no retrospective change in PC knowledge, delivering a campaign-significant plot twist and accompanying revelation to the PCs about the nature of some element of the game world, there’s usually no problem, provided that the campaign history can be made compatible with the new reality; the presumption is that it was always this way, the inhabitants of the game world (including the PCs) simply didn’t know it before.

    My Shards Of Divinity campaign took place before the separation of Elves into Drow and Non-Drow. This altered the racial profile of Elves significantly. Their first dungeon turned out to be a prison in which the nigh-immortal Prince who had been seduced by Lolth was held captive and powerless. Before his incarceration in magical suspension, he had been creating hidden camps of his adherents in various places – think terrorist training camps, some underground in the literal sense, most underground in the sense of them being secret. One of his followers, an Aquatic Elf, was infatuated with the Prince, to whom she had been betrothed; she had grown jealous (and suspicious) of Lolth and had betrayed the Princes’ dalliance to the Elvish King, who had directed his mages to create the prison and force his rebellious son into it. What he did not realize was that there were Drow Adherents amongst those mages, who modified the spell cast on the Prince so that all Drow Loyalists would also be cast into stasis by the Great Spell – to abide, hidden in their lairs, until their Prince reawakened. The PCs learned all of this only after accidentally re-awakening said Prince. Even the word, “Drow” meant ‘Secret’ in the Elvish Language, or possibly “Subversive”, or “Stealthy”. The word had been banned after the Great Schism.

    This forced the PCs to re-evaluate everything they knew about Elves and about the Drow revolution. They now saw a continuity of personalities with the most fanatical at one extreme and the most liberal at the other; the spell had affected everyone past a specific cut-off mark but that had been generations ago, more than enough time for a few dissident voices to grow into a new Drow undercurrent, who had stealthily manipulated events to send the PCs on the particular quest by putting information about the location into their hands so as to awaken their lost leader. It meant that there was a little Elvishness in the Drow, and a little Drowishness in the Elves (plus some more rabid extremists). It gave the players a sense that they were at Ground Zero of great events that (as players) they were well aware of – but that the true story was a lot dirtier and grittier than the sanitized versions that would be written into the future history books (or their narrative equivalents).

    Here’s the thing: from the very beginning, I had the notion that there was something imprisoned in the Pyramid (which was the shape of the dungeon – it was an ‘above-ground’ dungeon), and that this discovery would lead to significant consequences within the game world. I had some notion of what had happened to the Drow – they were a subversive sub-culture within the Elvish population – but everything else above was devised after the PCs, bummed about the lack of loot in the dungeon (who hides goodies in a purpose-built prison?) decided to wake the sleeping elf on the throne by breaking the enchantment that held him in unending Stasis. Part of it was off-the-cuff (enough to create a cliff-hanger ending to the game session), and the rest was created between game sessions.

    This was a very early example of The First Revision, but because it was completely compatible with the background that they had been given, it was accepted by the players with only a brief blinking of their eyes as the revelations mounted and were assimilated.

    More difficulties can arise when you can’t wrap the new information in a shroud of ignorance that justifies the background information given to the players. There is too great a disparity in potential impacts and specifics to offer much guidance on how to handle it – but the GM should be aware that he is jerking part of the ground out beneath the players feet, and behave accordingly. Hopefully, he has marshaled convincing justifications for making the change, and offers some sort of sweetener for anyone with a legitimate grievance over the changes.

    Most problematic of all is when the change means that a central pillar of the campaign’s game-play vanishes, when some part of the adventures to date no longer makes sense. There are two possible solutions to this: (1) rewrite the past to accommodate the changes and communicate those changes to the players; (2) introduce a plotline that leads to the change being effective from now on, rewriting the campaign reality and making the PCs instrumental in the process. If you can trust the players not to mess it up, not go off on some tangent or get “creative”, (2) is the better solution in many cases. I save (1) for only the most extreme situations where (2) is not a viable option for some reason. And if the problem isn’t significant enough to warrant such a solution? Then neither is the change – live with the existing material or the contradiction, or devise some reason why it’s a lot more important than it initially appears.

    18. The First Departure

    Inevitably, you will have a player decide to drop out. Sometimes this happens in dramatic circumstances; in other cases, the player might be courteous enough to give you enough notice that you can work their departure into the plotline. If the character is too central to future planned events, you may need to consider making them an NPC or seeking the current players’ permission to give the character to a new player – then start working through your waiting list. If you can incorporate some capacity for the new owner to revise the character and make it his own, without impacting on the character’s past, so much the better.

    In some cases, the death of the character will be the impetus for the departure. I’ve had players tell me, in the past, that while they had enjoyed playing their deceased character, they weren’t wrapped in the campaign setting and didn’t think any replacements could be as much fun, so they were bowing out. I’ve also had one PC who deliberately sought out a Heroic Death in furtherance of a Cause that the character believed in – the player saw an opportunity, and went for it. Sir Licheam earned his place amongst the heroes of his homeland the hard but Noble way!

    How the GM copes when someone he thought was a bedrock part of the campaign chooses to depart is a critical test of his abilities – fail the test in the worst possible way, and you can not only lose the player, you can lose the friendship. Every alternative outcome is an improvement on this dire situation. The best solutions retain the friendship, permit the player to depart with his dignity intact, leave no hard feelings, and preserve the integrity of the campaign as an ongoing game. I’m pleased to say that I’ve gotten it right more often than I’ve gotten it wrong – to the point where a departing player has returned shortly afterwards with a new character (it’s not fair to take the revised character off the new owner unless both are willing).

    Equally significant should be the change in attitude/approach that the GM has towards his game; something that he thought was settled has just gone “poof” and vanished in a cloud of smoke. The lingering question of whether or not something more could have been done to salvage the situation should provoke a little soul-searching and a review of what the GM is doing and how he is doing it – just because only one player has decided to call it quits, that doesn’t mean that others aren’t discontented to a lesser degree. In fact, ideally, you will notice warning signs and make changes before things develop to that extent – a subject that I intend to explore in next week’s article.

    19. The First Buy-In

    From the lowest of the lows to the highest of the highs – a player shows up and asks to join the campaign. I’ve had this happen a number of times – it hasn’t always ended well. I wrote about just such an occasion in one of my early articles here at Campaign Mastery — Moral Qualms on the Richter Scale — but it wasn’t the only one. One of my most painful experiences behind the GM screen was when I had to tell a handicapped player that the other players were insisting that he depart the campaign because he was ruining their fun to the point where ultimatums were issued. I still think that I could have handled that better – if I had unlimited time at my disposal, I might have been able to offer him a solo campaign, for example; my circumstances at the time didn’t allow for it – and I will always regret the way it worked out; I hope that he found a group to play in where his problems could have been accommodated. He worked harder at his gaming than anyone I’ve met before or since, and in the right group, he would have been an asset.

    But sometimes, the stars align and the new player becomes a mainstay of the campaign. I’ve had that happen on several occasions, too.

    A word of caution, too – following one of the departures described in the previous section, it came to light that two of the players who had bought-into the campaign had done so with the deliberate intent of sabotaging it because they were tired of not having enough good players for the campaigns they wanted to run. I had the best players and the game to be in, at the time, so that campaign became their target. It almost worked – in the end, only he and his collaborator departed, having ruined the adventure for everyone. I was eventually persuaded not to let them “win” and to write up the adventure as a work of fiction, a process that took many weeks; i actually presented that write-up here at Campaign Mastery — If I Should Die Before I Wake: A Zenith-3 Synopsis — and it’s worth noting that the player in question has admitted to being mentally ill at the time, and making questionable decisions. He has been forgiven (as has his collaborator), but both remain unwelcome in my games – not that this is a bother to either of them.

    There are genuine player buy-ins, but as with any other human activity, people can be complicated and sometimes, the motive can be an ulterior one. Don’t fall into the trap of thinking that you can reform human nature because your campaign is so compelling; it’s not going to happen. Appreciate the upvote when someone wants to join, and get on with doing the things that brought them hither.

    20. The Stable Campaign

    This is a very subtle milestone, often only recognized in retrospect. When it is applied to TV shows, the show is described as “appointment TV” – viewers have gotten into the habit of switching over to that show on that day at that time, it’s just what they do. To a large extent, appointment TV is far more resilient than other shows; it’s slower to grow its audience (if they were interested, they would already be watching) but they are slower to depart when there’s a dip in quality or other disliked development, for example a star leaving. Most viewers of appointment TV will give the show a season to replace the lost magic, whatever it was, and enough will enjoy the result that they will continue to tune in – so even then it will be slower than most to lose its audience.

    Like such programming, an RPG campaign can become a routine habit, and so long as nothing changes, it will simply keep going for game-session after game-session. Inevitably, something will happen to upset that routine; but it is when you and/or your players first think of the campaign that way, as an old comfortable shoe, that this milestone has been achieved (and was almost certainly achieved a while back with no-one noticing at the time).

    Achievement of a stable campaign can have profound influence over a GM’s thinking, and not always to their advantage. Some become so wary of upsetting the apple cart that they become more conservative, and the campaign more boring; such campaigns are ripening for a sudden collapse, or for a panicky reinvention by the GM when he perceives such an collapse to be imminent. In such circumstances, GMs (like most people) often go too far and throw the baby out with the bathwater – triggering a campaign collapse for exactly the opposite reason. Other GMs worry about the campaign becoming boring, and grow more adventurous immediately – this is less risky but brings that risk to the table with every game session. What you want to do is to reinvent the campaign without changing anything, and that’s phenomenally difficult to achieve. I’ll talk more on that subject in next week’s article, too. Ultimately, you have to remember the reasons why your campaign has become stable – players who enjoy what you’re doing enough to turn up, game session after game session. Avoid growing any more or less adventurous in your game planning, and enjoy the ride. After a while, almost all the game prep will be done already for any given adventure, and you can start reclaiming some of your lost free time – or start putting it into the development of a new campaign!

    21. Campaign Evolution

    Another subtle milestone. Any campaign that’s been played for a while has evolved, little by little, bit by bit, as all sides input into it. Eventually, something will happen to invite a retrospective look at the campaign – the triggers for this can be many – and you will suddenly realize that it bears very little resemblance, beyond the superficial, to what you expected it to be.

    GMs react to this realization in different ways; some start trying to steer things back toward their original course, ignoring the fact that the biggest source of drift is satisfying the players. Others shrug their shoulders and say a metaphoric “Que Sera, Sera”. The best go back to their campaign plans and revisit the question of how those should change, given the newly-appreciated status quo is so different from the expectations upon which that plan was founded.

    This milestone, then, should trigger a revision of GM planning, and that in turn can (and probably will, and probably should) lead to changes within the campaign – perhaps even changes great enough to altar the stability of the campaign.

    The evolution of the campaign tends to occur through a steady drift; it’s certainly a mature-campaign phenomenon, but is also often a stable-campaign phenomenon.

    22. Techno Revolution

    Keep at things long enough, and technology will change the way you do things, which in turn will change the nature of the campaign that you’re running (even if it doesn’t impact the content of the campaign). Back when I was starting out, there was no internet, and no chance of being able to buy a computer even if there was such a thing. There was no google, and no Wikipedia. Research was a matter of listing possible relevant subjects, going to the library, and pawing through relevant reference books (and before I turned 5, even that wasn’t an option). When I started my first campaign, PCs were just barely starting to break through into the business world and the Apple-II was the state of the computing art.

    My first computer was something called the Aquarius – an all-plastic computer from Mattel. I didn’t have the optional cassette drive, so any program had to be input from scratch. It had a whole 4K of ram, about 3.8 of which was actually usable. I had learned programming on a mainframe (a PDP-11, from memory) in a 1-week summer school at the University of NSW, and honed my capabilities on Apple-II PCs at school in my final year before graduation. But what the Aquarius forced you to learn was brutal efficiency; every instruction took only one byte of the memory, so you could have a program that was about 3800 ‘words’ long – but any text string that was intended to make sense of the results was one-for-one. Amongst other things, I wrote a stock market simulator on that machine and probed fractals and code-making and breaking.

    Like a lot of people, Commodore computers were the real start of my computer ownership, as I bought a second-hand unit through the newspaper classifieds. I’d been using a friend’s C-64 for a while, but this was even better – it was a Commodore-128! – and I did some extremely advanced things with it through the years – writing my own printer driver, word processor and relational database, for example – for gaming purposes (a TORG spell creation system). I also wrote a sophisticated automated NPC generator which did everything from stats to skills to personalities – I created 10,000 NPCs in a night with that one, and still use one of them from time to time.

    I then traded up to a windows-based laptop that was on loan so that I could create a new font for a friend, part of an ambitious project to map every possible character onto different code pages (others had the same idea, which is now known as Unicode and is almost universal). That’s how I can enter an unlikely character like “œ” and have it display – no offense intended to anyone whose language uses what was a random choice!) Of course, I was free to use this machine for my own purposes as well, and those purposes were gaming – though the lack of a printer held me back somewhat.

    From there, I moved up to my own windows-based PC. It was no longer portable, but that was all right because I had a very fast 2000-dpi laser printer. And I had internet – this was when I was involved in the first attempt to bring broadband to the Australian masses. Still no google, though – but research became a whole lot easier. This was the time of the browser wars – Alta-vista vs Internet Explorer. I floated back and forth between the two while I was learning HTML (the language from which basic websites are made, and which I still use in writing posts here at Campaign Mastery).

    These days, I’m back on a laptop because my replacement for the replacement for that original computer started suffering from Hard Disk problems that ultimately cost me almost everything on it – I had backups, but the data couldn’t be entirely recovered from them, and for some of the material I had relied on a DOS-based file splitter to spread the archives over multiple CD-ROM disks – one that wouldn’t recombine them properly even though it had worked fine when I tested it. A lot of my old work got lost around that time.

    Not all of it, though – I still use the Win-98 calculator (faster to load, more user-friendly in scientific mode), and still nut out complicated table structures using Frontpage Express, and in general, still use about a dozen of the programs gathered in my Win98 days.

    The whole point being that with every change in technology, the approach that I had to employ to translate my creativity into playable game changed. If I had to, I could go back to old-old-old-school pen and paper, but it would be slower and the results would not be as good – I’m a lot faster as a typist, even without fully mastering touch-typing. Each time the technology changes, what I can develop and present to the players as a game experience also changes, and the campaigns inevitably morph as a result into something slightly different.

    In the course of 2020, I learned the art of creating animated Gifs. Because of the work involved, it’s not something that I can do all the time, but it’s there when I need it.

    Last week, a reader contacted me and offered yet another example: he had constructed an RPG soundboard that he wanted to make available to readers. You can find it at tabletopy.com and it looks impressive (hint – scroll down on each page to see more sounds). The menu is repeated at the bottom of each page for your convenience, as well. (If you can’t hear anything, turn your volume levels up). Unlike some soundboards that I’ve seen, this lets you layer and stack sound effects and vary the volume of each individually, and they will persist even when moving to another page of the site. Some of them will undoubtedly be useful beyond fantasy, though that’s the genre for which they are primarily aimed – the crowd sound, for example. This is yet another change in the technology available to me – I’ve experimented a little in this direction in the past, but found the delay between launching a sound, and it actually starting to play, killed the effectiveness. The tabletopy soundboard is MUCH faster – so something that I considered off the table is now suddenly back in my palette of resources.

    My campaigns will change a little, as a result. What will the next change be?

    Every technological change is therefore a campaign milestone. It doesn’t even have to be your technology that changes – if a technical change alters the way a player uses his character, for example having an image of their character that they can display at will without searching for it, or can search through the rules or their character sheet for exactly what they are looking for, that change will impact the way that player interfaces with the game, and you will have to adapt your campaign to the change.

Campaign Twilight

At some point, the campaign will end. This could occur unexpectedly, even accidentally, or it could be deliberate. The moment the GM decides to begin working toward a conclusion of the campaign (perhaps inspired by one of the articles on staging a big finish here at Campaign Mastery), the campaign enters its twilight. That means that it could be in that stage for a long time before the players become aware that things are headed for a showdown.

    23. The End In Sight

    This is actually two different milestones, but only one will apply – whichever one comes later.

    The first is when a clear pathway to the campaign’s conclusion becomes apparent to the GM. There may have been several game sessions in which he is maneuvering ‘chess pieces’ around the metaphoric game board to make that conclusion both possible and satisfying, in fact that is usually the case. When I was looking to finish up the Zenith-3 campaign on Earth-Halo (so-called because the laws of physics were slightly different and that manifested in a glowing halo around the earth, stunting their astronomy, which had consequent knock-on effects), I had a direct path to ending the campaign but it felt forced and would not have been very satisfactory. So it took a while to maneuver events to the point where a satisfactory epic conclusion became possible. Those plans were then tossed out because the players wanted to take the next phase of the campaign in a different direction to the one I had planned – so I was forced to run a fill-in adventure or two that started new plot threads and put that planned finish off the table while I integrated what they wanted with what I had intended to provide. It took another two years of game play to build back to the point where the Earth-Halo campaign could end, and the Earth-Regency campaign could begin.

    The second one is when the players become aware that things are coming to a head, and the campaign as they have known it is likely to come to an end sometime soon. I think the case of the Earth-halo campaign, it was the penultimate adventure when they became aware that things were going over the top. It would have been obvious sooner, but I ran an adventure based on a Star Trek: TNG episode that stuck them in a recurring loop of time in which they (and the planet) were destroyed by a Dalek ship exploding in the wrong place at the wrong time. They started to figure out what was happening, and found ways to bootstrap that information into a future loop, and gradually found their way to the cause of the explosion (something they now did!) which enabled them to change the critical events. The good news was that this averted the loop in time, the bad news was that the Daleks now knew about Earth having a technologically-advanced race (the PCs came from Earth and had a starship, so this wasn’t a difficult deduction for them to make). Having undone the events that created the time loop, they found themselves at its beginning once again, this time with events playing out without the consequences of the cosmic explosion. This was an adventure or two prior to that penultimate adventure, and was a deliberate red herring – I was quite sure that they wouldn’t expect the big finish so quickly after blowing everything up and killing them all, half a dozen times.

    24. The Final Adventure

    This is the biggest milestone of them all. It starts at the beginning of the final adventure within the campaign, and ends with the final words from the GM – which may or may not be the traditional “The End”. It marks the ultimate change of focus with respect to this campaign on the part of the GM – he stops paying much attention to it at all. Unless, of course, he’s deliberately left behind some plot seeds that can sprout into a sequel campaign (a two-part article, there’s a link at the bottom of part 1 to take you to part 2).

    After all, if the campaign was satisfying, the conclusion was thrilling, why wouldn’t you want to keep going? From the moment a campaign becomes Stable, I start scattering plot seeds as I go. Some of these will be the foundation of ad-hoc fill-in adventures in the main campaign, but most will remain fallow until the time is right to turn them into a new campaign. This enables me to reuse a lot of the campaign and adventure prep from the old campaign, saving huge amounts of time and effort. After all, your goal has to be to try and make the sequel even better than the original, right? Even if you don’t succeed, that’s the surest method of actually achieving parity between the two.

    But it might be that you want the campaign to end with no sequel. I fully expect the current superhero campaign to be my last – I have absolutely no superhero ideas that have not been incorporated into it, and by the time we’re finished (at the current rate), I’ll be 76 years old, and one of my players will be in his mid-eighties! If I can arrange it, I’d like for the end to come in late September of 2041, even though that means letting that rough schedule slip by a couple of years – because that would be the campaign’s 60th anniversary, and that seems a rather appropriate way to mark the milestone. It could work out that way – I fully expect the final adventure of the campaign to take at least a year to play out, and it could easily be two. But it will end when it ends.

Just Like Starting Over

And, usually, when one campaign ends, it’s time to start thinking about the next one. Actually, it’s a long way past time – that’s why I recommend starting to gather preliminary thoughts and ideas as soon as your current campaign stabilizes.

Take the Zener Gate campaign – this always had a planned ending. At the moment, that ending is 5 adventures or so away – with the average being one-to-two game sessions per adventure. Right now, by choosing to watch instead of acting to ensure that history unfolded the way they want it to, the PCs have let a Chinese assassin kill the general who was instrumental in getting the program that recruited them for time travel up and running, and it is now directly controlled by Eric Trump, and all their history and achievements in the campaign to date – preventing WWIII, preventing war with the Martians who invented Time Travel, and so on – have been knocked into a cocked hat. Instead of them working for the survival and betterment of mankind, temporal agents will be busy doing what they were supposed to do: rewriting history to make it more “Trump-Friendly”. Opposing them will be the Chinese, who are working to make the world more “Chinese success-prone”. So they now have ground-zero seating at the venue of a time war. The way the game physics works is that every second time-jump has to be random – they chose their current location to infiltrate the Pentagon and measure the consequences of their stuff-up, so their next one will be random (i.e. at the GM’s whim) and then they can try and undo the mess that they have created.

If it weren’t for Lockdown stealing three months out of the gaming schedule, they would have completed this attempt to repair time by now – they already have a handle on how to do so – and we would be down to three adventures remaining in the campaign, a projected end date of early in 2022.

Always one to follow my own advice, I started thinking about what to replace it with more than a year ago. The decision was taken to resume the Warcry campaign despite the loss – now many years ago – of one of the key players.

All campaigns end. How they end – and what they consist of prior to that ending – is up to you. The one thing that is certain is that there will be historical milestones to look back upon – some recognized at the time for what they were, and some visible only in hindsight. These are the markers of a successful campaign, one that has seen adversity and overcome it, and made itself memorable to such an extent that it likely to be referenced in player and GM anecdote for years to come.

And that, my friends, seems a wonderfully up-beat and forward-looking note on which to end this, the one thousandth post to feature my by-line in singular isolation. Hope you’ve enjoyed the ride so far!

Comments Off on 25 Campaign Milestones and their impact

Old Words, New Directions


Image by Gianni Crestani from Pixabay

999!

This is my 999th post at Campaign Mastery! Next week, four figures, a landmark achievement and one that I am quite proud of reaching!

Old Words

Today’s article is all about looking back, which is a natural thing to do when you approach any milestone. And yet, the connection with the currently-imminent landmark is something that only occurred to me in hindsight, not the inspiration behind this article. I’ll get to what the actual inspiration is at the end of this particular road.

Specifically, the is article is all about looking back to the beginnings of a campaign after you’ve been playing for a while.

    Why?

    Plans carefully laid at the start of a campaign have a habit of becoming increasingly disconnected from the reality as game-play evolves.

    Reviewing your playbook not only permits you to update it to incorporate the reality, but lets you selectively reincorporate the little things that you’ve forgotten, in effect infusing the campaign that is with your original intentions, keeping the best and tossing the rest. I’ll get into some of the specific benefits as we deal with each part of the process.

    New Directions

    Ideas are often lost in the shuffle as the campaign, under the influence of players doing the unexpected, and the GM extemporizing and landing on his feet, finds unexpected and unplanned resolutions through unexpected pathways. No adventure survives contact with players!

    The inevitable result is that the campaign drifts away from its roots as time passes. In some ways, that’s a good thing; it is evolving in response to the participation of the players, as though it were a living, breathing, thing – a campaign that remains exactly on track despite ten sessions of play is usually one that’s in trouble.

    But it can mean that opportunities and intentions can go missing, and recapturing those is the aim of the process. And, by giving the GM a chance to take stock, it can present new opportunities and new directions in which the campaign can travel.

    20/20 hindsight

    Hindsight is sometimes said to be 20/20, meaning that we can see more clearly in retrospect that we can at the time. That’s often a case of being able to see not just the trees, but the forest.

    It’s also true that we all get better at things through practice, and examining the conceptual underpinnings of a campaign can often exploit that increase in skill at a more fundamental level.

    But hindsight reveals nothing if we never look back. And the only way a busy GM can take the time to look back is if they bake it into their schedule.

How Often

How long is a while? I’d peg this as something to do every ten days of real-time play. It isn’t something that has to be done in one quick burst, so spread it out over the next couple of game sessions.

  • Campaign Beginning
  • Game Sessions 1-9
  • Game Session 10, Commence Review
  • Game Session 11, Half-done
  • Game Session 12, Complete review
  • Game Sessions 13-21
  • Game Session 22, Commence Review
  • Game Session 23, Half-done
  • Game Session 24, Complete 2nd review
    ….and so on.

Since game prep is one of the key determining factors in how often you play, this naturally anchors the intensity with which the task needs to be carried out to the time that’s available.

It’s worth appreciating how this schedule relates to real time. If you play once a week, that’s a quarterly review. If you play once a fortnight, that’s a biannual review. If you play once a month, that’s an annual review.

At least in theory. In practice, you’ll probably take twice as long and carry out the reviews half as often – biannually, annually, and biennial, respectively. That’s fine.

But, a word of warning: This proposed schedule breaks the overall review process into two parts of approximately equal size. The first part is static in size (i.e. time and effort required), while the second is proportional to the number of game sessions since your last review. So if you go twice as long between reviews, the first part will be only 1/3 of the total task, and the expectation is that it will probably take three ‘game sessions’ rather than two.

Complicating this scheduling even more is the need to prioritize what you need for your ongoing campaign and adventure development – no matter what, you have to be as ready to play as possible when that bell rings. The longer any process that is external to that requirement, like this one, takes, the more likely it is that something will happen to get in the way – that’s why I said that the time needed for the overall task would double.

The Process

The first part of the process has four stages:

  1. Development Notes
  2. Campaign Plan
  3. Campaign Notes
  4. Campaign Background

The second part has – nominally – just one:

  1. Adventures / Game Sessions played since the last review began

…but that’s a very broad summary of what’s a very substantial task.

    Campaigns Without

    Not all campaigns will have all four or even all five elements. Whether or not they should is a decision to be considered some other time; the bottom line is that you can only review what material there is to review. These documents are all beneficial to a campaign, enough so that I would rarely consider running a campaign without any of them – but I have done so in the past, and developed them as an afterthought, usually in far less structured and comprehensive form.

    If your campaign doesn’t have one of these, you can either skip reviewing it, or – if you decide that you really should have one – spend the ‘review time’ creating one retroactively, so that at the next review you will have a baseline to measure against.

    Campaigns Underway

    The longer your campaign has been running, the more beneficial this process can potentially be, because there has been greater scope for things to be forgotten or overlooked and for the campaign to have drifted.

    It might be that you need to allocate a much larger time to the review process, or that you need to skim a little more and then focus on those elements that will prove beneficial. Almost certainly, you will need to adapt the process, and will probably find that some specifics have escaped you and are probably gone forever.

    If this is your first review and the campaign has been ongoing for some time, take as long as it takes; just be methodolical, and remember that the longer you take, the more there will be to do at your next review.

    Let’s say that the first review covers 100 game sessions and takes eleven sessions (one for part 1 and ten sets of game sessions taken 10 at a time). That means that it will be complete around the time of game session 111, and that as soon as you finish, it will be time to start the next review.

    But that review only has to cover 11 game sessions – though, being more recent, these will often contain more details. So, let’s say that it takes twice as long as it normally would. That’s one session for the first part and three more for the second (rounding up)- which means that by game session 115, you will be all caught up.

    At game session 120, you can then proceed as normal.

    The lesson is not to be afraid to adapt this process for your own usage. It might be that you can draw a line in the metaphoric sand and say “Background materials and as far back as this – anything else won’t be relevant”. I don’t recommend such a practice, but if that’s what you need to do to make the process work for you, so be it!

1. Development Notes

Every campaign starts as a loose collection of ideas, often compiled over a period of time, and then winnowed out when the time comes to actually start campaign development in earnest. Every few years, I skim my way through those notes – you never know when you’ll uncover a forgotten idea whose time has come. That habit becomes formalized, more regular, and more frequent under this process.

These ideas can be classified into several categories, and get treated differently as a result.

There are:

  • Ideas that have been incorporated into the current campaign – these get ticked if I’m using a hardcopy or color coded if working digitally. Color-coding just means that I change the font color of that piece of text.
  • Ideas that are supposedly incorporated into the current campaign but have not been especially prominent in that campaign, or have not been executed to your satisfaction. These get a purple or black dot if manual processing is taking place or get color-coded purple otherwise.
  • Ideas that have been explicitly earmarked for use in a different campaign – these get highlighted.
  • Ideas that don’t integrate well with the first category of ideas or that were otherwise deemed unsatisfactory or undesirable at the time. These get a red cross manually or color-coded red digitally.
  • Ideas that are adrift, neither in nor out. These get a blue dot manually or color coded blue digitally.

At the start of a review, I’ll color code everything plain black with no highlighting so that I’m forced to evaluate each idea afresh. That’s important because these classifications can change from review to review – that’s part of the point of doing all this.

With the ideas that are already supposed to be in your campaign, you are looking at how well they have been executed, and how influential they have been. These are relative measures, so you need a standard – I have two and use both. The first is relative to the other ideas that have been incorporated; the second is relative to the potential of the idea for creating interesting situations and plotlines in the campaign as it actually is. Occasionally, these reviews will spark new ideas, which get jotted down appropriately, but it’s more important just to keep them in mind.

The ideas that have been excluded or that haven’t worked can also be important; you need to be sure that there have been no oversights or conceptual holes in the campaign development. These present a choice – you can either think about new ways of expressing and developing them, or you can think about revising/replacing them.

And then, finally, there are the ideas that are just sitting there, unused. Quite often, these will connect with plot holes and problems that were never anticipated at the time the campaign was devised.

Reviewing the original notes, ultimately, provides context for other parts of the process. Everything else you get out it is a bonus – but there will usually be an unexpected dividend at some point from this review. At the very least, they can help give direction when you need to make ad-hoc decisions in the future.

There are a couple of other things that I look for that are important enough to highlight here:

    Directions Lost

    Original intentions are revealed in their purest form in the campaign notes. Sometimes, events have headed in entirely different directions.

    The seeds of the campaign that IS are buried somewhere in the development notes, whether you realized it or not – by definition, since you managed to get from there to here, wherever your campaign currently is.

    Comparing the two and identifying the differences helps isolate what you and your players really want from the campaign – an invaluable contribution to the task of achieving that.

    Ultimately, whenever the campaign doesn’t match the original concept, you have to ask “why?” and “is it an improvement?” – and then act on those evaluations as appropriate.

    Paths Not Taken

    Think about this for a moment. Your development notes contain, let’s say, ten ideas (it’s usually many more, but roll with me on this).

    Three of those actually made it all the way to become central pillars of the campaign as you conceived it.

    ONE of those survived the campaigns interaction with the PCs; the other two are there in the background, but muted. Instead, other ad-hoc choices have become featured – ideas that probably weren’t even on your list of ten in the first place.

    It’s always useful to look through those discarded thoughts looking for elements that can be used to bolster and reinforce and develop the ad-hoc campaign ideas.

    Which of your unused ideas do they most closely resemble (if any)? Are there plot seeds that were discarded as irrelevant to the three intended pillars of the campaign that might now become relevant/useful?

2. Campaign Plan

At it’s simplest, a Campaign Plan breaks a larger overall story (the campaign) down into planned plotlines and adventures. Everything else is all about making it more efficient to use in game prep.

Some GMs don’t like to look that far ahead; they might keep vague ideas of how it will all end in the back of their heads, but they will only look two or three or whatever adventures ahead.

There are many, many variations. Some parts of the campaign might be well-mapped, while others are almost completely responsive to player decisions and intentions.

So, what does a review of a campaign plan encompass?

    The Unnoticed Left Turns

    Where has the campaign diverged from the plan? I’ve mentioned this before, but any campaign that follows the plan too closely is in trouble; a good campaign should be full of deviations, some minor, some major.

    The campaign plan structure that I’m using for my Zenith-3 campaign consists of campaign plot arcs that stretch between many different adventures. There are some for each character, some for specific locations, some for the whole group, and some for a specific occasion.

    Each of these is broken up into events or plot milestones – specific in-game events. These are then scheduled so that the individual plot threads express themselves at a natural pace, weaving all those plot threads together into a broader tapestry.

    When I add all these together, fill in any blanks to ensure that all the PCs have something to be doing, and wrap it all around a central plotline or focal point, I end up with an individual adventure.

    I’ve written about this structure in greater detail several times before, in far greater detail, but that’s enough to be going on with.

    Whenever there is an unexpected left turn in the campaign, the events that comprise relevant plot arcs may need revision or replacing, because the story that WAS there no longer matches the reality on the ground. The alternative is to insert a new event that restores the original plot direction – not always possible, but always something to consider.

    That’s what this aspect of the review is all about – revising the campaign plan to take into account the changes that have taken place in-game. In other words, this takes player input from the game-play and integrates it (and their future plans) into your future plans, ensuring that the campaign plan remains fit for purpose.

    Forks In the Road

    One of the purposes of the review is to actually Revise the campaign plan.

    Elements of the Campaign Plan fall into three fairly familiar-looking categories:

    • Those that are still in play, essential to the campaign;
    • Those that will be adapted to serve a new purpose
    • The irrelevant.

    As soon as you campaign diverges from the plan (and they always do), some of your planned plots cease to be relevant – which means that one of two things should happen: either they get adapted because the plot sounds like it will be fun, or they should be strip-mined for ideas and replaced with new plans that reflect the reality of where the campaign has been, and where the players want it to go in the future.

3. Campaign Notes

Campaign notes are the non-historical briefing that gets given to the players so that they can generate characters that will fit into the campaign.

What usually happens is that some of these notes become central to the campaign and its characters, some become relevant but peripheral, and some just get forgotten or abandoned. The latter include ideas that were bad from the get-go (but not recognized as such) and ideas that were not properly developed from the campaign notes.

As usual, the classification mandates different treatment. I start with the forgotten/abandoned material.

It’s important to realize that we’re not just talking about relevance right now, but over the totality of the campaign, as defined by the campaign plan. What hasn’t mattered in the campaign to date might become centrally important at a planned future time, towards which you are building – the puppet-master placing his building blocks exactly where he needs them to be.

At the same time, just because something isn’t relevant right now usually doesn’t mean that it can be ignored; on the contrary, it imposes constraints on what can be done by characters right now, whether the players realize it or not. Players can stumble over these building blocks at any time – the problem comes when they recognize it as potentially being a problem in the future and decide to remove it before that happens. This creates a “fork in the road”, and the campaign has gone in the wrong direction in terms of following the plan. Sometimes, the result can be more attractive scenery along the way but you can still end up in almost the same place; at other times, you need to come up with a way to replace that lost building block with something more subtle, or find a way to make the players think they have achieved this goal when, in reality, they haven’t.

Another way of looking at this stage of the review is looking for additional consequences of the material you have and evaluating whether or not they are desirable – and if they are, how you can best bring them to light. Be wary of changing something that a player is relying on with his character, though – you may need to prepare two different interpretations (one with the consequence and one which removes it) – and then let your player(s) choose between them. You should also never take an ability away without replacing it with something equally effective!

All that being said, if your review opens up a new direction in which the character can grow and develop, it can be an opportunity not to be neglected.

In addition, there are three things that I’m on the lookout for when reviewing Campaign Notes that need to be singled out:

    Lost Treasures

    Character elements that have been forgotten – decision time: is this actually necessary? Can it be expunged or replaced? Or is it a neglected gold-mine whose time has finally come?

    The more of your character notes that actually impacts the campaign and what the characters do within it, the more distinctive and unique you campaign becomes. And if it doesn’t work out the way you want, you can always add a plotline that restores the status quo.

    Another approach is to make a temporary change through circumstances that are not intended to last, as a sort of trial run – and incorporate an option for making it permanent. Many years ago, now, one of the PCs was temporarily transformed into a gargoyle, with razor-sharp claws. For a character who had always looked like a knight in shining armor, this was a radical change to say the least – but it was profoundly liberating for the character. While the original intent was to have the transformation undone at the end of that adventure, when the player handed the character over to a new owner, that owner decided that he liked the change, and the difference in expectations that people placed on the character. Publicly, the story was that the old character had left and been replaced with the new one – and a lot of baggage was lifted from the new character’s shoulders, and a whole new set of abilities were opened up. Instead of just being a tough guy, he became a shape-changer with great strength and the capacity to swallow things as though he were a living black hole. Eventually, that player was forced to step aside, and the character became the property of a third player. With a psych profile that explained everything that had happened to the character, a slow process of rehabilitation began; that process is now essentially complete, but the consequences of it are still rumbling through the campaign, and will reverberate for some time to come. A bland character has become rich, complex, and engaging. In essence, each owner has made the character his own.

    Either way, lost gold can resurface in the campaign – but it has to make a difference, or it might as well not be there. That’s part of your obligations as GM.

    Ice-cream Headaches

    Sometimes, material that has been forgotten within the campaign notes creates a plot hole – something that should have happened, but didn’t, or something that shouldn’t have been possible, but happened anyway. Another of the GM’s jobs is to decide what to do about these and how to do it. I’ve devoted a series to the handling of such plot holes of various scales (I still have one more part to complete), the Elephant In The Grey Room series. Soon, I promise!

    Terra Incognita

    None of us are perfect, and we are all capable of oversights, of taking our eyes off the ball and missing golden opportunities because they were not recognized. As a result, parts of the campaign notes will have become critical to the characters and the campaign while other parts will just be sitting there.

    Sometimes those neglected ideas connect with the parts of your future plans that you have just revised. They can enhance or contradict them, or simply offer a navigational path to the adventures, making the previously irrelevant relevant. And sometimes, they can be the source of a whole new batch of ideas with which to season your campaign ‘stew’.

    I like to always have adventure ideas on standby in case something takes more development time than expected – something that I can pull out of my back pocket with minimal prep. This is one of the resources that can provide those ideas.

    And sometimes, focusing on these neglected areas can open the campaign up to all kinds of new directions.

4. Campaign Background

The campaign background is the history that was (hopefully) expressed in the mechanics of the Campaign Notes. This is never complete, just as no one book can ever give the definitive history of the world – or even of one country or city. There’s always a new perspective or interpretation to consider!

Most GMs, at some point, fall into the trap of thinking their campaign backgrounds are sacrosanct; they build their campaigns around those backgrounds, use them to generate plotlines and adventures, and employ them as the connective tissue that links players to characters, characters to personalities, and characters to campaign.

It can always be an eye-opening journey to re-read your campaign background and note (a) what can be proven to have happened that way; (b) what parts of the background the ongoing campaign can provide substantiating evidence toward; (c) what parts of the background will gain substantiating evidence from future planned events within the campaign; and (d) what’s left. Everything in the latter category was an ‘official interpretation’, an ‘educated best guess’ – and NONE of it should necessarily be assumed to be Canon. In addition, there’s a subcategory within (a) of everything for which the official story seems incomplete, or which has a potential consequence that hasn’t been explored.

The trick is always to make these revelations relevant to the ongoing campaign in some way – briefly, for some time, or from the point of revelation onward..

Revisiting the background with this perspective can open new doors within the campaign.

    The Muted Palette

    Quite often, many of the background elements that have been emplaced within the campaign become muted and gray as characters are played, gradually hewing toward the central sourcebooks by virtue of the inbuilt game mechanics. No matter how distinct “Elves” may have been in your concepts, they gradually trend towards becoming generic “Elves” in play, with just one or two highlights of distinctiveness remaining, at best. Some of the neglected content has been ignored for good reason, but some of it can be absolute gold.

    Future plans that can highlight some of the neglected uniqueness can go a long way toward evading the pastel palette problem.

    Forgotten Textures

    The place to put any “look-and-feel” guidance is in the campaign background, because that’s a more narrative structure. Once in place there, however, it can be easily forgotten and neglected. Sometimes, this can be accommodated as “we do things differently these days” (implying a ‘lost chapter’ of the background in which the change occurred), occasionally it is so distinctly different from the interpretations actually used in play that you have no choice but to take that approach; and sometimes this forgotten texture is just lying there, waiting for you. “A vortex of arcane energies swarm like streaks through the air and suddenly coalesce into a ball of fire that erupts toward the enemy” is nice narrative texture – but should then be employed whenever a mage casts a spell unless that description is contraindicated by the nature of the spell.

    Extract or note these down, then use them henceforth! Your color text will become more consistent and internally believable as a result. Perhaps as important, the way you envisage these events transpiring in the course of play will also change, which will help you in interpreting them into game mechanics in a consistent way. Players like that, because it enables them to make decisions and have more confidence about what the GM will permit their characters to do..

    An example from the Zenith-3 campaign – because the different metapowers (Magic, Psionics, and Martial Arts) are designed to be intentionally incompatible, the players assumed that they could not interact. An NPC with a brilliance for adaptive systems integration questioned that assumption and found it to be not necessarily true – and his innovative ways of combining these abilities toward a singular objective has become one of his trademark contributions to the campaign. For example, one of the abilities can be used to transform the environment in which one of the other abilities is operating, enabling consequences to emerge that would otherwise have been too difficult to orchestrate. Using his abilities, for example, he was able to employ a force-field created by a team-mate to act as a portal past an enemy’s otherwise impenetrable force-field, migrating one of the PCs someplace they were otherwise unable to go. Another time, he demonstrated that if a construct is created using one of the the metapowers that remains stable once that metapower is ceased, the other metapowers can operate on it with impunity..These take what would have merely been flavor text and make them integral tactical considerations, vastly expanding the team’s collective repertoire – but broadening the palette of what abilities their enemies can direct at them even more substantially.

5. Old Adventures

Finally, periodic reviews of old adventures can be extremely valuable. So much so that fully half of the review process (under the optimum schedule – and more, if not) consists of such reviews.

It’s rare for adventures to transpire exactly as planned – the players do something unexpected and the GM finds a way to accommodate and respond. This is the principle at the heart of one of Johnn’s best pieces of advice here at Campaign Mastery, Say Yes But Get There Quick.

There are several things to look for in these old adventures.

    Unplanned Excursions

    You’ve already looked into these, but that was in the context of the bigger picture, the overall campaign. But there are little bits here and there – scenes that never got played out, snatches of dialogue, descriptions and locations that were never needed. Every unplanned excursion within an adventure, even if the GM got things back on track to a satisfactory resolution at the end, yields such material – and some of it can be recycled, if you remember that it’s there.

    Past Mistakes & Strokes Of ‘Brilliance’

    Everyone’s imperfect and make mistakes. The GM is no different. When we’re skilled or lucky, we can hide these from the players so that they don’t get in the way of their sense of immersion and fun. On other occasions, the mistake is so large that we have to offer a Mea Culpa.

    Some of the worst mistakes that can occur are the result of the GM parachuting a “Brilliant idea” into his adventure at the 13th hour, without subjecting it to adequate thought or development. Some of the GM’s greatest successes can come from the same source, to be fair.

    By definition, none of these are part of the original adventure as it was planned. They are ALL inadequately documented – so it’s worth taking a few moments to correct that error.

    In the process, you will discover plot holes that result. You have two choices: ignore these, or fill them. I’ve done a series on dealing with plot holes of different scales in a practical way, here at Campaign Mastery – but if you don’t look for the holes, you can’t fill them.

    So document your ad-hoc changes, check your logic with the full power of hindsight, and then apply the advice in The Elephant In The Grey Room series.

    The Devil is in the Details

    Often, details will have been changed or constructed ad-hoc as necessary. I can’t count the number of times I’ve been able to take a character from being a minor NPC into one of the central pillars of the campaign – and its always twice as hard if the details are forgotten. So it’s worth taking the time to document any new or changed NPCs and look over their potential.

    The same thing goes for locations, which will often recur within the campaign.

    Finally, there are details that may have been overlooked.
    ♦ The PCs leaving an NPC tied up, who never reappears in the adventure,
    ♦ a PC giving an NPC their phone number;
    ♦ a PC causing trouble for an NPC by trying to pay with a 1000gp gemstone and expecting the NPC to be able to make change.

    These little details can all become central parts of a new or future planned adventure idea.

    ♦ The PCs may have assumed that the NPC was taken into custody – an assumption you can stab them in the back with by having him escape and begin plotting a suitable revenge for his humiliation.
    ♦ The player may have forgotten flirting with the NPC waitress – it was just a bit of character color at the time – but it may have been a big deal to the NPC. What if they called but got rebuffed? What if they call and begin a new romantic entanglement with the PC?
    ♦ What did the NPC have to do to get that change? Taking that much liquidity of a business can be toxic to its future. Or perhaps there’s something special about the gem that no-one recognized at the time – but that now becomes centrally important to a plotline.

    You can’t always hang a plot on these little details, but many of them have the potential for doing so – and players love it when campaigns become self=referential in this way, because it makes them feel like their characters are part of the campaign, driving its development with their choices.

    Players very “generously” provide plot kindling to the GM quite regularly – but if the GM doesn’t take note of the details, they will become forgotten. Re-reading the past adventure serves as a reminder of the relevant details.

    Loose Ends and Unexpected Consequences

    The final thing to note are loose ends – often things that seemed complete at the time. Unexpected Consequences that logically should have occurred but that haven’t, yet, are an obvious source of new game material (often, you will need some way to justify the delay).

    I was actually reflecting on the current epic adventure in my superhero campaign – which started a long time ago, now (back in 2019!) – and the many plot threads and elements that have been woven into it, the close to 100 significant or potentially significant NPCs that have been introduced and could pop up again at any time that seems interesting – when I thought of writing this article. So this is a case of my telling you about something I do as part of my Campaign Management that I haven’t discussed previously.

Plundering The Past

Your past creative efforts contain a wealth of material for you to build on. No campaign fully exploits everything that it has to offer – but having the rest on tap can take a campaign to the next level in this respect. So Plunder the past, not only for lessons in how to improve as a GM, but for inspiration and new ideas and forgotten treasures.

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The Price of Bricks and Soil (and more)


Image by Paul Brennan from Pixabay, cropped by Mike


Pieces Of Creation Logo version 2
 

This is my 998th post at CM! Two more to the 4-figure milestone!

 

In my superhero campaign, the PCs are currently shopping for a building to convert into a base of operations for a second set of superhero/civilian Identities that UNTIL has prompted them to create so that they can deal with problems that they (and the UN) can’t officially be seen to be interfering in, but that are too serious for them not to deal with – spy- and political games within games, always lots of “fun”!

To some extent, I’m using this search as a plot vehicle, a way to add to the richness of the game world; to some extent, I’m using it to highlight existing riches that have largely gone unnoticed until now. And, of course, having a campaign-within-a-campaign provides endless opportunities for the campaigns to step on each other’s toes in-game, providing fresh challenges for the players and their characters.

It’s also posing new problems for me to solve as a GM. If you’re going to sell the PCs a building (and the land that it sits on), you need to have some idea of how much such things will cost, for example.

I’m currently a LONG way ahead of the game-play front in terms of plotting, so I spent most of the weekend just passed in creating a system to solve that very question.

Today’s article will examine the methodology and results before offering them as a 15-page free PDF download for other GMs to use.

I want to demonstrate how the work was done so that other GMs can not only extend or expand the system as necessary, but can satisfy similar needs in their own campaigns, regardless of genre.

Before we’re done, I’ll demonstrate how I intend to use the system in my campaign, and how it can be adapted to suit other campaigns.

I think I’ve caught and corrected any errors, but this will also equip you to make any corrections that may be necessary. Nor have I been entirely 100% consistent in some areas, because I was problem-solving as I went. I can live with that, but if you want to make the corrections, this will equip you to do so.

In addition to offering the results as a PDF, I am providing them in two spreadsheet formats to facilitate such corrections.

Today has been a public holiday here in Sydney, so I’m starting this late and intend to publish it a day later than usual.

That takes all the time pressure off, so that I don’t have to rush any aspect of the planned article.

Contents:

  1. Production: Research
  2. Production: Process
  3. Production: Conversions
  4. Production: Execution

    The first half of the article is all about how the PDF’s content was created, and will culminate in links that will enable you to download the results.

  5. Usage
  6. Example
  7. Extension
  8. Adaption

    The second half will deal with usage of the system, extending it as may be desired, and adapting it to other circumstances, even if the latter can only provide guidelines.

Production: Research

I’ve been curious about, and interested in, the pricing of real estate for a long time. I’ve raised the subject in conversation with a number of real estate agents as social contact permitted.

I had always assumed that there was some magic formula that could be adapted to RPG purposes. Base price, plus so much if on a corner, plus so much for each additional bedroom or square foot, plus so much for amenities, plus a factor for close to transport / shopping, plus so much for additional garage space, and so on.

The reality is very different. The actual practice boils down to looking at how much similar homes sold for in the area in the past, adding a fudge factor for how out of date those prices were, and adding another fudge factor for how much more desirable the agent thought they could make the home sound to a seller. And, if they managed to sell it for the asking price, all that happened was that a new baseline was added. Setting the price was a combination of marketing nous and instinct as much as it was a pseudo-scientific practice of increasing prices until the market squealed ‘enough!’

That won’t translate very well to an RPG system. But it gave me a huge amount of freedom when it came to developing such a system.

I started with a web search, which told me that for Australian homes valued at between AU$500K and AU$1m (most urban real estate in the cities), additional bedrooms that increased the total floor space added 50K to 80K each in 2020. I also learned that additional bedrooms pre-pandemic could add as much as 95K (2017 AUD) but that being under-bathroomed could cost as much as 205K (2017 AUD) on the final value – and that this loss would increase with additional bedrooms, by increasing the paucity of bathrooms.

I also learned that in pricey suburbs, the value of an extra bedroom could be as much as +160K to +500K (2017 AUD) but that this rate would decline with each additional bedroom unless the total land available also increased disproportionately. For a given block of land, there was an optimum dwelling size which naturally subdivided into an optimum bedroom-and-bathroom count after common areas were subtracted from the floor plans.

I was momentarily tempted to think of this in terms of a negative acceleration of price which aggregated (integrated) into a specific value for additional bedrooms, which then aggregated into a combined additional value for the building – but this was already way more complicated than I wanted to get.

Finally, I already knew that the 1986 US price of a three-bedroom home in the US was $80,300.

Confused? It’s quite a melange of facts and figures, from different dates and places, but it gave me the foundations that I needed.

Production: Process

Before I could translate that morass into a set of values, I needed to decide on the basic process that the system would utilize. How was I going to abstract the process of Valuing a specific property?

NB: As I started writing this section I became aware of a potential source of confusion: multiple meanings of the term “value”. So, here’s the general rule: When the word is Capitalized, it refers to the final Value of a dwelling. When it is not, it refers to the impact of a variable within the process of determining that Value.

I started by breaking general impressions of the building and its location into identifiable values which were to be multiplied together.

Both factors would then be multiplied by another factor that would rate whether or not the home came with more land or less than would normally be expected.

This approach generalized a huge number of variables into a single impact on the value, and meant that I could approach the overall problem from the point of view of valuing a ‘generic standard home’.

Because it was what I had statistics for, I chose a three-bedroom home as being the standard. In a third table, I could apply a fixed ‘basic adjustment’ for the number of bedrooms – a different value for the minimum and maximum Base Value.

These two values could be combined with a random value to select where in the resulting range a specific home would be located. Because I wanted something that looked basically like a dumbbell curve (values crowding toward the center or median value, with more extreme valuations – high or low – less likely), I chose 3d6.

Initially, that was where the process was going to end, but I knew that there were two additional problems that I had to account for.

On day 2, after I had started work on actually putting numbers to all these variations and generating the tables, I figured out how to solve three major holes in the process.

The first was a value multiplier for the size of the urban community around the dwelling. The standard was set to “town’ (without actually defining what a ‘town’ was, permitting that to default to the usual usage in a given campaign setting). This separated out farm houses from those in a large city.

The second was how to factor in the value of any business that was attached – whether that was simply using the dwelling as a boarding house or hotel, or a built-in shopfront (presumably with accommodations on upper floors or out the back), or whatever.

And the third was a fudge-factor to be applied to the die roll to reflect high sentimental value or especially skilled salespeople.

With those decisions, the basic methodology that would be used to determine the value of a specific property was complete.

I’ve glossed over as many specifics as possible because I didn’t know what those specifics would be, on the first day – I needed to establish the methodology so that I could work out what those values were to be.

I also used my game (and house rules) design experience to estimate how many values in each variable I could afford to use such that the resulting tables would be of manageable size.

The final design consideration was that the resulting tables would NOT be designed to be suitable for printing. That meant that for ‘the big tables’ I could put all sixteen 3d6 results, and preliminary calculations, across a page that could be improbably wide; I was more concerned with what would be legible when viewed on a screen, specifically, my screen.

If I hadn’t made that choice, I would have had to mess around with non-printing columns for those preliminary calculations and each size dwelling (by number of bedrooms) would have been three tables on separate pages. This would have been a lot more work, and I didn’t have that much time to spare.

Production: Conversions

The entire project was geared toward satisfying my campaign needs. I make no apologies for that. The in-game date is 1986, and the location is the US – specifically, the state of Arkansas (for plot reasons). The system would be naturally adaptable to other times and locations, but that was what I needed it to simulate as a default.

This is a problem that has been addressed for the pulp campaign (set in the mid-1930s, but with financial values matching those of 1930 specifically) on many past occasions.

For consistency, conversions are always handled in a specific way in my games:

Modern to Then:

  1. Temporal correction first
  2. Regional correction second

Then to Modern:

  1. Regional correction first
  2. Temporal correction second

Only if I can’t find the appropriate historical conversion information will some compromise be used.

In this case, I was converting numbers from 2021, 2020 and 2017 AUD, to 1986 USD. In the Pulp campaign, it would be to USD from 1930.

I was able to access and download an economic report in spreadsheet format showing the historic conversion rates from Australian Dollars to US Dollars. Historically, this has varied somewhere between 1 AUD buying somewhere close to 50 cents US and a high close to parity (1 dollar US). In more recent times, somewhere between 70 cents and 86 cents US has applied; but by comparing the historical data, I found that at the time in question, the rate was almost 2/3 of a dollar – 66.01 cents, to be exact.

If I had not found this information, I would have had to convert at some assumed rate based on contemporary economics that would have been quite incorrect. If I had used 72 cents, for example, my converted values for properties would have been only 91.667% of what they should have been – an undervaluing of almost 10%. If I had used 75 cents, the error would have been about 12%. These errors might not have been either visible or significant – but why take the chance?

Next, I employed one of my bookmarked resources – the inflation calculator at Calculator.net, which has proven massively useful on a number of occasions, because it works the inflation adjustment in either direction (unlike some others). I fed in $100 US in 2021 and converted it to 1986 dollars, which gave me the percentage to multiply the relevant conversions by. Repeat for the 2020 and 2017 conversions.

For the record:

  • 2021 to 1986: × 0.41524
  • 2020 to 1986: × 0.42039
  • 2017 to 1986: × 0.44778

(divide to go backwards, i.e. from 1986 to 2021 = $ / 0.41524. So a home computer costing $3,499 back then is the equivalent of one costing $8, 426.45 in today’s money. Of course, if you were to buy something of equivalent capabilities, you would be talking a LOT less than that – maybe $84, maybe $8.40!)

With the key values converted to the contemporary target currency, I was able to do a lot of math that I’m not going to bore you with, and start populating my tables, simplifying and generalizing as I went.

Production: Execution

There’s a trick that I learned a long time ago in physics: if you have two independent variables, and you need to assess them, control one axis at a fixed standard value and vary the other one.

    Generalization, Size, Quality, & Location (Table 1)

    For table 1, I set the ‘typical’ value to 1 for both variables. Using the old maxim of location being more important than size and quality (or anything else), I set the location values to

    • Very Desirable = 4
    • Desirable = 2
    • Typical = 1 (by definition)
    • Undesirable = 0.6
    • Very Undesirable = 0.2

    …and the size and quality values to

    • Very Desirable = 2
    • Desirable = 1.5
    • Typical = 1 (by definition)
    • Undesirable = 0.8
    • Very Undesirable = 0.4

    Simple multiplication let me fill out the rest of table 1.

    Generalization, Accompanying land (Table 2)

    I then listed all the results as one axis of table 2 (labeled the “SQ,Lo Value”), and eliminated redundant results. Once again, the “1” result (since 1 × 1 = 1) let me assess the relative Land values as

    • Lots (more) = 1.5
    • More = 1.2
    • Normal = 1 (by definition)
    • Less = 0.8

    I was going to include a 5th option, “none” (with a value of 0.5) but… well, I’ll get back to that.

    Again, simple multiplication of these values by the SQ,Lo value let me fill out table 2. I noted that the peak was x12, while the minimum was × 0.06.

    Dwelling Price Range

    Next. I turned my attention to table 3, which was to provide the other set of inputs into table 4.

    I had already set the base value as being that of a three-bedroom house. That went with the known median value of $80,300. All else being equal, I decided that a variation of plus-or-minus $10,000 sounded about right. That gave me a base minimum price of $70,300 and a maximum of $90,300. I could have made it more, or less – I considered both – but most of the volatility in price was going to come from the combined general assessment that I had made and the ‘market forces’ factor to come.

    • 0.06 × 10,000 = $600 – so the bottom end of the market came out with a ‘plus or minus’ of just $600.
    • 12 × 10,000 = $120,000 – so the top end of the market came out with a ‘plus or minus’ of $120,000.

    Again, these values seemed about right, so I didn’t change the $20-000 range.

    Copying those values filled out the entire “base min” and “base max” column. I then turned my attention to the adjustment to these low and high values for additional bedrooms, all else being equal.

    Averaging the various values my research had provided (after conversion) and rounding to a convenient number gave me an adjustment of $12.500 per additional bedroom to the minimum and $20,800 to the maximum price. Rather than fuss around with diminishing impact on the price as the number of rooms increased, I simply multiplied the difference in bedrooms from the three-bedroom standard by these values to fill out the d1 and d2 columns, respectively. There was more than enough variability coming from other factors to ‘contain’ this error, I had decided.

    Adding the resulting d1 to the base min gave the adjusted minimum price for a house of that number of bedrooms; the d2 and base max gave the adjusted maximum price.

    Price by # Bedrooms and SQLoLa Value (Table 4, one page per Bedroom count)

    This is the real meat of the system. One table for each count of bedrooms, the combined result of the general assessments on the left, and a random roll from 3 to 18 across the top to yield a base value for a specific dwelling.

    • I had to start by filling out the left-hand column, again eliminating all the redundant entries.

    I mentioned the 5th option on the “Land” variable (for “none”) earlier – I found that there were too many results if I did so to get them onto a single usable table. A compromise for the sake of practicality of use had to be made; I found another way around that for the purchase of Units, Lofts, Townhouses, etc, which I’ll cover in a separate section below

    Next, there are the four columns in green, which are intermediate steps used only to generate the rest of the table.

    • The “MIN” value is the “adjusted minimum price” for a dwelling of this number of bedrooms (from table 3) multiplied by the SQLoLa value (from table 2).
    • The “MAX” value is the “adjusted maximum price” for a dwelling of this number of bedrooms (from table 3) multiplied by the SQLoLa value (from table 2).
    • The “RANGE” value is the difference between these.
    • The “Range/18” value is the RANGE divided by 18 – so that I can simply multiply by the die roll result.

    Which brought me to the heart of the results – multiplying each row’s “range/18” value by successive values and adding the “MIN” result for each row.

    Rounding The Corner

    When you look at the main part of the results tables, you will notice that – in addition to the background “banding” – some values are in black and some in blue. In fact, they all started as red (to indicate that I hadn’t yet adjusted the rounding) and the colors were applied as those adjustments were made.

    This part of the process was inconsistent across the entire process. In fact, I changed rounding and thresholds no less than five times. No, six. Sometimes I went back and corrected, sometimes I made the adjustment only from that table of results forward. Complicating that is that it was quite late in the process that I decided to put the “one bedroom” results into the table at all – originally, I started at “2 bedroom”.

    The rounding to apply depended on the result Value. The pattern that I ended up with is:

    • $2.25m+ = round to nearest $50 000 = blue
    • $1m to $2.249m = round to nearest $25 000 = black
    • $500K to $999K = round to nearest $10 000 = blue
    • $200K to $499K = round to nearest $1 000 = black
    • $100K to $199K = round to nearest $500 = blue
    • $30K to $99K = round to nearest $100 = black
    • $10K to $29K = round to nearest $50 = blue
    • less than $10K = round to nearest $10 = black

    At one point, there was an additional tier at the top,

    • $3m+ = round to nearest $100 000 = black

    and the tier below that was from $2.25m to $2.999m, but the band of results didn’t seem wide enough to justify it, so it got scrapped.

    Size Of Urban Community (Table 5)

    It may have been possible to incorporate this into the first three tables, but by the time I realized that it was a thing, I had already generated more than 2/3 of the entries for table 3 and they would all have to be redone – and table size was a consideration.

    Thus, the decision was made to stick it on as an afterthought. There are seven entries:

    • None = 0.5
    • Hamlet = 0.7
    • Village = 0.85
    • Town = 1 (defined as such)
    • Small City = 1.5
    • Lge City = 2
    • Metropolis = 2.5

    In retrospect, though, it was a brilliant move to have this as an afterthought because these are perhaps the most contentious values to assign; the population levels are poorly-defined at best and subjective at worst, and could well be different in different campaign settings; and the average impact on pricing is quite dependent on those population levels and their consequent impact on housing prices.

    Sidebar: Homes without land

    For the sale of units, you can actually consider these to come ‘with a pro-rata share of the land’ on which the block of units sits. Some new blocks of units near me were also sold with an option on some of the shop space on the ground floor of the block. Which means that you can start with the “less land” option on table 2. However, that would only get you a value for a first floor or ground floor unit; every story further up, the value drops. It’s about 8% a floor (but I would use 10% for simplicity) up to 40% and then about half that thereafter, until you get down to about 60% discount.

    • Ground Floor = 100% of the result using the ‘less land’ value
    • First Floor = same as Ground Floor
    • 2nd Floor = 90% of the result using the ‘less land’ value
    • 3rd Floor = 80% of the result using the ‘less land’ value
    • 4th Floor = 70% of the result using the ‘less land’ value
    • 5th Floor = 60% of the result using the ‘less land’ value
    • 6th Floor = 55% of the result using the ‘less land’ value
    • 7th Floor = 50% of the result using the ‘less land’ value
    • 8th Floor = 45% of the result using the ‘less land’ value
    • 9th Floor = 40% of the result using the ‘less land’ value
    • 10th Floor and above = same as the 9th floor

    Townhouses and anything else that doesn’t come with land, but is actually a purchase and not a lease, use the “Normal” land value and then halve the result from table 5.

    NB: This part of the process is so new that it isn’t even shown in the instructions that form part of the PDF / spreadsheets! Which is why I’ve labeled it as a sidebar and put the whole thing in bold.

    Business Included

    This is actually three small tables and a procedure. It does make a couple of important assumptions that I took into account when formulating this part of the process.

    The notion is that the potential profitability of the business determines its value, but it divides that profitability up into three different time periods – the first year (immediate profitability), the medium term (two to five years), and the long term (more than 5 years).

    It’s in assessing those profitability that the assumptions come into play – the table uses the profitability IF these assumptions are satisfied. If you do something other than what is assumed, you may achieve different results in terms of business success!

    The first assumption is that the usage of the rooms is as the new owners intend at the time of purchase. That means that if they intend to repurpose one of the bedrooms towards the business (by making it a home office, for example), the valuation of the overall package (business plus dwelling) should take that into account.

    The second assumption only applies to the medium- and long-term assessments, and is that any necessary investment will be made as required – which obviously reduces profitability by spending money.

    Each result on the table assesses the profitability during one of the time-frames; the assessments are exactly the same (Very Poor, Poor, Break-even, Good, and Very Good), but these are not equal in value; the long-term tends to dominate, for good or ill, and the medium-term is more important than the short-term.

    The process is to make all three assessments, and multiply the three resulting values together. If the total result is less than 1, round the valuation factor up to 1 – as it says on the table, you can always simply close the business and consider the premises simply as a dwelling. You then multiply the dwelling value by the result to get the net price.

    The values have been carefully selected to reflect the real-life experience of buying and selling a commercial operation as I understand it – I’m not an expert on this, but pay attention to things when others discuss such matters because you never know when the information will be useful.

    It’s worth checking out a couple of the possible combinations, as I did before finalizing these values.

    • Short-term break-even, medium-term poor, long-term good – describes a situation in which investment in the medium term yields a good longer-term outcome. 1 × 0.8 × 1.5 = 1.2.
    • All three break-even – describes a situation in which the business itself is barely holding its head above water but is either good for a retiree, or well-positioned should market conditions change, or owns intellectual property that in itself is valuable. 1 × 0.9 × 0.7 = 0.63, rounds up to 1. The business adds nothing to the overall value of the property.
    • Very Good short-term, Very poor medium-term, very good long-term – the business is profitable at the moment but requires hefty investment in the infrastructure in the medium-term. If you survive doing so, the prospects are excellent for the long-term. 1.4 × 0.5 × 2 = 1.4.
    • Same situation but the choice is to run the business into the ground while you can, because the required investment cannot be made for some reason – out of date equipment or whatever. That means that medium-term profitability is good, but long term is very poor. 1.4 × 1.3 × 0.25 = 0.455, rounds up to 1. The business doesn’t add to the value of the property.
    • Finally, let’s look at the best possible combination – very good profitability in all three time-frames (clearly indicating some other reason for the sale than profits – retiring, or ill-health, or the owner died, or something). 1.4 × 1.7 × 2 = 4.76. The attached business adds almost 400% to the cost of the building.

    It is worth noting, also, that the size of the urban community doesn’t explicitly impact the value of a business, but some businesses require a community of a certain size in order for them to be viable commercial propositions. A 500-bed luxury resort in the middle of nowhere is unlikely to do a roaring trade; a gas station in the same location or a smaller, cheaper, hotel might do quite well. But that means that the current location is implicitly bound up in the assessment of the profitability. A business might be unprofitable now, break-even in the short-term, but likely to thrive in the longer term, simply because the community is growing dramatically and the demand for whatever it is that the business offers is going to increase – eventually.

Usage

I’m going to be fairly brief in this section because I have an example coming up in the next section that will make everything a lot clearer.

At the same time, I want to take the time to add a couple of notes that aren’t entirely clear. My starting point for this section will be the instructions from the PDF, but with the added notes tacked on where relevant; think of them as the “designer’s notes”.

Let’s start here: this is a flowchart describing the process of using the system:

It should not escape attention that the basic process for usage is the same sequence as construction of the system, with one exception (faded on the flowchart): Table 3 is not required unless you are extending the table. And there will be times when you want to do so; that’s why there is a later section devoted to the procedure for doing so. But let’s avoid getting too far ahead of ourselves.

    1. Assess Size & Quality (yellow table top left)

    Size quite clearly has little or no resemblance to the number of bedrooms. In fact, you can almost consider it to be the size of everything except the bedrooms – almost, but not quite. Don’t over-think these assessments.

    2. Assess Location (yellow table top left)

    I usually have the advantage of context – I’ll already have some idea of the population of the location, it’s economy, it’s history, and any unsavory attitudes on the part of the locals – and any good neighbors, too. If you have to, you can live without this information, but you’ll find life a lot easier with it – even if you have to invent it out of whole cloth.

    3. Cross-reference to get SQLo Value
    4. Locate result on Pink Table, far left

    Look down the left-hand column of the pink table and find the result.

    5. Assess land that comes with property (pink table far left)

    This is another general impression but circumstances matter. If we’re talking a farmhouse, the land that is ‘normal’ might be considerable (50 acres or more – 20 hectares for metric users) but in a city it might be 1/4 of an acre. Similarly, the amount needed to qualify for “Lots more than usual” (as opposed to just more than usual) would also change with the circumstances.

    If you want to get technical, it’s actually the value of the land that is being assessed, but without putting a dollar value to it – 5000 acres of desert might be needed to get to “Lots” or 500 acres of farmland – but a mansion on 6 acres of land in a city would probably qualify.

    Use your descriptive language as the foundation, and that will generally take all these technicalities into consideration without your even thinking about it..

    6. Cross reference land with SQLo to get SQLoLa value (pink table, far left)

    It’s probably worth jotting this down on a scrap of note paper.

    7. Select Blue Table appropriate to number of bedrooms

    In the top left of each table you will find the number of bedrooms. It’s worth actually taking a quick glance at table three (to the right of table 1) just to be sure that there’s one of the appropriate size.

    If you’re working off an image, you might have to estimate the number of bedrooms. This is where it’s appropriate to use the extra time you saved by being so quick and instinctive in the earlier steps.

    8. Locate matching SQLoLa Value

    Once you’ve found the right table, go down the left hand column to find the value from table two that matches.

    9. Roll 3d6 (Optional: 3d6 & d4, see below)
        9a. For high sentimental value properties or especially skilled salespeople, use 3d6 & d4, as follows:
        a. Roll all four dice
        b. Select the d6 with the lowest showing value.
        c. Compare with the result showing on the d4.
        d. Discard whichever of the two is the lower.
        e. Read the total of the remaining dice as though they were 3d6.

    It works out that exactly half the time, this results in an improvement to the total of at least 1. More than 10.5% of the time, you will get an improvement of three! This makes a significant improvement to the value of the dwelling.

    10. Cross-reference to get property base asking price

    Find the “3d6” result column that the roll has indicated and follow it down until you get to the row that contains the SQLoLa value that you determined earlier. Or track across from that value until you find the indicated column.

    Jot down the resulting value.

    (Okay, it’s bound to come up and this my last chance to explain it. SQLoLa stands for “Size, Quality, Location, Land”)

    11. Assess Size Of Urban Community (orange table, page 1)

    This is where the context information that I mentioned previously becomes really essential. Remember that these ratings are according to the standards of your game setting. A “Town” in 1986 (or 2021 for that matter) is something quite different from the meaning of 1686, which is different to the meaning of 1286.

    12. Multiply Community Size Factor by base asking price

    Multiply the factor that you get from the orange table by the price that you have written down. Write down the result if it’s different, and cross out the old price so that you don’t get confused.

    If there is no business, skip steps 13 and 14.

    13. If there is a business attached to the property, assess Business Factor (Purple table, page 1)

    I’ve already discussed how this works, earlier in the article.

    14. Multiply current asking price by business factor (if any)

    Multiply the business factor by the current price you have written down. If it’s different, write down the new answer and cross out the old one.

    15. Result is the FINAL ASKING PRICE. Most sales can be settled for 90% of this.

    I’ve put the meaning of the result in capitals because it’s important. If a PC negotiates, they may get the acceptable price down to 90, 85, even 80% of the asking price – but if they fail, it could go up 10, 15, even 20%.

    It’s never enough simply to roll unless its a private sale. Realtors have enough experience and expertise that the majority of ploys won’t work on them. This should be roleplayed and the GM should determine from the strength of the roleplay what result this represents – if he’s feeling generous, it might be a blended roll (half rolled and half from roleplay).

    The more of a back-and-forth you can make this, the better it will be. It’s very rare in real life, when negotiating a sale of this magnitude, for someone to say “$X and that’s my final offer, take it or leave it” – at least right off the bat, it is. You might get to that point after going back-and-forth for a while. Remember that the salesman’s commission is usually a percentage of the sale price, so they have a vested interest in pushing that price up.

    16. If Realtor’s fees etc are relevant, increase price 20%.

    I’ve said 20%, but in some cases it may be only 10%, in others, 25%. This often depends on a whole range of factors – how long the property has been on the market, how many times the Realtor has tried without success to sell it (costing him time and effort, and making him more likely to accept a lower commission just to get it off his books), his mood on the day, pressure from the people he’s representing, whether or not he thinks the buyers will fit in around here, and many more. Again, use your gut instincts to assess the situation and translate into an appropriate commission percentage.

    In most (but not necessarily all) jurisdictions, this amount gets added on the top of the agreed price, something that has caught a lot of buyers out in the past. If that’s not the case, you may need to pre-load this into the asking price before negotiations begin.

    There may also be land taxes or sales taxes (or whatever) to take into account. These are generally assumed to be factored into the asking price, but if for some reason you don’t think that they would be, you should explicitly define how much they are and add that to the asking price as well.

    In theory, the Realtor’s fees would exclude any such increase, but that’s too much effort for not enough gain in accuracy – the variables involved are more than enough to cover this minor discrepancy.

    There may also be X-factors that I haven’t thought of, and that only affect this specific property. If a place has a reputation for being haunted, or the land is contaminated, or it has its own private airstrip, or anything else you can think of, be sure to add something to the asking price to cover that additional value.

Example

Here’s a picture of exactly the sort of dwelling that the PCs are looking for.

Image by Paul Brennan from Pixabay

So let’s evaluate this place and how much – in 1986 – the system thinks it would cost to buy.

    1. Assess Size & Quality (yellow table top left)

    This is a nice place, and a fair size. It’s not a huge mansion, but it’s clearly bigger than average. I rate is as desirable.

    2. Assess Location (yellow table top left)

    It looks like a nice location but the grass is a little dry – so better than ‘typical’ but not top of the tree. That rates it as desirable on this axis, too.

    3. Cross-reference to get SQLo Value

    The Desirable-Desirable match gives a SQLo of 3.

    4. Locate result on Pink Table, far left

    Five rows down, between the 2 and the 3.2.

    5. Assess land that comes with property (pink table far left)

    The environment looks suburban. There is another house visible at the top of the hill in the background (just barely), so there is a back yard of some size. However, not all of it necessarily belongs to this property – in the absence of a fence-line, the assumption has to be that half of the back yard belongs to this house. Now, the house is larger than most, and it has a reasonable front yard as well, so it clearly has more than is usual – but it doesn’t have a whole estate. So that leaves it in the ‘more’ category and not the “lots more’.

    6. Cross reference land with SQLo to get SQLoLa value (pink table, far left)

    The intersection of “More land” and an SQ,Lo of 3 gives an SQLoLa of 3.6.

    7. Select Blue Table appropriate to number of bedrooms

    Next, I need to estimate the number of bedrooms. Assuming that they are all on the second story, I count two bays of windows on the side and one at the front left. That’s three visible bedrooms, and it’s a safe bet that there are one or two – but probably not three – out of sight. That gives a total count of 4 or 5 bedrooms. Since there might be a guest room on the ground floor, I’ll choose the higher of the two values as most probable.

    A quick check of the blue table at the center top of page 1 confirms what I already knew – 5 bedrooms is one of the tables that I have generated. I would expect to find it on page 6 of the PDF… and there it is.

    8. Locate matching SQLoLa Value

    I’m looking for a SQLoLa value of 3.6 down the left-hand column – and about 12 rows down, there it is. It assigns a Min of $343,080 and a Max of $474,840. That’s a range of $131,760, and 1/18th of that is $7,320.00.

    9. Roll 3d6 (Optional: 3d6 & d4, see below)
        9a. For high sentimental value properties or especially skilled salespeople, use 3d6 & d4, as follows:
        a. Roll all four dice
        b. Select the d6 with the lowest showing value.
        c. Compare with the result showing on the d4.
        d. Discard whichever of the two is the lower.
        e. Read the total of the remaining dice as though they were 3d6.

    This place looks new, at least at the front – the rear looks older. I don’t see it as having a huge amount of sentimental value to the current owners; on the contrary, I suspect that they have bought it, renovated it, and are now looking to flip it for a profit and move on to another project. A fast sale would be preferable to getting the biggest bang for their buck, and any Realtor would be given instructions to that effect. So that means that the skill of any such would not be directed toward squeezing the last dollar of purchase price from the sale. Hence, no d4.

    I roll 3d6 and get a result of eight.

    10. Cross-reference to get property base asking price

    Because I’m only using half the screen to view the PDF (the document containing the article is occupying the other half) this is just a little trickier than it would be, but it’s just a matter of scrolling up, down, left, and right, until I can see both the row and column at the same time. If I had rolled higher, I might have needed to zoom out a bit, but that wasn’t quite necessary. The base asking price is $402,000.

    11. Assess Size Of Urban Community (orange table, page 1)

    The urban community – I’ve already said suburban. I have seen communities with homes of this type in towns and small cities; in desirable suburbs, you might also find them in large cities, but I think you would get better lawns and garden care in that case. Right away, then, I’m down to two possibilities.

    I’m leaning about 66-33 toward a small city, but I think I’ll step outside the system and compromise.

    2/3 × 1.5 = 1; 1/3 × 1 = 1/3; so the urban community size value that I’m going to use is 1.33, a town on its way to becoming a 2nd-class city.

    12. Multiply Community Size Factor by base asking price

    1.33 × $402,000 = $534,660.

    There’s no business involved, so I skip steps 13 and 14.

    15. Result is the FINAL ASKING PRICE. Most sales can be settled for 90% of this.

    The asking price is $534,660 – but the owners are going to be minded to settle for 85% of that for a fast sale, as already indicated.

    85% of that asking price is $454,461. Call it $455,000.

    16. If Realtor’s fees etc are relevant, increase price 20%.

    Agent’s fees would raise the price a bit.

    But the seller wants to sell quickly, and has promised to pay 5% of the fees out of his share if the realty can sell the house in the next few weeks. To encourage this, the Realtor will drop his percentage on the top to 10%, giving him a total of 15% of the purchase price.

    There will also be a 10% land tax, adding $45,000 to the price.

    But if the PCs bargain well, there’s a bit of wiggle room left – the 85% could drop to 80%, about $23,000, and everyone would be happy.

    Time to total things up:

    $455,000 + $45,000 = $500,000; add 10% Realtor’s fees to get $550,000. But the Realtor would probably accept $527,000 as a final settlement if the PCs bargain well.

    It seems a little on the high side to me, but not too far off the mark.

    There would be little public transport access, and there might be limited public amenities nearby – that could drop the price another $75,000 or so.

    $425,000, down to $402,000 if the PCs do well.

    That’s for a 5-bedroom, 3-bathroom house, luxurious interior, dining room, kitchen, maybe a swimming pool out back, two-car garage, sitting room, marble staircase, library, games room, fully decorated.

    And that sounds like a reasonable price to me.

Extension

What if the number of bedrooms we want isn’t one of the ones that I have pre-worked – what if we need to extend the system?

Tables 1, 2, 5, and 6 don’t need to change. We need a new row in table 3, and to then turn that into a new entry of table 4.

But there’s no need to do a full table – just to do the parts that we actually need. The existing set of tables are robust enough to cope with most challenges. Which means following the same process as described above until we can go no further.

I’m not going to spell out the parts that are covered by the example above; instead, I’ll provide a very synopsized account until we get to ‘the interesting bit’.

The basic concept: a 25-room hotel in a small community of perhaps 250 people (unless there are exigent circumstances, that 10-to-1 ratio is a reasonable rule of thumb for hotel size; in a more remote community like the one I grew up in, the ratio is larger, about 100-to-1).

  • Size & Quality: Typical.
  • Location: Undesirable (it’s not on the main thoroughfare through the community, it’s off on a side street some distance away).
  • SQ,Lo value 0.6.
  • Land: Normal.
  • SQLoLa value 0.6.
  • 25 rooms is not on table 3.

So that’s where the real work has to start – when the process itself identifies the need to extend the system. But we only need to produce data for SQLoLa of 0.6. And, in fact, we can skip ahead slightly further and consider the die roll – Sentimental value isn’t a factor, but the most skilled salesmen are more likely to get this commission, so let’s go for the d4 option.

Rolling 3d6 & a d4: 2, 4, 4, 3. The 3 replaces the 2, for a total of 11.

That means that we don’t need to do the full table, either – just the entry for that particular roll.

    Number of bedrooms

    We know the hotel has 25 rooms. But I also want to include a small two-bedroom manager’s residence on the side, raising the total to 27.

    d1 per room

    This is 12,500 per room, or 25 × 12,500 – but it’s reasonable to apply one of the neglected pieces of research and devalue the rooms somewhat at this point. Let’s use $10,000 per room.

    d1 = $10,000.

    d2 per room

    This is nominally $20,800 per room, but these are to be fairly bare-bones hotel rooms. The value has to be more than the $10,000 we used for d1, so it will be somewhere between that and the usual. Call it $12,000 a room. But we also need to note the fact that some of the facilities need to be more extensive than would be usual in a home – we’re talking a commercial kitchen, and perhaps a restaurant / dining room, and maybe a more substantial entertainment area, plus a spa, a reception, and a gymnasium. How much would those cost to build? $250,000? $350,000? Let’s use the latter, and load a one-25th share of that onto the d2 value (the two bedrooms for the manager’s residence should get the full standard value, which is why the 25 is still the appropriate divisor).

    $350,000 / 25 = $14,000.

    $12,000 + $14,000 = $26,000.

    d2 = (25 × $26,000 + 2 × $20,800) / 27 = ($650,000 + $41,600) / 27 = $691,600 / 27 = $25615 (rounding for convenience).

    Adj Min

    The base min and base max are unchanged at $70,300 and $90,300, respectively. So we can move straight onto the Adjusted values.

    Adj Min = $70,300 + 27 × $10,000 = $70,300 + $270,000 = $340,300.

    Adj Max

    Adj Max = $90,300 + 27 × $25615 = $90,300 + $691,605 = $781,905.

That completes the entry that’s “missing” from table 3. We can now move on to table 4, and calculate the Green Column values.

    MIN

    Our SQLoLa value is 0.6.

    MIN = AdjMin × SQLoLa = $340,300 × 0.6 = $204,180.

    MAX

    MAX = AdjMax × SQLoLa = $781,905 × 0.6 = $469,143.

    RANGE

    Range = MAX – MIN = $469,143 – $204,180 = $264,963.

    Range/18

    Range/18 = $264,963 / 18 = $14,720.17 (to two decimal places).

Which takes us to the main part of the table. We only need the value for a roll of 11.

    Base Asking Price

    Base Asking Price = MIN + Roll × (Range/18) = $204,180 + 11 × $14,720.17 = $204,180 + $161,921.87 = $366,101.87

    Rounding

    In the 200K-499K range, round to the nearest $1000.

    Rounded Base Asking Price = $366,000.

Until we get to valuing this hotel as a business, the rest of this process is just like the previous example, so it’s back to the summarized-synopsis format for a bit:

  • Size of the community – I grew up in a town of 2000 people, but in US terms it would be a second-class city. Most of the surrounding communities were considerably smaller, so I’ve seen several examples on which to judge this. To me, a hamlet has less than 100 urban residents, and maybe 400 all told including local farmers. So, a community of 250 urban residents is somewhere in between that and a town – by definition, a village. But that’s in real life – in a fantasy setting, urban populations might be smaller, and this might be a fully-fledged town. But that’s getting a bit ahead of myself in terms of this article, so let’s stay with the Village assessment.
  • That yields a community value of 0.85.
  • So the adjusted asking price = 0.85 × $366,000 = $311,100.

Which brings us to assessing the viability of this operation as a business. We didn’t have to do that in the previous example, so let’s examine these steps more thoroughly.

    Short-term profitability

    If this community is on a major interstate highway, or near a tourist attraction, then its size might be reasonable relative to the community population. Under any other circumstance, it’s probably too large by about half or even two-thirds.

    That unresolved question comes into sharp focus when we start assessing the profitability of the business. Since I’m making this example up, more-or-less as I go, any of these scenarios can be valid – but, to be honest, anyone who contemplated building a hotel of this size without at least one of those traffic-generating incentives, especially in a relatively out-of-the-way location, would be laughed out of the bank whose money they wanted to use to finance the construction.

    It doesn’t matter which market advantage the business enjoys – this might be a regional hub for a rail network, and so need to provide accommodations for railroad staff all year round, or their bread-and-butter might be tourism, or they might have some other trick up their sleeves; the specifics aren’t important, what matters is that the 10-to-1 rooms to population ratio is justified by this factor.

    That means that the short-term profitability is going to be good or very good. Unable to pick between those choices on this limited information, I’ll split the difference and assign a 1.3 short-term profitability value.

    Medium-term profitability

    There are two possible scenarios: either increasing maintenance costs will start eating into profits in the medium term, or they won’t.

    That intersects with another pair of scenarios: either the hotel will have been a big success, attracting one or more rival operations, or it will have been a moderate success, and be hostage to changing market conditions. Little stays the same forever, and if they are a hostage to the fortunes of some entity outside their control, sooner or later, that status will turn around and bite them.

    There is every reason to suspect that medium-term profitability will drop one-to-two steps relative to the short-term starting point. If the initial profitability was Good, that yields Poor or Break Even; if it was very good, it downgrades it to Good or Break-Even.

    At first, it might seem that the one value in common to both – Break-Even – should be chosen, but not so fast! If initial profitability was only Good, one of the major downward pressures on profitability (rivals) goes away, making Break-Even more likely, and possibly even keeping things in the Good column. If the initial profitability was Very Good, there’s more downward pressure – but the adjustment happens from a higher starting point, so Break-Even or Good are the likely results.

    So this time, I will split the difference between Break-Even and Good, and assign a medium-term value of 1.1.

    Long-term profitability

    The longer view is not so rosy. Those pressures on profitability will only increase with time, and eventually the inevitable will happen – rivals or market collapse. Unless something can be done in the way of generating a second string to their marketing bow, the long-term profitability prospects are Poor.

    If the present owners, or the town, have a plan, it doesn’t matter whether or not the PCs think it will work; it will indicate that something can be put in place to overcome the problem, elevating the long-term forecast to Break-Even at the very least. How much better than that it might be does depend on the success of whatever plans to confront the problem are executed, though.

    It’s possible that by luring a new major employer to the region, or developing a new industry to support the community, the outlook long-term could even be Good.

    So this time I’m going to split the difference between Poor and Good, and assign the long-term value to 1.

    Combining Values

    1.3 × 1.1 × 1 = 1.43.

    This is more than 1, so there is no rounding required.

    Applying The Business Valuation

    1.43 × Asking Price = 1.43 × $311,100 = $444,873.

With the profitability of the Hotel factored in, it has become clear why the current owners are probably wanting to sell – the business will never be as attractive a proposition as it is right now. This is undoubtedly the best time to sell.

This isn’t just a commitment to buying a business – it’s a commitment to local government and local politics, to becoming an involved and engaged civic leader. This is a defining point in the campaign, in other words.

If the GM wants to make this an attractive option because he can see interesting plotlines arising from it, its at this point that he can intervene to do so. If he thinks this will get in the way of what he wants to achieve in the campaign, he can now make choices that will discourage the PCs.

Personally, I like situations like this because ideas are already suggesting themselves to me – suppose an unsavory weapons manufacturer were to be persuaded to establish an R&D facility in the vicinity, someone who covertly supports enemies of the PCs? Making them dependent on the local presence of an enemy offers plenty of plot scope. And I always like giving the PCs things to do outside of adventuring. So I’m more likely to want to encourage this as an option.

The rest of the process is straightforward, the same as in the previous example. Just to finish things off, let’s run through it quickly:

  • Most property purchases can be completed for 90% of the asking price. Depending on circumstances, this could drop to 85% or rise to 95%. The seller is motivated to sell now but won’t want to lose much of the profitability of the sale – so I’ll set their willingness to budge to a mere 95%. So that’s $423,000 (to the nearest thousand), instead of $445,000, or a $22,000 discount.
  • Sales Tax, Legal fees, etc, totaling 8% (the community has an interest in making the sale attractive) adds $35,600. Adding that to the $445K gives $480,600.
  • Realtor’s Fees – If the Realtor is convinced that the new owners will stick around and invest in the community, he will benefit more in the long run by taking a smaller commission this time around. If he’s nearing retirement, or isn’t convinced, or is simply too short-sighted, he’s more likely to charge big. This is where I can shade the attractiveness of the proposition for the campaign’s benefit, or make it look more discouraging. I’ll set the two choices at +7% and +18%, respectively. If the latter, the unscrupulous Realtor will also use the value after sales tax instead of the lower value that he should use. So that’s either an additional $31,150, or an additional $86,500 – grand totals of $511,750 or $567,100, with possible discount of $22,000.

Adaption

It’s very easy to adapt these results to different campaigns, eras, and genres – you simply need to work out a currency conversion.

There are a lot of factors that you can take into account – material scarcity and expense, transport costs, labor costs, automata / slave labor, economics, currency standards, and more – but really, why bother?

Pick a number that feels about right and be done with it. If you can, use some equivalent property from the game system that you are importing your results into.

For example, you might decide that 260,000 gp is the right price for buying a five-bedroom home in your fantasy campaign. Or that 1.25 million gold would buy a 25-room keep. Once you have a conversion factor, you can use the system at will just by adding a step to the end of the process.

Or, perhaps you want to use the price of a Saturn-5 and Apollo capsule as a three-bedroom house (open plan, obviously). Thus you would be able to calculate the construction costs of a 4-man variant, with four times the rockets, for a Mars mission. You could even use the link provided earlier to adjust 1969 prices to 1990 or whenever.

    Sidebar: beyond now

    It’s important, when projecting values beyond now, that you remember that inflation is a compounding event. The simplest method is to go back in time as many years as you have to go forward – it won’t be very accurate but will be so much as easier. Or you can decide what the overall inflation rate will be each year from now until whenever and raise it to the power of the number of years. Beware – small differences will accumulate to a big difference.

    For example, fifty years of 2.05% inflation is 1.0205 ^ 50 = × 2.758357.
    Fifty years of 2.1% inflation is 1.021 ^ 50 = × 2.82675.
    Multiplied by $500,000, those are $1,379,178.50 and $1,413,375 respectively – a difference of $34,196.50. And that’s an almost minuscule difference!

    It’s also an improbably low value.

    • $500,000 from 1970 is equivalent to almost $3.49 million 2020 dollars.
    • $500,000 from 1920 is equivalent to a little over $1 million 1970 dollars – or $7,461,982.65 dollars in 2020.

    Around 2.74% is closer to reality – but inflation is expected to spike as economies come out of Covid restrictions, and stay high for quite a few years because of the debts various governments have accumulated while combating the pandemic.

One more example: Let’s say that your Sci-fi game lists a freighter with a 5-man (PC) crew as costing (plucks a number out of the air) 120,000 credits. Call that a standard 5-bedroom house (Captain’s quarters, two crew quarters for 2 PCs each, and two passenger cabins). Using this system, you can work out a 1986-dollar equivalent – and that conversion factor will let you use the system to work out how much a 25000-berth colony ship will cost, if that’s something you need that the game resources don’t tell you. Or a larger space yacht. Or a 10-crew freighter, or two-man explorer.

Click the icon to download the PDF and spreadsheets (662K zip file)

All the other complexities – computer systems, ship’s weapons, spacecraft hulls, etc – melt away. If you really need to factor them in, you can do it as percentage increases relative to the base model.

Lunar Colonies, Deep Space Habitats, Manned Space Telescopes, Wooden Sailing ships, log cabins, secret underground military bases – they’re all at your notepad.

Just remember, write down any conversion factors you determine so that you don’t have to repeat the work the next time you need them.

This system won’t solve all your problems – but it will give you the tools you need to start solving them yourself. It’s one less thing that you have to worry about.

Comments Off on The Price of Bricks and Soil (and more)

Welcome To Tanares, Land Of Chaos


Finished at last – this is only about 90 minutes late! Enjoy :)

I requested art credits for almost everything that I’ve used below, but the folks at Dragori Games weren’t able to get back to me in time. Click on any of the images from this review to go to the Kickstarter campaign page.

Anytime a product with the combined talents of multiple industry heavy-hitters like Ed Greenwood and Skip Williams comes onto your horizon, you pay attention.

When that product made its funding targets in just 2 1/2 hours, you pay even closer attention. Clearly, the stars are aligning.

And when stretch goal after stretch goal get smashed, and the product offers incredible value for money, you start doing things that you otherwise would not – like previewing this article a week ahead of time just to warn people to pump up their finances.

The “product” in question (you’ll understand the use of inverted commas by the end of this article) is called Tanares.

What is Tanares?

This is a much more complicated question than it first appears, because Tanares is so BIG and so customizable.

  • Tanares is a campaign setting comprising two volumes – one for players and one for GMs. And,
  • Tanares is a set of adventures set in that campaign setting. A third volume! And,
  • Tanares is a series of Miniatures (some of them about the same height as the sourcebooks, which appear to be standard sized)! And,
  • Tanares is a board game! And,
  • Tanares is a set of epic maps! And,
  • Tanares is a set of simplified variations on the standard character classes designed to facilitate the introduction of new players to 5e D&D! And,
  • Tanares is a set of new character classes (with extensive customization options) and new races which you can integrate into your own campaign worlds! And,
  • Tanares is a set of new creatures for your PCs to encounter, complete with everything you need to bring them to life.
  • Tanares is a system permitting solo, GM-less play!

….and that’s just scratching the surface!

Click on any of the images from this review to go to the Kickstarter campaign page.

There’s a lot there to dig into. Let’s start with…

Click on any of the images from this review to go to the Kickstarter campaign page.

The Three Books

There are three sourcebooks at the core of Tanares, from an RPG perspective (plus a fourth unlocked as a stretch goal).

Click on any of the images from this review to go to the Kickstarter campaign page.

Well, that’s how the Kickstarter campaign introduces the three books. So let’s dig a little deeper:

Click on any of the images from this review to go to the Kickstarter campaign page.

The Players Book

The first of the three books is the Player’s Guide. This includes a number of potentially interesting items in addition to the character classes and races already mentioned (and which I’ll look at in a little more detail later).

    Team Play

    The idea of a group of individuals forming a collective identity which unlocks new game dynamics – benefits, vulnerabilities, and so on – has been at the fringes of RPGs practically from day. It started the day an adventuring party first gave themselves a name, and in the process, began to establish a collective identity for themselves. That was either in the early 80s, or even earlier.

    It’s something that I touched on in my Fumanor campaign, where I looked at the notion of state-sponsored benefits for those adventurers who registered as a group – which enabled the state to throw problems to groups who seemed best-fitted to solve them, and who were at loose ends. In truth, the economy was increasingly dependent on the infusions of wealth brought in from those who looted the treasures of the former civilizations, and this measure was reflective of the fact.

    But those ideas only scratched the surface of the potential in that particular fringe; there’s a scarcity of detail in the preview (understandable since there’s so much to get through), but the implication is that there are specific benefits and consequences to be embedded within the game mechanics for things like cooperative actions.

    Again, Fumanor touched on those, too – there were certain Feats that gave an advantage based on the number of allies who also had that Feat. It wasn’t a linear progression (I used a Fibonacci sequence) so that the numbers didn’t get completely out of hand, but it made a Goblin Horde something truly terrifying. But I always knew that there was a lot more potential to be unlocked in the broader concepts, and – at the very least – these would seem to be a step forwards toward achieving that potential.

    New Spells, Items, Feats

    These are practically ubiquitous in game supplements. While there may be some interesting new ideas, and some integration with the other new elements, this is probably the most ho-hum ingredient unless they’ve been deployed well.

    What do I mean by that? If they’ve been used to confer a unique flavor and set of abilities to new classes and creatures and the like, and have been properly play-tested, they could be an asset because they would enhance the more directly-interesting content.

    In isolation, these would only be noteworthy if they were absent. if effectively combined with the other content, and I have no reason not to expect that, then they could be as important a development in game design as giving each class its own unique spell list.

    Guidance on Hunting Dragons (and, for the brave, Breeding Drakes)

    I like the idea of new adventurers learning techniques from the old hands, and always have, but it’s always been difficult to implement without impacting on player freedoms. “This is the right way, the effective way” carries a strong flavor of “This is the ONLY way”.

    So I’ve only ever partially succeeded at implementing this within my own campaigns through the concept of Mentors who occasionally set tests and training sessions for their Trainees, and who were otherwise available to dispense sage advice, background information, and flavor text on demand.

    That means that I would be as interested in how this section is being done, from a meta-perspective, as by the intriguing content itself.

    Headquarters: creation, maintenance, and upgrading

    I’ve maintained for a long time now that D&D missed a bet when they threw out the idea of PCs building Strongholds when they advanced in levels – I think that happened with 3e.

    An adventuring group constructing and gradually improving a safe base of operations simply seems so logical that it almost goes without saying – but full expression of the concept has had to wait on the development of the party-unified “Teamwork” concepts that I’ve already expressed interest in.

    Since I have high hopes that the new mechanics in Tanares clears that stumbling block, it can only be hoped that this is an expression of what is possible once you have done so! All being well, the last hurdle has been cleared to make that logical development a formalized one.

    Aerial Combat

    For some reason, this has always been really hard to do in an RPG. Perhaps because techniques are dependent on outside-game infrastructure, like elevated platforms for minis, perhaps because the standard game mechanics tend to be two-dimensional in thinking because that’s so much simpler, perhaps for some other reason.

    For that reason, I frequently integrate Board Games that successfully model dogfights with reasonable game-play, like Blue Max, into my RPG superstructure. Often, I won’t present full game mechanics integration, but use them for a ‘restricted look-and-feel’ for the combat.

    If Tanares has truly cracked the Aerial Combat In RPGs nut, that alone would make it groundbreaking. Even if their solution is less than perfect, it would still be a significant contribution to the art of RPG design.

    PvP Arena play

    If there’s one addition to the game mechanics that I’m not so sure of, this is it. These mechanics could be absolutely brilliant, adding a new chapter to the standards of the Industry, pointing the way to integration with the CCG locomotive that could invigorate both. Or they could be a superfluous add-on. I can’t tell without reading the entire volume – so, until I do, I would employ wary interest in these, nothing more.

    On the other hand, I can see how some groups would be strengthened by a means of settling PvP grievances in-game. So, for some, these might be the greatest thing since sliced Lembas.

Click on any of the images from this review to go to the Kickstarter campaign page.

The Campaign Sourcebook

The second volume is the Campaign Sourcebook. Tanares is described as a High-Fantasy setting, a “fragmented world in constant change.” Before a campaign begins, the GM can choose which “Avatar Dragons” are alive or dead (in any combination), which yields substantial changes to “the history, landscape, culture, and politics of the world.”

Very clever – random initial conditions have been a feature of a number of board games over the years, and this is adapts the concept to RPG Campaign generation.

But there’s content promised that could easily extend beyond this one milieu of RPG campaigns, and that would be of interest to most GMs out there (even some that don’t GM 5e!)

    Plot Hooks & Adventure Ideas

    Kudos for separating the two! A plot can extend through multiple adventures – I generally refer to these as “plot arcs”, a source of continuity that helps bind a campaign together.

    Depending on how you read it, there can be over a thousand or ‘merely’ something approaching that number (with the balance being the adventure ideas and the content from the section below). When you think about the “Fragmented Reality” and the meta-level mechanics for campaign generation, this number clarifies into a new perspective, however: If there are (say) 5 special Avatar Dragons, each of which has two possible statuses in any given campaign, that gives 32 possible combinations; if 6, it yields 64. Thirty plot seeds for each of the former, or 20 of the latter, gets us close to that thousand in total.

    Even so, this is an incredibly useful campaign creation tool. If you can ‘map’ any given campaign to just one of these configurations, however vaguely, these lists would become examples of the plots that would work in that campaign setting. And you can always filch and adapt ideas that don’t fit especially strongly for your own purposes.

    Organizations & Locations

    More readily adaptable to other game settings, you can never have too many interesting locations at your fingertips, and having interesting organizations to seed into your game world is almost as useful.

    Eleven Detailed Provinces

    Even if you aren’t interested (right now) in using Tanares directly as a campaign foundation, how these are organized can be as useful when applied to other campaigns.

    And that’s without extracting contents from those detailed provinces for your own use: Tanares promises “hundreds of cities and points of interest”, plus sites of “extreme geography, like those that hide an elemental nexus, serve as an Avatar Dragon’s lair, or were ravished by a Malrokian Curse”.

    The Penumbral Plane

    A penumbra is the partially-shaded outer region of the shadow cast by an opaque object or a peripheral or indeterminate area or group. What that means in respect of “The Penumbral Plane” remains to be seen – does the name refer to the inhabitants, lurking on the edge of darkness? Or to the nature of the plane itself? Or both?

    Either way, such names never fail to bring to mind Cthulhu and the works of Lovecraft and the lurking horrors on the fringes of reality that “Man is not meant to know”.

    Unique new monsters ‘with unprecedented features’

    Almost as ubiquitous as New Spells, but again, you can never have too many good ideas to draw upon. The “unprecedented features’ is both intriguing and worrying, because creatures are never playtested as thoroughly as PC-mechanics and never can be.

    Let’s say (in a simplified world) that a playtest involves six encounters – it’s extremely unlikely that those six would be with the same type of creatures. Which would mean that the PC mechanics got six times the workout that each of the creatures did.

    Scale it up: A playtest involves 600 encounters, over a campaign-length time frame. Now, it’s more likely that some creatures have come up multiple times – perhaps 10 or 20 times for common creatures, perhaps half-a-dozen times for uncommon creatures, and maybe only once or twice for significant but rare encounters (and that because plot manipulates the odds, or should). That gives ratios of 30-60 times (common), 100 times (uncommon), and 300-600 times (rare) for the ratio of PC testing relative to creature testing.

    Fortunately, all these creatures don’t exist in isolation; what you learn from one, you can often apply to many or all others. This mitigates those ratios massively, maybe down to a ratio of two or three.

    But, “unique features”. These restrict the applicability of those mitigations; and there’s only so much that you can do to compensate with additional playtesting.

    The same is true of every creature supplement out there, of course, to at least some extent. That doesn’t make the resulting creatures any less interesting. But it is – or should be – a source of trepidation for GMs.

    Rules for interesting travel (through space or time)

    It’s about time that this element of traditional RPGs got a face-lift. Random encounter tables have been around forever, in essentially unchanged form. So if there’s a new approach spelled out in Tanares, it’s potentially as interesting and significant as the Aerial Combat rules. And a good place from which to move on to the third of the sourcebooks.

Click on any of the images from this review to go to the Kickstarter campaign page.

The Adventures Sourcebook

“Adventure In The Realms Of Madness” is more of a campaign than an adventure.

“When the ruins of the most powerful kingdom in history become open for exploration, player characters become involved in a frenetic treasure hunt” – that leads them to “the world’s deepest secrets” and “unique challenges” and “even a murder investigation followed by a trial,” and there’s a prison break in there somewhere, too, along with “surprising twists, portals, potent treasures and artifacts and dragon encounters.”

This isn’t a standalone product; you need both the other volumes to use it.

    Plot Structure

    The plot is described as a “branching, nonlinear story for characters of levels 3 to 12.”

    There’s a rich background with many intriguing agents and moving parts.”

    Which means that I would be as interested in how it’s all put together as I am in the actual content. There’s always another lesson to learn in the art of campaign and adventure design!

    Dungeons

    Not only are there (obviously) multiple dungeons in a logical framework that justifies their existence, you can add a dozen double-sided dungeon battle-mats specifically designed for this adventure (one for each chapter of the ‘adventure’).

    But these aren’t just any battle-mats – these are full A1 poster-sized maps!

    And you can add to that a whole lot of minis that take the environment into the third dimension. Eight of these form the basic “Adventure pack” of minis (some of them with multiple minis) and at least another six that have been unlocked as stretch goals.

    While the minis can no doubt be repurposed, the notion of figures and dungeon dressings bespoke to this particular set of dungeons somehow elevates both to a whole new level of awesome.

New Races

There are four new races presented in Tanares.

    Tak’Maku

    The Tak’Maku sound like Vulcans reinvented for a D&D universe – minus the pointed ears. If anything, the artwork makes them look more like Thanos.

    Described as seeking “a balanced, holistic life”, members of this race are “logical, literal,” and “rational”, with innate engineering skills that make available new gadgets and moving cities.

    Gloomfolk

    Drowlike in appearance, these are a “centaur-like scorpion species” which immediately brings to mind The Scorpion King from the second movie in the Mummy franchise.

    They are described as having “a knack for improvisation” that enables them to thrive in chaos, they are experts with special poisons and venoms and in dwelling on the Penumbral Plane in communities that are “half-here, half-there.”

    This seems to tie directly back to the concept of the Penumbral Plane itself, and makes this an extremely interesting choice on offer as a PC race.

    Cirrus

    Powder-blue skin characterizes the appearance of this race, while the masks and hoods somehow recall a blending of Middle-eastern desert cultures and Asian influences, posing interesting questions about their culture.

    The write-up offered on the Kickstarter locates this race’s homes high in the mountains, which reminds me of another blue-skinned species in D&D – Frost Giants. But these are definitely not the same – a featured trait of the species are their wings (which grant full flight at 9th level) and voice-related powers including a power of Suggestion.

    They are also described as inheriting both Angelic and Demonic features, and being extremely long-lived (perhaps near-immortal?), a blend that can be hard to achieve conceptually.

    This race could be all over the place in concept, but if some central idea can bind these disparate elements together, they could be extremely interesting to explore, both as a player and as a GM.

    Kemet

    “Drow with glowing eyes” was my first reaction to the artwork, but then I took a closer look at the female example, whose skin is more pale and white.

    The write-up posits several intriguing points that seem better suited to a class than to a species – “Deeply tied to portals and to the study of death and the occult” – it would be very interesting to me to see how such features impact upon a broader society as opposed to individuals.

    “Part of this species is actually an Elven subspecies, while another branch lost its former fey ancestry and became an entirely new species” – more originality in the entire concept of two subspecies splitting off from different species to form branches of an entirely new species. Or it could be that the language has been mangled with some entirely new and inappropriate interpretation of the name – but, given the quality of the people in back of Tanares, what might otherwise be a leading theory becomes quite unlikely in comparison to some high-concept creativity.

    They enjoy “a unique relationship” with their souls, which enables them to employ new traits – this reminds me extremely forcefully of one of my earliest posts here at Campaign Mastery, A Quality Of Spirit – Big Questions in RPGs, which advocates asking ‘the big questions’ when you are creating a campaign and integrating the answers that apply to that specific campaign with your adventuring, exploring the consequences in your plotlines. The theory is that this not only confers uniqueness on the campaign but a cohesiveness that binds the events within the campaign together into a larger whole. The opening paragraph of the article explains the reasons for that connection; it reads,

    What exactly is the soul? No, I’m not getting all existential and metaphysical on you, I’m asking the question objectively and literally. You see, one of my D&D campaigns has this question of the nature of the soul as one of its key themes. More, it states that the answer is different for each race, and that this is the fundamental distinction between Elves and Humans and Dwarves and the other sentient species that inhabit the game world.

    It is into that context that I interpret what’s been provided about the undying Kemet in Tanares, whose very existence poses some of those “Big Questions” – and whose nature may very well hint at some answers within this particular game setting.

Click on any of the images from this review to go to the Kickstarter campaign page.

Classes

Classes in Tanares come in three varieties of content. There are simplified introductory classes, there are new classes, and there are new sub-classes.

    Simplified Classes

    There are four of these: A simplified Wizard (the Mage), a simplified Barbarian (the Juggernaut), a simplified Rogue (the Scoundrel), and a simplified Cleric (the Shaman). Three of these have figurines in the “Mystical Pack”, the Juggernaut has a figurine in the “Villains Pack”.

    In the first and last of these, the complexities that have predominantly been stripped away are those relating to magic – the choosing, learning, and preparing of spells, to be more precise. In the case of the Juggernaut, it’s the limits of the Barbarians’ Rage ability, which is presented in an always-on condition. It’s not entirely clear what the simplification is for the Rogue class, but it seems likely that their class abilities are not as constrained.

    Game balance suggests that these simplified classes should be weaker than their full-on versions, but that isn’t made clear.

    New Classes

    There are four new races in the Player’s Guide, described as being “hard to master” with “multiple customization options”.

    The implication is that these are challenging for players, with options that can be hard to pick between.

    This is an important factor; quite often, as characters advance in levels in 3.x, there was a convergence of capabilities that made all really high-level clerics look alike, for example. I once described this as “hewing toward an archetype,” and that description remains as good as any other.

    I once thought that the best solution was for each prestige class to forbid certain other paths while completing one would open certain other doors – but never had the time to actually map out the necessary pathways, let alone to implement them within a campaign.

    That might still be the best answer; but it appears that it’s no longer the only one – if the Tanares design team have done as good a job as it’s claimed they have. The promise is “classes and races that are truly unique, with fun, interesting, original features like nothing you’ve ever seen, while NOT being overpowered in comparison with what is already out there”. That’s a big promise to live up to, but if they have pulled it off, analysis of the new classes could signpost an alternative to that rather constraining technique.

    The Dragonblade

    This class uses combos (of what?), tactics, and power from a dragon spirit. It requires ‘constant good positioning’ and ‘well-chosen abilities’ to ‘unleash incredible powers and combos’ (there’s that word again!).

    In fencing, a ‘combo’ is sometimes used to describe a deliberate string of maneuvers that are designed to expose the enemy to a more significant strike; most of these aren’t designed to actually damage the opponent, just to reposition his blade and any shield so that they aren’t where they need to be in order to stop the real attack.

    That’s a level of realism that is always glossed over in D&D and related games, where the principle is that each attack roll represents just such a string of maneuvers without trying to distinguish one from another. If, in this class, the designers have found a way to restore some of that color, that makes it extremely interesting to all GMs and game designers.

    The Madwalker

    The blurb offered for this class reads, “Madwalkers tread the thin line that separates the realms of dreams and nightmares, the physical plane from the supernatural planes, risking their sanity and bodies in exchange for extraordinary powers” – Great Shades Of Cthulhu! Powers from Aberrations What next?

    Both the illustrated representatives of this class have glowing eyes, suggesting that this class is a specific for the Kemet race. But the description provided barely even hints in that direction. It might well be that this is something that anyone can learn from the Kemet, providing the conceptual link that seems necessary.

    The Elementalist

    Philosophers who derive power from choices, elements, and manipulation of spells, this class offers more than 100 new spells. The class is able to manipulate the range, shape, power, and elemental foundations of these spells.

    It isn’t clear from the description whether or not each class member must specialize in a single element or if they are all open for use at the same time. The only hint is that the artwork for the Elementalist that is using water has an embossing of some sort on several pieces of his armor that definitely looks representative of Water, which is hardly conclusive.

    This class (quite naturally) reminds one of the mythos of The Last Airbender. How closely the resemblance runs would be a point of interest I can see it being useful, either way.

    The Redeemer

    This class explores the contradictory nature of the basic cleric in a more explicit way than anything I’ve seen before. They “hurt and heal,” “curse and bless,” “sacrifice and redeem”. A “plethora of off-combat tricks and powers, alongside a flexible variety of combat abilities” – but they don’t cast spells.

    They purportedly gain their powers from contrasts, people, and the energy present in valuables. So that makes them a little more rogue-like in a number of respects.

    For some reason, it also makes me think of the basic structure of a battery, in which two different materials (usually two metals, like Zinc and Copper) yield electricity when combined in the right medium and the right way. Which might be completely irrelevant, or it might be directly relevant to the inspiration behind this class.

    Sub-classes

    New sub-classes for each of the classes within the game are promised, both new and pre-existing. Rather than go into details (there are so many of them), I thought I’d simply list the ones that have been revealed to date (some more intriguing than others):

    • Cleric – Chaos Domain
    • Monk – Way of the Kinetic Fist
    • Wizard – School of Lost Magic
    • Dragonblade of Kelorth, the White Dragon
    • Madwalker – Trail of the Augury
    • Redeemer – Shepherd
    • Barbarian – Path of the Savage Hunter
    • Bard – College of Life
    • Rogue – Trapmaster
    • Fighter – Death Knight
    • Druid – Circle of Bloom
    • Monk – Way of the Animals
    • Rogue – Ninja

    When you examine the illustrations that accompany these in the Kickstarter, you’ll find that some of them are doing double-duty, also representing the new classes described earlier. It’s perhaps more surprising that this isn’t the case more often!

The Figurines & Minis

Hoo-boy, are there a lot of these (and that’s not even counting the ones unlocked as Stretch Goals)!

Background by Mike. Click on any of the images from this review to go to the Kickstarter campaign page.

You might recognize the figure above – it’s a slightly larger representation of the Pegasus that I used to illustrate the ‘sneak preview’ last time. I wasn’t going to present it here again (though I had allowed for the possibility) until I realized how much more detail you could see in the feathers of the wings in this slightly larger size.

Some of the sculpture is absolutely exquisite, there’s no other word for it. Rather than go into absolutely everything, I thought that I’d instead restrict myself to just three facets of this substantial part of the offering.

    Dragons? You Want Dragons?

    Dragons are the most iconic creatures in D&D. Hands down, no question. The Dragons Collection depicts the “Avatar Dragons” of Tanares, supposedly the most powerful examples of their respective types in existence.

    There is Kelorth, the White Dragon;
    Zarumag, the Black Dragon; Azymor, the Red Dragon; Thyra, the Blue Dragon; and Vradok, the Undead Dragon.

    The “Arena” box adds a lovely Green Dragon to the collection.

    And there’s a standalone Gold Dragon.

    And the “Penumbral Pack” adds the Penumbral Dragon. Which brings me to…

    Creatures Of The Penumbral Plane

    In the “Penumbral Pack”, you will also get “Pain”, “Anger”, “Greed” and “Envy”, all villains from the Tanares Adventures. The pack also comes with storage space for the 4 species miniatures that come in the Characters Pack (described earlier). In particular, I like the fact that the wings of the Cirrus are detachable for the lower character levels.

    Another nice touch that may escape a casual review is that the miniatures are 3D representations of the character art – which therefore serves as a painting guide. The Elementalist figure is the same person, in the same pose (complete with the lightning display) as that used below).

Click on any of the images from this review to go to the Kickstarter campaign page.

    I really wanted to feature the Penumbral Dragon figure because it looks so impressive on the Kickstarter page, but shrinking it to fit Campaign Mastery’s page limits cost it the all-important menace, blurring too many of the details. The only solution was to shrink it still further, and put the whole figure side-by-side with a cropped excerpt. It’s still not as impressive as the figure shown in the Kickstarter, though.

    I also want to highlight some other especially attractive figures (in terms of use outside Tanares), all from the Madness Box: The Knight Of The Undead, Chimera, Lich, Imperial Demon, and Titan figures are all excellent.

    Even if you already have figures for some of these, the ability to field a second one of visibly distinct nature, can only be useful!

    Click on any of the images from this review to go to the Kickstarter campaign page.

    You want them Painted?

    Some people are great at painting their own figures.

    For the rest of us, we either buy pre-painted or go monochrome – or persuade others to do the painting for us.

    The miniatures packs in Tanares come in two varieties: unpainted and painted. And that means that its’ worth showcasing just what that means.

    If you look back to just after my introduction, you can see a monochrome version of the Gold Dragon (which also gives an indication of its height).

    Immediaetly above this text is a closeup of the painted Dragon for comparison purposes!

    Except that there is no comparison. Plonk the monochrome version down in front of your PCs and they’ll go “Okay, that’s big”. Place the painted version down instead and the reaction would be “Okay, that’s impressive.”

Click on any of the images from this review to go to the Kickstarter campaign page.

The Adventures

I know, it seems like I’ve already covered this. Well, I haven’t. Not completely, anyway. That’s because there have been a number of additional adventures and adventure paths unlocked as stretch goals.

Some of these are intended for GM-less play (but should be adaptable for GM-driven play!). Others are add-ons to the adventure book that expand it further, while still others are standalone smaller adventures or adventure materials.

Additional locations and adventure hooks for different provinces, for example. Additional monsters for the campaign sourcebook. A PDF Adventure, “The Hunt for Azymore”. A new campaign arc for Epic Level missions in the Time Twist campaign arc.

I just wanted to call out that there WERE these additions!

The Funding Success Story

Why? Because that brings me to the Funding Success Story.

I’ve already pointed out that it took just 2 1/2 hours for Tanares to achieve its (rather modest) initial target. As you would expect, given that, it’s gone on to smash target after target. I’ll get to the Stretch Goals that go with that success in a moment; first, let’s just appreciate the total.

Unfortunately, in a bid to be helpful to me as a customer, Kickstarter have converted the currency to AUD. So I can say that the campaign has raised between US$1,689,000 (because that unlocked the 2nd last stretch goal) and US$1,699,000 (which will unlock the last stretch goal). That against an initial target of just US$50k.

It’s worth noting that the materials have (mostly) already been written, designed or sculpted (as appropriate) – the money is for production costs.

The Stretch Goals Achieved (So Far)

By my count, there have been no less than 82 stretch goals unlocked on the way to the current total. There have been extra minis (lots of them!) and extra creatures and magic items and adventures and sub-classes and expansions.

Far too many of them for me to list individually, to be honest (though that was what I originally intended to do – I ran out of time)!

A Limited Opportunity

This review has just scratched the surface. But one thing that I have to point out is that a number of the items up for grabs are designated Kickstarter Exclusives.

Back the project now, in other words, or miss out.

It’s not just that anything beyond the Kickstarter won’t be offered at the same discounted price; that’s a fairly widely accepted and expected business model these days.

But here’s the kicker: as I write this you have just THREE DAYS to pledge. And that will drop to two any time now.

Tiers Of Interest

The next point to be noted is that There is no “I want it all” pledge level. You can come close, but you will need to bolster even the top-level pledge with add-ons to get there.

The minimum-level entry is to get a $5 credit toward add-ons for US$5.

You can get one of the three sourcebooks in digital format for US$25. Or a Hardcover copy of the book plus the digital copy for $50. But you may want to add the Battlemats.

But the minimum basic pledge that I think will interest readers is the $69 All Digital Books and Files (which includes some that I haven’t mentioned). But you may still want the battle-mats.

The $129 Essential RPG Kit gets you all three hardcovers, plus a slipcase, DM’s Screen, and the main poster map. It also includes the Classes Miniatures Pack. All the other miniatures have to be added on, plus the arena pack, and a whole bunch of other stuff.

The $179 Minis & Cards gets you most of the Minis and Boardgame expansions, but none of the Campaign Sourcebooks, which have to be added on – and you won’t get the Extra books that I mentioned earlier. And you need to add the Madness Box, Dragon Collection, Tanares Adventures (solo play), Battlemats, Deluxe Slipcase, Mystical Pack and Gold Dragon. And any Hardcover books. And upgrade everything if you want the minis to be painted.

The RPG Superkit costs US$249 is the top of the tree from an RPG point of view. That gets you all the books in Digital format, the Essential Kit pledge listed above, and the Minis and Cards pledge listed above – that comes close to being “I want everything”. You still have to add the Madness Box, Arena, Dragon Collection, Solo Adventures, Deluxe Slipcase, Dungeon Battlemats, Mystical Pack, and Gold Dragon.

If you start with the Superkit, and make the additions mentioned above, it will cost about US$710. And that’s without the upgrades to get the minis painted, another US$186.

That’s a LOT of money. But you get a LOT for your money.

If you can afford it, buy it all. Most won’t be able to do so.

To help with your planning, assuming you have to compromise, list exactly what you can afford to do without and what minis are absolutely essential. Armed with that information, find a section of the Kickstarter labeled “Pledge Breakdown” (it’s about 1/4 of the way down). Select the Pledge tier that you want – I recommend either the Essential Kit or the Superkit just to get those extra books – then start adding on the extras you have to have.

My bare-bones “not-quite-everything collection” would be the Essential Kit + Villain Pack + Penumbral Pack + Madness Box + Dragon Collection + Maps + Gold Dragon – which totals US$413. That slices almost half the cost out of the bundle but keeps the stuff that I really want – though I would dearly love to add the extra for painting the minis. That would cost me an additional US$186, undoing two thirds of what I saved by being frugal.

Tanares is one of those rare cases where no matter how much you can (realistically) invest, you will be rewarded for it.

But don’t tale my word for it – listen to the 8,266 people who have pledged AU$2,330,559 (and counting – but only for Three More Days)!

I was originally going to open the review with this image. Click on any of the images from this review to go to the Kickstarter campaign page.

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(So You Think You’ve Got A) Reputation


This is a post in three almost completely unrelated segments. I start with some sad news, follow that with our regularly-scheduled article, and conclude with a sneak preview of next week’s article, for reasons that will become obvious.
 

In Memorium

I have to open today’s post with some sad news: Brian “Fitz” Fitzpatrick has passed away, quite unexpectedly.

I got the news through KODT and immediately went to his Twitter account to verify it, finding that his last post was the day before his passing.

Brian first came onto my radar in 2010 with a review of Johnn’s book “Filling The Empty Chair”, which was previewed here at Campaign Mastery. From 2011 to 2012, Campaign Mastery was regularly featured amongst many others as part of his “Game Knight Reviews” of RPG Blog content, and in the years that followed he occasionally dipped his toe back into those waters.

He very generously wrote a review of our game supplement “Assassin’s Amulet” that was so substantial that he had to split it into two parts. He participated in the RPG Blog Carnival regularly through to 2014.

It was around then that he started / revived Moebius Adventures – I remember offering advice and doing some image editing work on his logo. I reviewed a number of his products here at Campaign Mastery and amazingly, saw actual changes to the products as a result.

Throughout this, Brian was warm and supportive, a friend to the entire RPG community. He will be sorely missed.

My deepest condolences to his friends and family. We are all diminished by his loss.

Image by prettysleepy1 from Pixabay

Reputation Fragility

I was deleting a number of pieces of spam from Campaign Mastery’s inbox the other day (as I have to do a couple of times a day) when one caught my eye.

I’d seen this offer before, many times – promises to raise the profile of the website by direct marketing it to other sites, bringing thousands of new visitors to my site for a low, low fee.

Have no fear, I wasn’t even tempted. It seemed all too likely that they would “promote” the site by spamming thousands of other sites with links back to mine, an act that would not be conducive to repeat visitors – and charge me for the ‘privilege’.

I would rather 10 real readers who care about what I have to offer them than 1000 visitors who would vanish, never to return, within seconds of arrival. The latter might be good for the visitor numbers, but the reputation campaign mastery would get from any such promotional campaign would be counterproductive in the long run.

I think the same thing every time such spam offers intrude upon my awareness – which is to say, several times a week, most weeks.

But, on this particular occasion, the thought went further, wandering off to the question of character reputations and how to handle them. This is one area where almost every rules system is noticeably silent, and there’s good reason for that: it’s notoriously difficult and subjective, and that’s not exactly conducive to good rules.

I’m not going to pretend to solve all the problems in this post, I’ll leave that to someone far cleverer than I. But I’ll try to make the problems clear, and offer the vague and partial solutions that I use when issues of reputation arise in my campaigns.

Multiple Reputations

If the adventuring party has been around for a while, they will have a reputation of some sort. If they’ve been around for a while, they might even be famous.

That reputation is actually a lot more complex than people usually realize when they think about it. Every different group will have a different connection with it, depending on their own proclivities and interests.

A fighter might know that the group has never been defeated. A merchant, that they are known to drive a hard bargain but can be suckers for a sob-story, well-told. A nobleman might know that they have supported the commons in struggles with abusive members of the Nobility, a gambler that they are willing to take chances. An Orc might know that one member of the group has a predilection for killing others of his kind, while a priest might know that the group as a whole has a particular dislike of Undead.

As this example shows, a ‘reputation’ is actually a compound of many smaller reputations – and that’s assuming that the recognition is correct in the first place (you can have loads of fun with a group of NPCs who misidentify the PCs and assign them a reputation that’s not rightfully theirs, treats the PCs like visiting kings, and then dumps a really hard problem in their laps).

Combat Correlation

Some elements of a reputation can be interpreted as correlating with the combat capabilities, usual tactics, and overall style of the group with the reputation. Some of these may make the group sound so impressive that they gain a psychological advantage over the opposition. At other times, it may cause the opposition to attempt to avoid combat altogether, or to alter their own usual tactics. It can even be that a particular reputation can give the group a net combat disadvantage that their enemies can attempt to take advantage of.

Combat is usually a part of any game system for which players demand hard-and-fast rules, and such situations are so complex in their permutations that they don’t lend themselves to hard-and-fast rules. The best solution is often some sort of guideline and some limits.

For example, “a strong reputation may be worth no more than (d20-based system) ±4 (3d6-based system) ±2 or (d% system) ±20%. This bonus may be applied before any attempt to hit is made (a normal combat bonus) or may be added to the damage done in the event of a successful hit in exchange for an equal amount of damage being received by the attacking force”.

There are lots of permutations, and they can all be valid. They can all also complicate combat rules massively.

Non-Combat Correlation

Outside of combat, reputations can enable encounters to anticipate and even manipulate attitudes, behaviors, and opinions; can create expectations; can influence reactions, bend people either toward or against alliances, can manifestly alter the reception that characters receive, and so on.

These can materially impact character interactions to the point of conferring bonuses or penalties to the use of some skills (oratory and interpersonal skills, for example). Reactions and responses are likely to be as individual as the characters encountered.

The one thing that you can be sure of is that the reactions and any bonuses to either side that result will be different in nature and independent in valuation to those that are relevant to combat.

One size will not fit all, in other words.

Incrementation

One approach that some game systems have employed is to make reputation a trackable stat. Do things that negatively impact on your reputation and it goes down. Trade on your reputation and it goes down. Do things that positively impact on your reputation and it goes up.

This is remarkably similar to the approach I attempted to take with Piety – see The Woes Of Magic & Piety. In a nutshell, so many actions and events impact these stats that the paperwork becomes a real drag on a campaign. No matter how much you might want to abstract and streamline the process, it only takes one exception for the mechanics to become overwhelming and the rules, untenable.

Known Reputation

Recognition of a reputation is another complex issue. For a reputation to have any impact at all, it has to first be known to the potential target of the reputation, and correctly assigned to this particular group of characters.

Look back at the list of reputational aspects listed earlier – does anyone really think that they will all have the same penetration? On top of that, there is the question of how well-informed a specific individual or group might be. Both factors have to be taken into account to determine if a reputation is even known.

What is to be avoided is having an array of reputations, each with their own penetration, each with their own chance of being known, that have to be checked or even compiled with each encounter. This would be an efficiency nightmare – but anything more efficient seriously compromises the fidelity of the resulting mechanics.

Triggered Consequence

Let’s simplify for a moment, and take a ‘monochromatic’ reputation – the PCs have a reputation for being extremely effective in combat. Such a simple reputation, uncolored by anything else, makes it easier to explore the next range of problems.

Assume, furthermore, that this reputation is known to an encounter, and correctly assigned to the characters in question. This will clearly trigger some sort of consequence – but the nature of that consequence is quite varied. Some encounters will attempt to attack by surprise, others may attempt to avoid conflict, and still others will view this as an opportunity to grow their own reputations. Some may quake with fear, others attack with desperation.

Once again, there is no one-size-fits-all answer, and that complicates any game mechanics, because you need some mechanism for selecting the most appropriate consequence, and translating that into game mechanics.

Reputations Swing Both Ways

The GM always has to bear in mind that NPCs may have a reputation that is known to the PCs, too, and this can either compound with, or can oppose, the effects of a PCs reputation.

Things can grow even more complicated when the NPC has a reputation that they have to live up to and the PCs do not, because this steps into the area of taking agency away from the players with regards to their characters.

The best approach is to inform the players of the reputation and deliberately get them to consider that reputation from the point of view of their characters – with the GM able to then function as an editor should that response be inadequate to the reputations scale, scope, and specifics, and translate that into game mechanics as necessary.

Using Reputation: A roleplaying decision

The concept of “Reputation” poses so many problems that it’s easy to see why game designers prefer to ignore it. But it’s so rational and reasonable that GMs often feel they don’t have that option, or deliberately choose to do so for playability reasons, no matter how unrealistic that choice might be.

With that foundation, it’s time to look at my hopelessly inadequate and totally vague and incomplete solutions to the problem.

It starts with this: A reputation can do nothing more than guide NPC choices, actions, and plans unless the owner of the reputation seeks to actively exploit their reputation through roleplaying. The manner of any impact on NPC choices, actions, and plans is a matter of roleplaying the NPCs in question and stems from the GM’s perceptions of the totality of the game world including the past actions of the owners of the reputation. Attempts to utilize a reputation that is not known by the target produces a response that is generally the opposite of that desired.

Let’s unpack that a little.

  • The impact that a reputation has on prep and planning by an NPC is a roleplaying question for the GM.
  • Whether or not the NPCs have even heard of the PCs is also a roleplaying decision for the GM.
  • To get any game mechanical impact from a reputation, the character(s) with the reputation have to actively attempt to trigger their reputation through roleplay and in-character dialogue. Simply saying “have they ever heard of me” won’t cut it.

That sidesteps a number of the difficult questions and potential game mechanics. It means that the PCs have to actively attempt to leverage their reputation before it has any impact.

The Consequence

If reputation triggers a change of some sort, that consequence is also principally handled as a roleplaying question. It might cause the target to attack more violently, or be more defensive, or seek to pull back from a confrontation; or any of half-a-dozen other choices; which ones apply are dependent on the nature of the reputation and how the individual reacts to such situations. There are too many possibilities for hard-and-fast rules.

This means that I am not directly interpreting the reputation into game mechanics; instead, I am interpreting their reaction into game mechanics if necessary.

That might seem a very subtle difference, but it trades a blanket rule that has to be ‘one size fits all’ with something more specific.

I feel the need for a non-combat example at this point: Character#1 (C1) has a reputation for rewarding artists whose work they like. Character #2 (C2) is an artist in an art class that C1 is inspecting. C2 knows C1’s reputation, and decides to make an extra effort, to be more attentive to detail than usual. The GM assesses quality of success in a creative art by “Margin of success” because that yields a simple number that he can then apply to other related die rolls such as an inclination to purchase. The GM doesn’t try and interpret the impact of C1’s reputation directly; he determines how C2 will react to that reputation (assuming he knows it) and then only has to worry about translating that response. How much of a difference does taking more care and attention to detail make to the quality of C2’s creative efforts? Taking more care is a common act, one that will confront the GM regularly. That makes it far easier to come up with an answer. Since C2’s art is usually very slapdash (a character trait that the GM decides is appropriate given C2’s personality), he decides that the extra effort makes a big difference, and gives C2 a +3 on his painting roll instead of the usual -2 that he would apply to a ‘slapdash’ artwork. As a result, C2 succeeds in his roll by 2 instead of failing by 3. C1 stops and encourages C2 in a complimentary manner but (quick roll of the dice) does not offer to buy. How C2 reacts to this is the next question – he might be discouraged by the lack of a sale, or he might make a personal breakthrough as a result of the positive feedback.

The process works the same way in Combat, or in any other situation. If, in D&D, you are confronted with a creature known to be able to breathe fire, you’re going to be on the lookout for any hint that this is about to happen – does that give a bonus to your saving throw? Or does NOT knowing that reputation mean that you have a penalty? (I would personally think the latter, but a passionate player might be able to convince me to go the other way – but he would have to bear in mind that the same standards would then be enforced for all characters at all times).

Do You Know Who I Am?

Quite often, a reputation isn’t deployed for any specific purpose. “Do You Know Who You’re Dealing With?” could be interpreted as an attempt to intimidate, or to use a reputation for fair dealing to grease the wheels in a negotiation, or as a warning to play fair “or else”. It’s this very variety that makes blanket rules for reputation so difficult, and why determining the impact something that is better done through roleplaying.

To a large extent, the intentions of the character deploying his reputation are irrelevant. That’s why I rule that the reputation has to be ‘channeled’ through roleplay if the character has some specific intent in mind – in which case, any reputation is a secondary influence on what happens, the roleplay ‘vehicle’ is the primary driver of the reaction. If you are trying to intimidate, a threatening posture and some forceful dialogue are the primary triggers of a reaction, and the reputation, if it’s known, is an add-on that might amplify, or diminish, the reaction.

A character with a reputation for being friendly and caring will have a harder time intimidating someone than a character with a reputation for being rough and violent – but not as hard a time as a character with a reputation for being meek and mild. Clark Kent intimidates no-one, and everyone should stand up to him.

Do You Know Who I Am?

Dueling reputations can be fun to roleplay, and in many ways, this is a natural come-back. But this nettle has a sting that can no longer be avoided.

It’s all well and good for the GM to decide whether or not an NPC has heard of a PC through sheer roleplaying and character knowledge – but that won’t generally work when the shoe is on the other foot, and the player asks the GM, “Do I know him?”

You need some basis on which to answer, and most world-knowledge is simply too vague to give the definitive answer that the player is looking for. “Well, he’s the CEO of a successful corporation in Brunei of medium size that is well-known in some circles, with a reputation for smothering rivals financially even if it results in short-term losses; he always has an eye on the long-term, and that sometimes makes his business moves surprising to others.” — that doesn’t answer the question, it evades it, while leaving the window open for the player to tell the GM what the GM already knows – that the PC has no connections to Brunei and it’s business culture, and may or may not be part of the ‘some circles’.

In D&D it’s fairly easy – roll a d20 and if it’s less than or equal to the NPC’s level, then the answer is ‘yes’ to at least some extent; then the GM just has to work out (as above) what the PC knows or has heard.

In any other game system, I simply come up with some equivalent. In the Hero System, I would look at a simple fraction (1/2 or 1/3) of the character points (XP) earned – and if the character has bought a ‘famous’ disadvantage (or some other equivalent), double it to get a target to roll against. If the NPC has an ‘anonymous’ disadvantage, I would halve it. The result is a target number that can be rolled against quickly and simply.

This quick-and-dirty approach solves a lot of the problems that otherwise clog up resolving the question, equating overall character success with recognizability.

Undeserved Reputations

For all practical purposes, there is no difference between a deserved reputation and one that has been conferred by a headline-hungry media. But an undeserved reputation can be very useful to the GM.

Consider the following sequence:

    The PC has just spotted someone running from a grocery store from which a siren is blaring. Apprehending the person, they discover that the sales clerk is dead, but there is no sign of the gun used to kill him, and a search of the person apprehended yields nothing incriminating. The Police arrive and take the runner into custody, run his name through their database, and find that he was found guilty of murder ten years earlier and released a couple of months ago on a technicality. So far as they are concerned, he’s probably as guilty as sin, and this time they’ll nail him for it.

    So the runner’s reputation has just scored a bullseye so far as the police are concerned – he’s now guilty until proven innocent, and the PC can put the whole thing behind him if he wants to without a second thought.

    But the GM wants to engage the PC as a gateway to the plotline.

    So: The runner says “I ran because I knew how it looked, but I didn’t do it – he was dead when he arrived. I knew I’d get no fair deal from the cops, but with your rep, [PC], I hoped for better from you. Guess I should’a known better.”

    This uses the PCs hard-won reputation for fairness and championing justice against them, lumping them in with the most prejudiced parts of the criminal justice system. Whether they like it or not, they have to become an advocate for the Runner, protecting him from being stitched up for a crime there is no proof that he committed.

    So the PC engages with the investigation, in the course of which they discover that the ‘technicalities’ that released the runner from jail added up to a wrongful incarceration – the release on a technicality was simply the most expedient way to get him out of the system. What was originally a duty (ensuring a fair investigation) is now likely to turn the PC into a passionate advocate for the runner; the reputation with which he was saddled has been expunged in the PCs mind.

    But all the other evidence keeps stacking up against the Runner. He claims that the police or someone else are stitching him up, they are so convinced that he’s guilty, or maybe it’s the real guilty party trying to deflect attention to him. If so, they are doing a very good job.

    Engaging plotline sinks its’ hooks into Player, news at eleven!

    The GM lets the investigation unfold for a while, but in an improbably short time, or maybe in a flash-forward, its’ time for the Runner to face trial. That signals to the player (if they know their stuff) that the GM has presented everything that the PC needs to do in order to overturn the verdict, or that the GM is playing a bigger and longer game.

    The PC is called as a witness by the prosecution and questioned as to the events of the night (it is so that these will be fresh in the players’ mind that the GM has brought the trial forward). The prosecution shuts down any attempt to testify beyond the scope of the facts, doing their best to treat the PC as a hostile witness. The Prosecution is even able to sneak the admission out of the PC that the accused killer has a prior criminal record. They become more convinced than ever that the Runner is headed for another wrongful conviction, and that the GM has some 11th hour plot twist laid out for the trial which lets the PC discover the real killer and save the day.

    The PC then gets called as a witness by the Defense and asked the more open questions that the prosecution wouldn’t let them answer, while the player is desperately looking for the hole that the GM must have planted in the case for them to find, without success.

    Despite a glowing character testimonial by the PC, which largely counters the defendants’ past record, the Jury finds enough circumstantial evidence to convict the Runner. As he is being led from the court, the PC tells him something like “Don’t give up”. The Runner shrugs, and replies “I had to try. I hoped having you on my side would be enough to get me off. Didn’t work, huh? But at least you tried. Thanks,”

    He then turns to the DA. “Is it too late to do a deal on sentencing? I’ll tell you where I hid the gun and where I got it from. You’ll want that.” The DA replies, “We’ll talk about it.”

    Moral of the story: sometimes an undeserved reputation cloaks innocence – and sometimes the perception that a reputation is undeserved cloaks guilt – and in this case, the Runner was using the PC’s reputation for their own ends.

Submerged Reputations

Some people submerge a reputation that they deserve. The ruthless businessman who secretly donates to charitable causes because he uses that reputation for ruthlessness to increase the money available for such gifts, for example.

Characters with richly complex reputations – such traits can only remain submerged for so long – make for interesting characters for PCs to interact with. You can even re-read the example above from the perspective that the Runner was attempting to submerge his true criminal behavior and the reputation that goes with it.

The common trope, in fact, is that of the generous and kind-hearted businessman who is really ruthless, corrupt, and even criminal – but keeps that part of their activities a secret.

A reputation for fun

Reputations can be a lot of fun to play with. The players in my superhero campaign will never forget the dumpy, middle-aged woman who showed up at Boston Police Central wearing a polka-dotted shower curtain as a cape (and nothing else) claiming to be a member of their team. The poor, delusional, woman thought that if she was a member of the team, she would finally stop being disrespected.

And the players in Fumanor will never forget the people who were impersonating them to gain access to Noble Houses and their valuables, who made the mistake of asking the real members of the group to join them – the NPCs had heard the PCs reputations but did not recognize the owners.

Or Edmond Confessor (not his real surname), who confessed to everything – again, and again, and again – but who was actually a witness with vital information that he used to make himself look more guilty because he deserved to be punished.

Reputations are fun to play with – but you need to know how they are going to work, first.

If this doesn’t whet your appetite, nothing will! The Pegasus from Tanares, one of many figurines and minis that come with the Campaign Setting. Background by Mike.

Sneak Preview

Next time on Campaign Mastery, I will be reviewing Tanares, a game setting and much much more.

I don’t want to get ahead of myself (mainly because I don’t have the time) but needed to give advance notice. There is currently a little more than a week left in the Kickstarter campaign, and when the review comes out, there will only be a day or two remaining.

There are lots of add-ons – beautifully-carved miniatures – that will add substantially to the cost of backing the project and getting out of it all that you can. Some are even available painted for those with no skill in that area (like me).

So much so that I expected people having trouble raising enough money on short notice to fully participate, and being quite unhappy about the prospect – when they saw what was up for grabs. So this preview is to advise readers to set funds aside. US$200-300 should set you up fairly nicely. Yes, you can get by for less – but the extras that are exclusive to the Kickstarter make this a case of any investment being very well rewarded.

So I’m giving readers advance notice – next week, I will be reviewing something that looks worth an investment of that scale. You won’t have very long to respond when I do – so start putting what funds you can spare together in advance!

If you can’t wait, click on the Pegasus to be carried on it’s wings to the Kickstarter!

995… 996…

I’m still looking for ideas on how to commemorate my 1000th post at Campaign Mastery. Time is getting really really short, now!

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Extrapolations Of Function: Road-maps to Structures


Image by Andreas Lischka from Pixabay

The Unexpected Microcosm

A department store is a near perfect-simulation of, well, just about everything, really.

Okay, that’s a slight exaggeration – but much less so than most people realize.

This article will seek to simultaniously demonstrate the truth of the general statement and show readers how to use the microcosm of the Department Store in various ways through extrapolation to subdivide the problem of generating various larger structures and conceptual entities easier and more comprehensive.

The technique works by breaking the model – a hypothetical department store – down into essential functions, and then using each as a signpost or analogy to the equivalent functions of the objective, yielding a structural process that is far less likely to leave something important out.

If the structural object is planned or designed, this should be done before mapping takes place, because it yields a work order for everything that logically has to be there; in an unplanned target, a draft map should be done first and the various functions shoehorned into wherever they will fit, on some sort of logical sequence of priority / authority. Some of these will be obvious, others not; this process will naturally highlight any compromises that result, and hence, where the inefficiencies lie.

Individual geography, societal differentiation, and circumstances, all get taken into account through the simple process of choosing this priority sequence, so that you can start from exactly the same foundations and end with completely different outcomes that take these complex factors into consideration in a relatively simple way.

The end result is a planning tool that simplifies, and makes more robust, the creation of complex settings, whether they are intended for use in an adventure, a campaign, or a work of fiction, with an underlying internal logic that adds to their utility and believability.

The secret to the utility of the process is that we’re all familiar with the department store, and so can understand the way they work (even if we’ve never given the matter much thought). So this takes a complex problem and simplifies it enough that it becomes much easier to work with, creatively.

The Necessary Structure

It didn’t take much thought to divide the essential functioning of a department store into no less than twenty distinct components – enough that most won’t remember them.

That’s why the use of a department store as a mnemonic device is so useful – because the logical elements that comprise the collective umbrella description of “Department Store” can be derived from basic principles every time they are needed if you don’t have a list of them handy.

I happen to have such a list – that’s how I know there are twenty entries – so let’s look at each item and what function it serves within the Microcosm. I’ll have more to say about some of them in the examples a little later, but here’s an introductory set of descriptions.

  1. Departments – The central purpose and concept of a department store is to offer products to sale within general categories of related products. The same logic holds true of supermarket aisles. Typically, there will be eight to twelve different departments in a single store but there can be more or less than this guideline. In some mega-stores, for example, there can be twenty or more; in some smaller stores, the categories might be broader and there will be fewer of them. What they all have in common is that revenues for each department or division are tracked independently (but with common procedures and processes).
  2. Specials – These are frequently a sub-function of the individual departments, perhaps with an overall umbrella promotional principle dictated by the Publicity department (function 13 below). But the selection of products to be placed on special, the adjustment of stock levels to accommodate anticipated increases in demand, the creation and coordination of displays, and the placement of those displays, all add up to a specialist function within the operation of the department store. I’ll have more to say on this subject when I get to the second section of the article; suffice it to say that however complicated you may have thought it was, this is almost certainly more complicated than that!
  3. Stocktaking – Every night or every week (perhaps every fortnight or month in a sleepy backwoods), someone has to count exactly how many widgets remain in stock on Aisle Three. I once had a casual temp job for minimum wage doing this – it’s not hard work but can be backbreaking. About 40 of us would descend on a single store and count the stock levels of every product on every shelf in a single night. One some jobs, there were pre-printed forms which told us how many of each item there should be, minimum, so that the store could determine how many replacements to order; on others they fed the stock counts into their own software to replace one form of human error with another. There aren’t as many such jobs, these days,, because most point-of-sale systems track the cumulative level of stocks taken off the shelves as they go; an automated subtraction does the rest. But, for all that it’s been automated, this remains a vital function – just imagine the chaos without it!
  4. Receiving Docks – If you are ordering stock, you logically need some way for it to get into the department store, usually in bulk, and that’s a receiving dock. The presence of one also implies (for efficiency) a storage space where the bulk reserves can be uncrated as necessary to replenish stock on the floor. There can be variations on this pattern – the showroom concept in which only a demonstration sample is visible to the customer and the actual product is delivered to the customer from the storage area or even a central depot, for example – but the general principle of this being a necessary function for the operation of a department store remains.
  5. Distribution – Product won’t get from the storeroom to the shelves on its own. I used to pump gas at my Uncle’s service station on a Sunday (giving him the only time off that he got), and one of the duties was restocking the refrigerators of soft drinks and ice-creams. On a hot day in high summer, this was a never-ending task – by the time you got to the end of it, it was time to start again. And sometimes there would be a run on a particular item for no obvious reason, necessitating doing it more frequently. There was also an iron-clad rule – no shelf should ever be empty, even if you ran out of whatever was supposed to be there, and you had to use your own experience and judgment to second-guess what to use to fill that shelf space. You also had to keep a sharp eye on product lines that weren’t moving at their usual pace and pass the information on.
  6. Cleaners – Sweep the floors and sales increase. You also reduce the likelihood of workplace accidents (or worse yet, of customer accidents). Cleaning is a vital behind-the-scenes function.
  7. Cashiers – In Australia, at least these are slowly phasing out, replaced by self-service options and a single security guard (who also mans a help desk). But the function itself remains essential.
  8. Security – No store can survive without some sort of security – even if it’s nothing more than a locked door when the store is closed. Most have something more elaborate than this minimum.
  9. Customer Finance – This isn’t about the store’s money, it’s about separating the customer from money that they don’t have on their person at the time. I’m just barely old enough to remember when the only option was lay-by, where an item was set aside until it was paid for (usually in multiple partial transactions, sometimes with a fee attached); then came credit cards, and now there are a plethora of financial instruments that can be used. But they are all the same, in principle. Some might not think this is an essential service, regarding it as an optional extra – but the fact is that (in general) a store that offers such a service will outperform one that doesn’t. Complicating the situation are the handling fees and charges that the store gets charged by financial institutions, which obviously detract from the additional profits that accrue, but this department doesn’t have to worry about such policy decisions; this function simply handles the interface with the customer – taking and tracking payments – that implements those decisions, and that’s true even if the cashiers can do it all.
  10. Utilities – In general, only the largest stores will have a specific infrastructure to handle the utilities. That doesn’t matter. Light, heat, cooling, and water remain essential functions that the stores need to provide in order to maximize revenues. Cashiers may be able to resort to manual methods in the event of a blackout, but since the store would staff to operate at maximum efficiency under normal circumstances, such inefficient methods mean that cashiers could never come close to keeping up if there wasn’t an immediate drop-off in demand under such circumstances. This can also include unexpected items like a staff lunchroom, cafeteria or kitchens, washrooms, even a children’s playroom. I’d have called these Infrastructure, but that umbrella term would also include two other functions that are vital (11 and 12 below), and so could be confusing. If it exists to enable the other staff to do their jobs more efficiently, it generally comes under this heading.
  11. Maintenance – A light-bulb needs replacing? A shelf needs repairs? A ceiling tile has come loose? A door has jammed? A pane of glass is broken? The floor is lifting? A cash register has malfunctioned? A fuse has blown, or some wiring has shorted out? The list of maintenance tasks just grows and grows.
  12. Transitions – Elevators, escalators, aisles, and the implementation of store layout – these are all about transitions. Every customer needs to enter the store (at least they did until internet shopping came along), needs to be able to get to the products they want to buy, needs to be able to get to a cashier to make their purchase, and then needs to get out of the store again. Every member of staff needs to be able to enter the store in the mornings, get to the location of the work, and exit at the end of the day. All these customer and staff movements are Transitions. But there are additional complications in some stores – having the Hi-Fi department too close to the TVs can cause the two to compete for a sound footprint in the landscape, for example. Sales in some areas will go up with quieter surroundings. Some areas naturally pose noise problems – a complaints section, for example – and handling all these aspects of placement and mobility are represented by the Transitions function.
  13. Publicity & Promotions – I’m not sure if it was Harrods or Seers who had the first bespoke Publicity function within their operation. It might even have been someone else whose name is now lost to the ages – but the days when a department store can get by with just the name of the store above the entrance are long gone. As a general rule of thumb, there’s a lot more to this function than most people imagine – ideas need to be dreamed up, plans need to be made, costs and success need to be tracked, and the whole then needs to feed back into the next promotion – and there’s no time to start the process over. Instead, you need to be tracking the current promotion, planning the next one, and dreaming up the one after that, all at the same time. And that’s just the promotions part of the activity. Promotions are a lot more effective if customers know about them – they actually drive people into the store – so publicity is also a natural element of this function. And that adds any other media relations activities to this function. In the very biggest chains, these may even be separate corporate divisions or subdivisions. The modern umbrella term is ‘Marketing’, but I think the more specific terminology is useful in this context.
  14. Customer Relations – I’ve already mentioned customer complaints, but the process of keeping customers satisfied when things go wrong is an essential function, and one that you usually don’t want occurring in full view of other customers (who may not like what they hear). In theory, this could also be folded into the Publicity and Promotions or lower management functions, but there are practical problems with that approach; the first lends itself to trying to ‘spin’ your way out of problems so as to avoid negative publicity without actually addressing the problem (or to the perception that this is what you are doing), while in any dispute with the store, management is frequently perceived as ‘the enemy’, and there is a natural bias by management against the customer on the part of management when there’s a dispute that can be perceived if not actual. Neither is conducive to satisfactory resolution of the problem; it has been tried both ways, and it soon emerges that results are better for all concerned if there’s a separate complaints / customer relations process. So this naturally becomes a standalone function.
  15. Design – There are two possible meanings to this function. First, the promotions & publicity department might come up with the idea for a promotion but have to hand it over to a bespoke design department to create and manufacture the promotional displays and advertising that implement the idea. Second, who decides which part of the store is electrical and which menswear, which one contains shoes and which saucepans Who decides how many aisles there should be, how long they should be, and what the store layout should be in general? There’s enough overlap that they can be considered a distinct function of the store, no matter who is carrying them out.
  16. Administration & Accounting – The first part of this double-barrel creates and implements policies, procedures, and processes that enable the other functions to operate. The second tracks and documents cash flow, and reports same to those with a right to know, while watching for abnormal patterns. This function is a general umbrella for the back-room processes that make it possible for all the other functions to take place and be controlled.
  17. Human Resources – Hiring, Firing, Payroll, and Working Conditions all fall under the Human Resources umbrella function. None of the functions can occur without people in back or in front of them, and Human Resources are supposed to provide and maintain those people.
  18. Training – Life is full of change, and so are societies. Training not only gives the people sourced by Human Resources with the necessary skills and knowledge to perform their functions, they revise those skills and knowledges when changing circumstances dictate, and maintain those skill levels. The larger and stronger the administration function, the more bespoke and idiosyncratic the procedures and processes become and the greater the need for training to prepare people to follow those procedures and processes.
  19. Lower Management – Lower Management makes day-to-day decisions regarding at least one of the previous functions, aimed at maintaining the smooth operation of that function. Each department and each function other than the first will typically have a manager in charge. There may also be an intermediate level of management because there are so many managers that result. If a department store is part of a chain, with some centralized functions, this becomes all the more certain.
  20. Senior Management – Senior Management makes the longer-term decisions that administration, HR, Training, and Lower Management then have to implement and make work as best they can. “Reduce staff levels 10%” – “Raise prices 5%” – “Reduce costs” – “Increase management pay rates” – whatever. In theory, the goal of senior management is to maximize profits, knowing that sometimes you have to spend money to make more money, but there’s an inherent conflict of interest and scope for short-term greed to overwhelm the interests of long-term productivity.

Those are the essential functions that come to mind when I reflect on everything I know about the operations of a major department store. Depending on the size of the store and the era (in terms of retail operations), one person may carry out many of them, or only a part of one, or anything in between; that’s why the separation is by function, because this enables the model to scale from the one- or two-person operation all the way up to something with tens of thousands of employees.

The Essential traits

It’s the nature of people to be lazy unless they are motivated to be otherwise. It’s the nature of profitability to demand efficiency, maximizing productivity for a given level of effort and profit for a given level of productivity. Over the years, there has been a great deal of research into how to achieve the second and third in the face of the first. Some of the lessons have come from direct studies of retail operations, some have come from seemingly unrelated fields and found surprising interpretations in the retail sphere.

Supermarkets, Department Stores, and Casinos have all invested something between considerable sums and vast fortunes into these studies, after early success was encountered adapting the discoveries of psychologists. The history of this research is as fascinating as the lessons learned, and awareness of the principles enables you to choose whether or not to combat the impact of the sales techniques that stores use to try and manipulate your purchasing choices, maximizing your productivity when shopping and getting you more bang for your buck.

It’s also useful to recognize the influence that this field of collected study has had on the different essential functions because these principles can taint the extrapolation process; some need adaption, and some need to be wholly ignored.

Those that can be readily adapted are what I have termed the Essential Traits (for lack of a better term): Purpose, Effectiveness, Efficiency, and Success. These essential traits have to be divorced from the twenty overarching functions described earlier because they require more abstract interpretation in terms of our model in order to extrapolate from our Microcosm to a specific target, and will guide that extrapolation process.

    In Search Of Purpose

    The purpose of a department store is obvious – to sell a wide variety of goods, at a profit. Every function is devoted to, and necessary to, achieving that purpose. Whatever structure we are going to model using our department store microcosm needs to have an equally simply-stated purpose which we will use to guide the translation from microcosm to modeled target.

    These functions are sometimes tricky to find – a town that simply grew up because there’s a lot of traffic past a secure site, for example. Nuances matter a lot – you can end up with a very different population center if you nominate trade as your primary purpose as compared to, say, security or rest-stop. Context needs to be considered, too – if this location is in what a lot of GMs call the Wilds, you might get a very different answer to a location that is a day’s wagon-distance from the capital city.

    The more unusual you make the purpose, the more unusual the resulting community, settlement, or structure. I like to have a list of 3 or 4 common ones and disperse examples of each type reasonably evenly – but there will be clumps – merchant towns along trade routes, mutual defense along borders (especially hostile ones), religious centers around important shrines, and the like. This enables different regions to have a slightly different ‘feel’ to them – one religion-oriented community is unsurprising, two in a row is unusual but not especially noteworthy, three in a row and you’re either near an important religious site or following the path of a popular pilgrimage to such a site – or in a particularly devout part of the world.

    It’s important to note the usual human responses to such focus – the devout well be attracted to such communities, the secular will generally find somewhere else that’s more to their liking. What they can do about it is a question of the mobility afforded different social classes in the society of your game world – if they can’t move, they will become part of a secondary (and moderating) purpose within the ecology of the township; if they can, they will, which means that the religious community will grow more focused and the destination communities will grow more secular. The first diffuses extremes throughout the population; the second creates differentiation and differences of expression.

    And, every now and then I’ll toss in an oddball – a town dedicated to cuisine, or wine festivals, or beer-halls. Just because I can.

    You can anticipate future campaign needs, too. If you expect that the PCs will at some point come into possession of a potentially-valuable artwork, or an expensive-looking set of rare gems cut to form a set, having already established the Fine Arts ‘capital’ of the kingdom / known world or the gem-cutter’s guild headquarters – perhaps someplace relatively remote to the PCs and requiring an “interesting” journey – will enable you to steer the campaign while imbuing it with far more credibility than if such a location suddenly appears on the map the week after such an item or set of items is acquired.

    In Search Of Effectiveness

    I love this section because it gives me the chance to rabbit on about Formula 1 for a while!

    There’s a huge difference between Effectiveness and Success. Success means winning, and that means designing and constructing the fastest car that isn’t clearly outside the rules. If there’s a gray area, you find a way to exploit it – but have a plan B in case the powers that govern the sport ban your too-clever-by-half idea. Making a faster car generally means that you will start the race from a better position, so there’s a compounding benefit. The problem is that you will usually have to overtake someone eventually, even if the only reason they are in front of you is because you’re emerging from a pit-stop – and, beyond a relatively low ceiling, making a car faster makes it more susceptible to the drag and ‘dirty air’ (aerodynamically disturbed air) coming off the car in front of you, making passing harder. This can completely ruin your race, so a faster car might not be fastest after all!

    All things being more-or-less equal, you wouldn’t be held up by a slower car in this fashion for long because they would pit and get out of your way. But there is a reason why Formula 1 is sometimes described as ‘a moving game of chess’ – every team knows this, and has all manner of tactical options open to them. I’ve barely scratched the surface of the complexities of race strategy, and sometimes the best teams get it wrong.

    Be that as it may, here’s the point: the faster car on paper may be the most effective in pure terms but if it is too compromised, it may not be the most successful. Another interpretation that fits would be that making a car faster used to mean making it lighter, which means making the parts more fragile, until you reach the point of being the fastest thing on four wheels – for half the race.

    Effectiveness describes the extent to which the community being created satisfies their primary purpose regardless of the impacts on other general purposes that can be assumed, and how it achieves that. Let’s pick ‘Beer and Sausage Festival’ for our primary purpose, because why not? So, we’ll need a bunch of people who make their own sausages in the town, and a brewery or two, and a bunch of beer-halls, and some sort of annual festivities (if not more frequent booze-ups). None of that makes the town a satisfactory place to live, in fact it would be a ghost town if that was all there was. So the town is effective, but its success remains to be seen – the tourist trade is much smaller in medieval times (but might be larger – if more localized – in your campaign world).

    In Search Of Efficiency

    Efficiency is something else again – it’s usually considered to be output per unit of input or per cost unit. But we haven’t necessarily defined effectiveness as something we can measure – and that gives us a lot of creative license. But here’s a bottom-line: the money (or whatever the input is) has to come from somewhere, and it will flow for a reason. So either the operation achieves a minimum standard of efficiency, or the community is going broke, or they are being directly supported by someone or something for their own reasons. It could be the local ruler, or a thieves guild or all manner of things – some of them open and above-board, some hidden and covert.

    At the border, it doesn’t matter how inefficient it might be, a community situated on the most defensible piece of real estate in the region is an asset not to be neglected.

    Decide on the efficiency of the town or structure – and if the answer is not good, decide on who is propping it up (if anyone), and how, and why.

    Again, the local environment needs to be taken into account. If the soil is poor and rocky, the efficiency will take an immediate hit – which doesn’t matter too much if the primary purpose is mining shale or slate or whatever. This probably meets the minimum standard for self-reliance; it just means that trade caravans will need to make their way to the community on a regular basis to keep it supplied with food, clothing, and many other such commodities. Those same caravans will probably buy whatever the locals are producing and take it away with them (an empty wagon returns no profit). Right away, the town begins to come to life.

    Let’s say that it’s slate, and the bottom has fallen out of the slate market – no-one wants the stuff. Okay, the town has been through bad seasons before – everything will just get a bit more threadbare, is all.

    Now let’s say this happened thirty years ago. Why is the town still there? What’s keeping it afloat, economically? What are the local up to?

    In Search Of Success

    Efficiency, scaled to Effectiveness, yields profit. Profit isn’t success either – unless that was the purpose, just like in our department store. Success is how good the target is at achieving everything else that it has to do.

    To use Formula One as an analogy again: it doesn’t matter if you’ve got the fastest car but make slow pit-stops and can’t overtake, or use up tyres like a chew-toy and need to pit more often than anyone else – your overall success will be compromised.

    In the case of out beer hall town, it’s how well the town does at keeping its citizens fed, clothed, content, secure, and able to pay tax revenue.

These four very similar-sounding traits define the central function of our microcosm as translated to the target, and provide guidance as to the analogues of the other functions and where those functions will sit on the priority ladder. They come close to telling us all we need to know.

So let’s start putting this theory into practice. If all goes according to plan, I will have five examples to show the breadth of capabilities of this technique.

Extrapolation One: A Town

Name: Cordain
Size: Bigger than a village, smaller than a city – maybe 2,000 inhabitants and 3,000 more living in the vicinity.
Location/Environment: Farmlands, situated at the crossing point of two major trade routes, and bisected by the river Thornton just prior to it’s merging with the Brandybuck. 500 years ago, this was all wilderness, and the village a fortified outpost; thanks to this place and others like it, the region has been tamed and civilized. Socially, a natural conservatism is regularly tested, challenged, and even tainted by infusions of new ideas from other regions, leading to a general live-and-let-live-but-don’t-tell-us-how-to-live attitude. An increase in the number of encounters with Goblins and the occasional sighting of Gnolls has the locals on edge.

  • Purpose: Cordain could be a lot of different things to a lot of different people, but the ultimate purpose that best sums up the community is as a pin in a map, an anchor holding the greater Kingdom together as a unit. More than just a melting pot, this is the exemplar that represents the entire kingdom.
  • Effectiveness: It takes time for information and new practices to reach Cordain, and more time for the locals to assimilate and react. That impacts the effectiveness of the community, especially in fast-moving situations. Because it is a melting pot, though, when it does assimilate and react, it does so fairly definitively.
  • Efficiency: The town is quite economical at achieving it’s status as a cultural centerpoint or tent-pole, largely because there are functions that it doesn’t spend much on compared with both outer communities and larger cities. It passes these savings on to the community in the form of being as business-friendly as it can be, because it is a crossroads for all influences on the society and trade drives that status.
  • Success: Cordain is highly efficient at the functions that other communities of comparable size and circumstances do well, and moderately successful at best at anything that doesn’t meet those restrictions.
  1. Departments = Taverns with shelter for whole caravans are the heartbeat of the community function, supported by subsidized ale and wine. Supplies come from a competitive pair of local breweries, but the wine has to be imported. There is a vibrant marketplace and a freight exchange where bulk trading occurs. Several teamsters base themselves out of Cordain.
  2. Specials = Most exotic products can be accessed from time to time, some seasonally. Similarly, specialists in most services pass through town from time to time and will often set out a temporary shingle before moving on. More common services that are not provided locally on a permanent basis are available on a regular basis. This includes a thriving black market for property stolen elsewhere. Those responsible protect the security of this trade very assiduously, so the local crime rate is extremely low.
  3. Stocktaking = Before anything can be sold at the markets or at the freight exchange, it has to be ‘inspected’ – which means assessed in value for taxation purposes. It would otherwise be entirely too easy for cargoes to be bartered, bypassing the taxman entirely, and forcing up taxation requirements elsewhere in the culture. By spreading the taxation base more evenly, it actually lowers the tax rates overall.
  4. Receiving Docks = Goods arrive from one of the four roads into town, or are ferried up- or down-river. The major docks and warehouses are located rather more centrally than is usually the case, but there are lesser examples close to the town entrances.
  5. Distribution = Rumors and Gossip is rife within the community, to such an extent that many merchants add a 10% surcharge unless you can tell them some news that they haven’t heard.
  6. Cleaners = Street Cleaners are a rare service in a medieval society, but with so many caravans passing through Cordain, a necessary one. Their primary purpose is the collection of animal waste which is on-sold to a fertilizer maker to defray the cost of the service.
  7. Cashiers = The merchants of Cordain are renowned for driving hard bargains and knowing to a copper the current market values of goods from all over the Kingdom.
  8. Security = The constabulary of Cordain are under-resourced and underfunded due to the low crime rate. The few who are employed by the crown are more familiar with crowd control but they do also provide protection for the tax collectors, for which service they receive 0.1% of all tax receipts conveyed to the capital by the protected tax collector. This is 80% of the remuneration provided to the constabulary, so the responsibility is taken quite seriously and enthusiastically. Cordain was once on the frontier, and had a substantial wall around the township, but it has fallen into dissaray as it is no longer needed, and parts of it have been robbed out for construction materials.
  9. Customer Finance = There is a private bank that provides loans to merchants and caravaners. It acts more as a broker, on-selling these debts to spontaneous consortia based in the freight exchange, collecting a 20% service charge for doing so. This means that the bank rarely risks any of its own funds; only if insufficient backing can be found for a given venture are the banks owners liable if the debt is not properly redeemed. The more conservative the bank is with its money, the fewer people will qualify for risky loans, and the more secure investors will be in taking over that debt, so the bank’s owner has a vested interest in lending responsibly. The owner is also the biggest Fence in the Black Market, known by the nom-du-gurre “The Blackbird”.
  10. Utilities = There is very little in the way of public utilities provided. by the town. There is a small expenditure on cleaners, as described earlier. By far the greatest utility provided are inspectors who ensure that the taverns and inns meet the minimum satisfactory standards needed to maintain the reputation of the town as a hub for trade and commerce. There is also a court with a permanent judge which primarily deals with civil concerns. Two wells provide clean drinking water – one in the Count’s Palace and one for everyone else to use.
  11. Maintenance = The roads have to be maintained, and the Count’s residence and needs. To fund these maintenance duties he receives a flat fee plus a percentage of tax revenues from the Baron of Exwix, but is also required to collect taxation locally and see that it is forwarded to the Baron. A percentage of these tax revenues is forwarded to the capital for the King’s use.
  12. Transitions = There are three categories of roads. the main thoroughfares, through which trade flows into and through Cordain; minor roads, which are used for local foot traffic, and which rarely extend beyond what remains of the city walls; and the alleyways that are used for the passage of menial workers and other low-society types, which never extend beyond those walls. There is no sewer system.
  13. Publicity & Promotions = Town criers stalk the (better) streets, offering half a headline. For a silver coin, they will tell the rest of the story to anyone in earshot; for a gold coin, they will tell an individual or group privately. These in turn pay the merchants of the central market for news, and will frequent taverns to listen to public conversations to supplement these sources. It is traditional for a crier to visit one establishment a night (usually a different one each time, with a semi-regular schedule) to buy a round for all in the common room in exchange for news and gossip of interest.
  14. Customer Relations = The Count sponsors and supports a Church and burial yard on the north side of town. On major festivals, he will attend in person to address the faithful (attendance is mandatory as this is when amendments to the civil and legal codes are usually announced). Off-duty members of his personal guard occasionally stalk the streets looking for trouble and carrying reports back to the Count’s Court. They will occasionally intervene in support of someone in distress, be they local or transient. Once a year, at the end of the Summer Harvest, the Count provides a Feast for the towns citizens (out-of-towners may pay a silver piece to attend). These measures are calculated to keep the locals happy and the Count popular and are largely successful.
  15. Design = While there is no official building code, construction tends to be based upon the style that is currently contemporary. Buildings that are below satisfactory standards, or that possess a style that the Count dislikes, have a frequent habit of collapsing at night, resulting in an undefined and somewhat casual design standard that is enforced haphazardly. The count likes small stone structures of two or three stories with balconies; he regards these as ‘efficient’ and ‘tidy’.
  16. Administration & Accounting = The Count’s chief administrator is named Provario and is regarded as a cruel and heartless man who the Count must constantly override to provide largess for the community. Provario is also the head of the Count’s personal guard, acting exclusively under his orders – which suggests that this reputation is not entirely fair. Nevertheless, if someone has to say ‘no’, it’s usually attributed to Provario.
  17. Human Resources = Provario personally recruited Thaddeus, the head of the Count’s household staff, and provided Thaddeus with a limited budget for the recruitment of additional staff and servants. The Count chose Whitles, the head of the town watch (such as it is), on Provario’s recommendation, and Whitles recruits the rest of the watch as needed. Provario’s assistant, Jerest, is the accountant and head of the tax collectors, and has likewise recruited on behalf of the Court. Jerest also fills the positions of Judge and Bailiff as needed (so that there is – theoretically – a separation between those positions and the watch).
  18. Training = There is a school on the west side for young gentlemen, an Academy on the south for young Ladies, and a Vocational College for the children of the lower classes on the East side. Attendance is mandatory for part of the year up to a certain age (15, 12, and 9 years of age, respectively), but the schools are not free; part of the costs are paid by the parents and part is a debt to the Count accrued by the students. The amounts of these fees vary as students grow older and the lessons more elaborate. The Vocational College offers a broad education in various fields of labor and acts as a feeder for apprentices to craftsmen. It also trains appropriate individuals to function as servants to the Count or other significant public figures. 70% of the sometimes meager earnings of these positions is assessed against the student’s accrued debts until the debt is repaid. Pay rises and promotions often coincide with this achievement, which is considered individually significant.
  19. Lower Management = The count’s household staff number 12, not counting the senior individuals named and those recruits who work for them. They have virtually no authority. There is a mayor, appointed annually by the Count, whose function is to make day-to-day decisions necessary to the maintenance and good order of the town; some years this is a merchant, some years an innkeeper, and sometimes it has been the head of the watch or the Judge. On rare occasions, such as after the terrible floods of 46 years ago, it was a Master Builder, and at the time of the last Orcish Uprising, a Weapon-smith, but outside of such specific and particular needs, these are not even considered. It has never been a tax collector.
  20. Senior Management = In addition to the individuals named earlier, there are 4 advisory positions available annually in the Count’s Court. These must be purchased from the Count at quite a stiff price; if oversubscribed, the prices are raised until enough contenders drop out of the running. The Count feels obligated to listen and even consider what the Court tells him, but not to follow their advice.

You can see how the functions of the department store parallel those of the village in this very D&D/Pathfinder example. The others will be presented in considerably less detail.

Extrapolation Two: A Fortress

Name: Dungilt
Size: Small, perhaps 500 residents (100 fighting men)
Location/Environment: built into the side of a mountain, with high walls and a moat. An outer wall protects a small farm, and farmers maintain herds of sheep and goats outside the outer wall. These supplement the regular food caravans from more central regions.

  • Purpose: A shield against the Marauders of the Dwarven Wastelands.
  • Effectiveness: Formidable defenses make Dungilt quite effective except against Dwarven Sappers. Tunnels are collapsed when they are found.
  • Efficiency: Dungilt costs a lot to maintain and operate. It earns very little revenue to offset these costs.
  • Success: Life on the frontier is very spartan. This shortage of comforts and luxuries limits Success beyond the primary function to a minimum.
  1. Departments = The walls, 60′ thick at the base, progressively shrinking as they ascend.
  2. Specials = Arrow slits and murder holes.
  3. Stocktaking = Three great store-rooms hold perishables sufficient for a three-month siege. A mountain stream falls into the Fortress on the north side, collecting in a stone pool, before exiting through an artificial underground river.
  4. Receiving Docks = A moat with two widely-separated drawbridges forcing attackers to split their forces – if only one is attacked, mounted defenders can ride out from the other to ravage the flanks and rear of the enemy.
  5. Distribution = A series of dumbwaiters replenishes the supplies of archers positioned in the walls. There are three complete blacksmiths shops, stables for 50 warhorses, and five fletchers, connecting to the dumbwaiters via a series of warehouses linked by radial avenues. Elevated orbital alleys connect the sides for personnel in a series of concentric semi-circular rings that pass above these radial avenues, ascending in elevation as the inner walls are approached.
  6. Cleaners = Sewerage is treated in two great stone vats before being carried away along the underground river. The vats contain long water-grasses and fish that transform the waste into an additional food source for the defenders.
  7. Cashiers = There is room for between 40 and 120 archers (depending on whether 1, 2, or 3 share the same arrow-slits, aiming and firing in succession). Minimal skill is required for those near the top (height transforms missiles into a deadly hail) or the bottom (a wealth of targets, miss one and you will probably hit another). These reach their posts along the orbital elevated routes (another reason for these being at different heights above ground). There is room for a further 80 armed defenders along the radial avenues, half of them mounted.
  8. Security = The watercourse presents the greatest points of vulnerability, especially in times of drought when the underground ‘river’ may not fill the stone tunnels used to drain the water from the fortress. Protecting from descent from above are razor-sharp crystalline blades embedded invisibly in the pool beneath the waterfall, while steel mesh confines a hatchery for dozens of deadly water-snakes that must be overcome by any force seeking to gain entrance from below.
  9. Customer Finance = The stone used is native to the region, almost everything else has to be brought in from the outside. The purchases have to be subsidized, it costs money to transport the goods, and the shipments need to be protected while en route – all of which costs. So obviously beneficial is it to an attacker to cut the supply line to the Fortress that any missing or delayed shipment is considered potential early warning of an attack until proven otherwise.
  10. Utilities = Large oil lanterns are arranged at regular intervals, sheltered from wind and rain by glass shields. The fortress and the outer wall are never completely dark, so that attackers cannot sneak up under cover of night. Kitchens and bakeries provide food to the inhabitants through large messes, and ale is carefully rationed. Accommodation is in barracks and small rooms for officer’s quarters.
  11. Maintenance = Masons, stone-cutters, and an additional smithy all work to keep the city in tip-top shape.
  12. Transitions = There are three fortified towns that are required to send defenders to Dungilt in rotation. Residents who are not fighting men are generally permanent. To prevent a general migration away due to the hardships of the outpost, residents are not subject to taxation. A number of very skilled craftsmen have used this to springboard themselves into very profitable careers in the central Kingdom.
  13. Publicity & Promotions = The fortress of Dungilt has withstood a number of assaults over the years, creating something of a legend as a murderous place to try to conquer. Formal estimates are that defenders experience a force multiplication of between 7 to 1 and 10 to 1. It is most vulnerable to siege tactics, but this force multiplier means that s significant force is required, which is enough to alert Kingdom forces, which will rush to attack assailants from behind. This mandates a fast conquest before this force can relieve the siege, which doubles or even triples the force multiplication, so significantly more than 20-to-1 force is required – and that’s very hard to recruit and move in secrecy, which adds to the need for haste, making the task all the harder. Hence the legend that the fortress is unassailable.
  14. Customer Relations = Dungilt is under the command of Viscount Massey, a grizzled veteran soldier of 30 years field experience, 12 of them as a general. This adds to the cachet and reputation of the post. The Viscount isn’t entirely selfless; in addition to his considerable wages and pension being untaxed, the estates he was granted when he was appointed to his title earn him income from a wine-making operation and an orchard, and mutton, goat-meat, goat’s milk and cheese, and wool in excess of the fortress’ needs are sold for additional income, all also untaxed. The effect is of giving him the assets of a large baronetcy, which he is investing in various holdings elsewhere, the foundations of a future mercantile empire. He intends to remain in his current post for another three years before retiring in favor of his son, who was made a General in the army four years ago.
  15. Design = The next piece of the puzzle for Dungilt is the development of esprit de corps, through the creation of uniforms to be worn only at the Fortress, on the theory that this will motivate the defenders to make slightly greater efforts. Design for these uniforms is ongoing but the notion is being resisted by the King’s advisors because of the added costs involved.
  16. Administration & Accounting = Since someone else is footing the bill, this is more about rationing supplies and ensuring that enough is constantly on hand to cope with any possible need – siege, blockage of caravan routes, etc.
  17. Human Resources = The primary human resources are the soldiers rotated into the command regularly. Service in the fortress is normally a fixed year, with one-third of the force rotating out every four months. However, a number of variations take place, with some proving better suited to the demands than others. There are those who view service here as something to be endured, those who view it as a means to secure command rank, those who see it as a service to the Kingdom or it’s rulers, and those who simply enjoy the independence and solitude – or the tax exemption. As a general rule, those who do not want to be there are rotated out early in favor of those who want to be stationed there, on the assumption that if they don’t want to be there, they will not give their all. Soldiers who depart prematurely frequently find their careers negatively impacted – they will frequently be assigned to duty in other undesirable locations without the incentives and rewards of Dungilt, will be regarded as untrustworthy, will be denied part or all of their pensions (if they live long enough to earn one), and will have to work three times as hard for future promotions. But, for the most part, soldiers simply go there when ordered to do so and stay until they are relieved, with the command neither knowing nor caring who they are as individuals. Rather more attention is paid to the other essential roles – the cooks, bakers, farmers, clothiers, blacksmiths, and so on – because the fortress is deemed too vital to the security of the Kingdom for any chances to be taken. Recruitment is cautious and replacements for any vacant position sought promptly; commissions and entitlements are generous, as they need to be – this is a frontier posting which comes with considerable danger.
  18. Training = Ongoing training is provided not only for the soldiers but the civilians, both in self-defense and self-reliance. It is expected and required that every man, woman, and child will play their role in achieving victory if needed, but it is recognized that a prepared and disciplined force is more likely to survive. Successful service in Dungilt is considered a mark of honor elsewhere in the Kingdom.
  19. Lower Management = The command structure of the military units is supplemented with junior officers who liaise with the various professions, bringing problems to the attention of the Viscount and implementing his decisions.
  20. Senior Management = The Viscount also has his own personal staff, servants, and advisors, and the latter in particular are the equivalent of Senior Management. The most senior position is currently held by Urubillit Markus, who is appointed directly by the King to monitor situations and the King’s interests; in theory, the Urubillit can even dismiss or overrule the Viscount, but any such crisis in the leadership would automatically place both on trial for their lives in the Royal Court, with the expectation that one of them (at least) will forfeit that privilege. It is popularly believed that the Golden Flame, the secret service of the Kingdom, maintains a hidden asset to monitor for collusion or incompetence on the part of either of these servants of the Crown. the presumption is that since their identity is unknown, this official cannot be bought, and thus protects the Kingdom against disloyalty by either or both. It is not known whether or not this belief is correct.

Extrapolation Three: A Space Station

Next, let’s look beyond the fantasy genre to something unashamedly sci-fi in nature.

Name: Orbital Telescope Alpha Four (OTA-4)
Size: 80 personnel
Location/Environment: High Lunar Orbit

  • Purpose: OTA-4 watches for interplanetary threats to the well-being of Earth, especially during it’s time in Lunar Night when resolution is at its greatest. Rogue comets and planetoids are considered existential threats to the continuation of life on Earth, either through impact, atmospheric disturbance from reentry, or biological contamination. OTA-1, and -2 exist to probe space in various ways and make new scientific discoveries; OTA-3 monitors the resource-gathering activities of space-dwelling humans to ensure fidelity and transparency in their business dealings, with their significant political ramifications; OTA-5 monitors the sun for disturbances; OTA-4 is the high guard. The theory on which it operates is that the sooner a threat is detected, the sooner action can be taken to remove or mitigate the threat.
  • Effectiveness: A modular design that sees periodic upgrades to its capabilities makes OTA-4 quite effective. Normal procedure is for peak sunlight to be downtime, crew rotation, and maintenance; lunar ‘afternoon’ is used to prioritize targets for detailed scrutiny; lunar ‘dark’ is for observations, starting with the highest-priority targets and proceeding down the list (any targets not examined automatically move to the top of the list for the following night), and lunar ‘morning’ is for the compilation, documentation, analysis, and reporting of results. Anomalous and potentially threatening targets violate this routine and are automatically designated top-priority targets. All this makes OTA-4 very effective at its primary task.
  • Efficiency: It also makes OTA-4 a very expensive operation. It could have been established in Earth Orbit for a fraction of the cost, but this would have compromised its effectiveness, and (because of orbital junk) its reliability, and both were considered mission priorities after the Apophis scare of 2038.
  • Success: Crew efficiency is likewise a priority, and mandates that some level of crew comfort and convenience is considered essential. But the primary measure of success outside of its purpose has to be keeping those crew alive and in contact with the Earth.
  1. Departments = There are several observational platforms that collectively comprise OTA-4. Each can be considered analogous to a different department within a department store.
  2. Specials = Representatives from the different observational platforms are often brought together to form a multi-disciplinary focus group to examine specific bodies of interest or potential threat. When Comet Bapp-724 was discovered to be a single solid-body beneath its layers of ice and snow by exhibiting an unusually pronounced and regular change of direction through out-gassing, instead of a loose amalgam of smaller rocks and materials as is more typical, the problem was handed to such a group who used a combination of multiple instruments to show that the object contained a deep crater that was larger on the inside than outside, which was systematically filled with deposits of different boiling points as the comet receded from the inner solar system. When its orbit returned it to the inner system, rising temperatures created the typical cometary halo but could not initially penetrate the “cave”; eventually, heat carried by conduction from the now-exposed surface heated the inner pocket sufficiently to cause out-gassing with the shape of the mouth creating a ‘jet’ effect that was most pronounced when internal spin faced the mouth away from the sun, creating the false impression of intelligent course-correction. Each orbit thus accelerated the body and changed the orbit of Bapp-724, and could eventually see it escape the solar system entirely.
  3. Stocktaking = Provisions, including air, have to be extremely closely monitored and rationed. Maximum recycling is necessary.
  4. Receiving Docks = A specially-designed docking port connect supply ships directly to the storage tanks. Other cargoes are offloaded while the tanks are replenished.
  5. Distribution = Strict schedules are set by the Mission Commander for all personnel – everything from showering to eating is regulated. Only in the event of a priority alert are these adjusted. This regularity has been known to have negative psychological impacts on the crew, so psychological buttressing is also built into the schedule – a specific amount of R&R each shift, a specific amount of time spent communicating with friends and family on earth, and so on. These schedules are complicated by the internal social structures enforced, such as recognition of Birthdays and Anniversaries of note. With each crewman having a typical contact circle of six, and 40 crewmen aboard, there is such a variation roughly every second day, giving some idea of the complexity of the task.
  6. Cleaners = Refuse naturally accumulates onboard a space station; it’s considered unavoidable. This detritus of life can pose a threat to the continued functioning of the station, so there are weekly, monthly, and quarterly cleanup schedules that are executed by a shift of three.
  7. Cashiers = Engineers who maintain the observatories.
  8. Security = In the event of a significant threat being detected, there might not be enough time to organize a mission from Earth to deal with the problem. For use in extremis, the crew of OTA-4 are tasked with direct intervention, and are equipped for the task, with the authority to commandeer any needed resources that are available. This includes the delivery and emplacement of nuclear devices, which are under the command of a specific segment of the crew. Of only secondary importance to this duty is the need to do whatever is necessary to maintain the functioning of the station, under conditions that could range from space-psychosis to acts of terrorism. The Space Marines charged with carrying out these tasks are another specialized unit within the crew. It is rumored that they also have operational directives concerning first contacts should such occur, but this has never been confirmed.
  9. Customer Finance = Part of the crew are positioned ground-side to handle the ongoing administration of the project. While under the NASA umbrella, these are generally autonomous to the agency’s other functions and exist as a separate project administration. The essential goal is to provide the space-side crew with everything they need to carry out their mission.
  10. Utilities = Electrical energy provides light, heat, and air. The water distribution and waste recycling systems also require electricity. The final vital utility is communications capability. A dedicated segment of the crew maintain these distribution systems.
  11. Maintenance = Very little onboard OTA-4 runs itself; it all requires human operation and intervention. Psychological and Social health are therefore necessary to keep the essential equipment known as “the crew” in peak operational condition.
  12. Transitions = There was a time when airlocks were considered essential throughout a space station. But it was found during ISS operations that delays in patching micro-punctures escalated and compounded problems more than the added security was worth, and humans eventually wedged such airlocks permanently open to facilitate travel between compartments, so the question of transitions within the space station environment were reconsidered. The approach on OTA-4 is to have a compacted plastic seal positioned at each compartment entrance that can be used to create a temporary seal as necessary, but otherwise a more open-plan structure is employed.
  13. Publicity & Promotions = While the crew of OTA-4 can take matters into their own hands if necessary, it’s strongly preferred that the need doesn’t arise. All that stands between the two scenarios is the hardworking communications crew of the station, who not only keep the channels open to the ground-side politicians, but also the multiplicity of data links that permit verification of observations, and the numerous other comm channels that keep the station running.
  14. Customer Relations = Analysis requires extensive computational power and huge amounts of data storage.
  15. Design = The science performed by the station may be largely established and settled, but the crew are always looking to refine techniques and improve their analyses, and that means overhauling and rewriting their computer code. A dedicated segment of the crew are perpetually designing and implementing refinements to the onboard software. Interestingly, the most significant developments have been in the direction of less sophisticated results – fast analysis that selects data blocks that are more likely to yield useful results when subjected to full study.
  16. Administration & Accounting = Inevitably, disputes will arise between crew members, exacerbated by close living conditions. Other sources of friction are the variances in perspective between crew and ground-control. While most traditional admin tasks are handled ground-side, dispute resolution needs to work on the front lines, de-escelating situations before they get out of hand.
  17. Human Resources = Scientists can be eccentric personalities and those at the cutting edge, even more so. Personality matrices have to be built around the eccentricities of the individuals, which puts considerable demand on the human resources department. Nor is the psychology of crew compliments even close to a settled science; matches are as often guided by instinct as by insight, and field surgery on relationships is an ongoing process. While most of the recruiting process occurs ground-side, the hands-on psychological adjustments need to be performed by a specialist amongst the crew and his or her assistant.
  18. Training = Data, techniques, and knowledge in general, are all being generated ground-side at 10,000 times the rate of development aboard the station, but little of this is directly relevant to the activities aboard the station. Filtering out the extraneous and applying what remains to their unique situation, mission, and matrix of personalities is the function of the Process Refinement members of the crew and takes the form of ongoing training for all aboard (including themselves).
  19. Lower Management = There’s a lot going on aboard OTA-4 at any given time, and overseeing all of it are the mission sub-commanders. In particular, they seek to avoid scheduling conflicts and policy problems. They are acutely aware of the differences between theory “on the ground” and the reality “in the sky”, and continually seek to refine “the book” to accommodate practicality.
  20. Senior Management = Station Commander Delson Velasquez and Mission Commander Alphaes Hortens are the last word when it comes to authority aboard OTA-4, with the Mission Commander the nominal senior of the two.

Extrapolation Four: A Website

Because websites are designed to emulate the bricks-and-mortar shopping experience and processes, there is a natural resemblance between the two. That means that our department store analogy can cover any sort of online store or site – and, by extension, virtually any type of computer program.

I thought about using Campaign Mastery itself as the example – after all, you have the site itself right in front of you to compare with – but realized that an online casino would enable me to discuss aspects of the analogy that would be more of a stretch with Campaign Mastery.

The basis of this section won’t be any one specific casino site; instead, it will be an abstracted generic (and completely fictitious) site, based on a number of typical sites. The list of sites ranked by top10rankedonlinecasinos.com was used as reference for some points; if you’re ever looking for casino sites, that’s a good place to start.

Name: Not-A-Real-Casino.com
Size: n/a
Location/Environment: The World Wide Web / The Internet (these aren’t the same thing, the Web is just a subsection of the total Internet).

  • Purpose: The purpose of any website is to enable a visitor to interact with data and programming stored on a web server. In the case of a Gambling site, the programs are slot machine simulations and other gambling games either against live opponents elsewhere on the web or simulated opponents. The owner of the website represents the House, earning money by facilitating these operations.
  • Effectiveness: Not-A-Real-Casino is a moderately-effective website offering a variety of games – a half-dozen slots, and an online poker tournament. They also provide tutorials, a history of slot machines, and advice on responsible gambling. Visitors to the website can win weekly or monthly prizes by being the right visitor number in the given period.
  • Efficiency: The cost of setting up a website is negligible. The cost of setting up an e-commerce website, i.e. one that deals with actual money, is slightly more, a large chunk of which goes on the software that’s necessary. The cost of setting up a gambling website is somewhat more again, because you have the cost of each piece of gambling software, but also the financial base to set up – enough money to pay out more winners than you can reasonably expect, because you never know when a bunch of someones will get lucky (you know you’ll make it all back and then some in the long run, but you need the liquidity to last that long). That means that early in their online life, most websites are compromised in efficiency; corners have to be cut. Over time, those corners are replaced with more sophisticated constructions. Not-A-Real-Casino has improved several of its pages but some of the less-popular pages still remain to be done. All told, there are about 12 people directly employed in maintaining, promoting, and enhancing the website.
  • Success: Most websites do something more than their primary purpose – that could be a newsletter, or obtaining and installing new games, or generating ‘side’ content. Not-A-Real-Casino is no exception. Most of these additional functions are adequate but nothing better because they are always a lower priority than the core functions of the site.
  1. Departments = Each page with fixed content on a website can be considered analogous to a different department within a department store. Campaign Mastery has about twenty of these, for example the “about us” page. In addition, each blog post has its own dedicated page. And there is a dynamically-generated front page that is the equivalent of the store windows. In fact, there are so many pages here that Campaign Mastery is probably the equivalent of a whole shopping mall! That’s one reason why “Not-A-Real-Casino” is a better illustration. This fictional website has two or three pages of legalese and admin information, a sign-up/sign-in page, a front page, and a page for each of the games they host, and there would be another 3 pages devoted to the ‘extras’ that the site uses to add legitimacy and search engine rankings. Now, several of these are actually symbolic of, or connected to, one of the other functions discussed below, so even this tally of 16 or so pages exaggerates the number of ‘departments’ considerably.
  2. Specials = The front page of my fictional gambling site contains news and special offers designed to welcome visitors.
  3. Stocktaking = This one’s a little trickier, but there would have to be a limit on the number of players that can be accommodated at the one time if all jackpots are to track in real time, based on the server speed and site demands. Rather than moving product to consumer, though, this is moving consumer to product (or redirecting them if necessary). This is especially true of the hosted poker games, where the number of simultaneous players would directly add to the time taken to resolve an individual hand. It’s a little different for Campaign Mastery,. where stocktaking would represent the analytics that tell me which posts were popular and how many visitors they got on a given day.
  4. Receiving Docks = That makes it clear, in turn, that the equivalent of the receiving docks would be the menu system on the front page that directs the visitor to one of the other specific pages.
  5. Distribution = This function matches available players to the vacancies determined by the “Stocktaking”, possibly with incentives to play less popular games. But that only makes sense if each game is hosted by its own server(s); if they are shared, there’s no point in trying to load-share.
  6. Cleaners = You always need to separate the wheat from the chaff when it comes to comments. Over the last 11 years, posts at Campaign Mastery have received more than 1.25 Million spam comments. Anything even the slightest bit suspicious gets held for moderation (anything that’s positively identifiable gets sent directly to the trash) – but there have been times when there have been 1000 comments awaiting moderation in a single day. So various policies and practices and anti-spam measures have been put in place over the years to help “clean” the website. This would be the same for every website out there – even refusing comments is no safeguard as every website is required to have certain email addresses which get spammed. Not-A-Real-Casino.com is no different.
  7. Cashiers = The part of Not-A-Real-Casino.com that takes money in and hands chips out (and vice-versa) is the equivalent of cashiers. Campaign Mastery does not employ paywalls or sell services/products directly, so we have no equivalent to point to.
  8. Security = There have been at least a million attempts to hack Campaign Mastery over the years. I’m only aware of one success and that one was quickly ejected after tripping a site security “land-mine” laid down for that very purpose. And we’re not a site which has money that can be stolen. The day Campaign Mastery gets the equivalent of Cashiers is the day that our security would get a further upgrade (even though that wouldn’t be free) – so the presumption would be that the site revenue that resulted would come with an immediate overhead that had to be cleared on a regular basis. Never fear, it’s not likely to happen in the foreseeable future! But Not-A-Real-Casino.com does handle theoretical money, and would need all the extra security that can be made transparent to the customer.
  9. Customer Finance = It might seem that the ‘Customer Finance’ department is a redundancy, given that the default payment modes over the internet are by credit card, supplemented by less-universal services like PayPal. But I have thought of that. Perhaps Not-A-Real-Casino.com gives new customers a bonus number of chips/spins – I get personal spam making such offers all the time. Perhaps the ‘exchange rate’ is different at certain times when the site has a ‘special offer’. The fiduciary elements of every such transaction are the equivalent of the department store’s “Customer Finance” department. There may also be more direct comparisons that are valid – the default currency of the site might be US Dollars, for example, necessitating currency conversions. So there’s plenty for this department to do.
  10. Utilities = This starts transitioning from the website itself to the real world administration. Anything that’s needed in order for the site to function as intended goes under this heading – in Campaign Mastery’s case, there are hosting fees, domain registration fees, PHP and other back-end updates, and maintenance/updates of the various modules that extend the basic functionality of the web hosting software, plus updates to that hosting software itself. On top of that, I have to pay for an internet connection and electricity in order to administer the site. All these requirements grow even more substantial in the case of a commercial site; considerably so if they own their own electronic infrastructure.
  11. Maintenance = That’s where the equivalent of the maintenance department comes in – keeping the infrastructure, the hardware, functional. Campaign Mastery uses a hosting company to take care of most of this for us, and they have proven very reliable. But we do have to share bandwidth and technician’s time and so on with all the other sites that are hosted by this company – and that might well be an unacceptable compromise on the part of a site like Not-A-Real-Casino.com.
  12. Transitions = You might also think that this is redundant – but it isn’t. The front-page menu and links take you to a specific page, but where do you go when you want to leave that page? On Campaign Mastery, the menus are the same on every page, but that doesn’t have to be the case. If you click on the “Blogdex” link, you’ll get taken to a hard-coded sub-menu, for example. So navigation from a target page, i.e. moving from one department to another, is the equivalent of Transitions.
  13. Publicity & Promotions = The implementation of specials has already been discussed; the publicity and promotions section decides what these promotions should be, and handles telling people about the site, buying ads elsewhere, for example.
  14. Customer Relations = Every site needs a ‘contact us’ for handling complaints, offers, and feedback. That’s customer relations.
  15. Design = Where a site is designed to impart information, like Campaign Mastery, the design should be deliberately minimalist so that it doesn’t get in the way of the information. When you’re selling something, glitz and glam become a lot more important. On top of that, someone needs to create those adverts that I mentioned in the previous ‘department’. And, finally, every website out there has certain priorities around speed of loading. I could, for example, set the front page of Campaign Mastery so that it displayed the most recent 50 posts, in full – and fifty more posts each time you clicked the ‘next’ at the bottom of the page. But the loading time would be unacceptable. There was a time when we only displayed the 5 most recent posts; at one point, I increased that to 12 and found loading times to be too great. Currently, the best compromise is 10 posts, or about 2-and-1/2 months worth per page. These are all design questions, and every website out there will have similar concerns.
  16. Administration & Accounting = Admin is all about how you ring-lead this rodeo, which has a lot more moving parts than are evident on the surface. Fortunately, our web-hosting software comes with an appropriate content-management system or CMS. Accounting is not so important for a site like CM – I simply pay the bills when they are due. For a site like Not-A-Real-Casino.com, though, they have costs and expenses and income that needs to be rigorously tracked and may well have taxes that have to be paid and government reports to generate. They may have shareholders to keep informed. Like everything else, the Admin and Accounting demands ramp up immediately.
  17. Human Resources = Sad to say, less can be automated than you might like to think when it comes to a website. Human review and intervention needs to occur regularly. That means people – either employees or the occasional hired gun. Johnn and I were fortunate that between us we could do everything necessary to set up Campaign Mastery; a previous venture that I was involved in needed to spend thousands on shopping cart software and a specialist programmer to install and customize it. And that was decades ago, it would probably run us to 5 figures these days – if we didn’t opt for a simpler, cheaper, product (which wasn’t an option back then, this was in the very early days of e-commerce). And people have to be recruited, and paid, and have various legal entitlements administered and provided. I can pretty much guarantee you that a gambling site has at least one staff member at least part-time.
  18. Training = You don’t keep your people up-to-date and fit-for-purpose with training them. The more developed your procedures and policies are, the more any new hires will need to be trained in them (and older employees might need the occasional refresher, too.
  19. Lower Management = Here, for the first time, we reach a point of possible conflation of departments. Day-to-day management and senior management of a website can be one and the same person wearing different hats. When you work for someone else, though, you are (at best) Lower Management; the person employing you is Senior Management.
  20. Senior Management = See above.

And that’s all twenty of our divisions within the department store. I had some other examples planned, but didn’t think they would add much to what these four already show.

Practicalities

I doubt anyone can seriously argue that the results from all four examples are far more fully fleshed out than they would otherwise have been. Is there still work to do on all of them before they could be used in a campaign? Certainly – though up to 90% of the work can be considered done at this point, enabling you to focus on a few specifics.

But this comes at a price. This process is slower than simply pulling narrative out of a hat. That’s because speed is not the goal that this process is trying to satisfy; completeness and robustness would be more accurate. Each of these examples took one-to-two days to complete; that’s probably four times longer than a less comprehensive approach.

It follows that you shouldn’t employ this every time; save it for when it matters. If development is likely to take more than a day or two – for example, if you are developing a city or an important location of some other sort – then this can be extremely valuable. If you are having trouble getting started, or can’t visualize something in your mind, then it can be invaluable.

However, the more often you use the technique, the faster it will become. You would inevitably grow more adept at remembering the different departments (or re-imagining them) and then translating them into appropriate interpretations for whatever you are trying to simulate. This is a tool with certain advantages and benefits, and a certain cost in time and effort; add it to your toolbox and learn to use it when it’s the best tool for the job, because there will certainly be times when that is the case.

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Teasers Of History and Other Tips


Image by Mick Nolan from Pixabay

A shorter article today (by CM standards), but one with a lot of impact to offer.

The head of the ruined statue lay on its side, half-buried in soil and vegetation. Three meters from crown to chin, the sculpture of which it was originally a part must have been enormous. The left side of the visage had melted like wax; what can do that to fine marble?

For some reason, the scenes at the end of The Fellowship Of The Ring (Movie Version) have repeatedly come to mind over the last few days.

It took me a while to figure out what my subconscious was trying to tell me, but I got there in the end: Monumental structures impacted by History are the best representations of the existence of that History.

Those monumental structures can be architectural, ornamental, geological, or practical.

  • “Architectural” is a ruined building of some kind.
  • “Ornamental” is usually a statue or sculpture of some kind, like the example with which I opened this article.
  • “Geological” is the overt absence of something that should be there, like the back half of a hill, or a hollow which used to contain an organic (wood or clay) structure. Or it might be a structure carved out of the earth – ring-shaped mounds are archaeological indicators of ancient defenses and structures.
  • “Practical” is whatever’s left of something with a purpose, often (but not always) a vehicle of some kind.

The gray cylinder rests precariously askew on the snowy ledge, 20-odd meters across and more than 200 long, half hidden by long-frozen palm trees. Ominous black holes are exposed at one end, and a metal wheel with multiple curved blades can vaguely be distinguished at the other, flanked by smooth bulges. In the middle, barely visible under the mass of obscuring ice, is some sort of hump.

The PCs have found a derelict submarine perched on a mountain ledge and covered in snow. This is clearly not an everyday occurrence and very loudly proclaims that something strange has happened quite a long time ago. It’s a scene whose backstory will vary considerably with the genre of the campaign – in some, it’s entirely possible that the PCs won’t recognize what the shape is (and the language used to describe the screw and sail reflect that possibility), but the players should recognize it fairly quickly. This would be an example of positive metagaming, contrasting player knowledge with character knowledge to generate curiosity, interest and excitement – the same curiosity, interest and excitement that the characters would be feeling, but from a different source.

Integration

It’s not enough to simply have such a feature appear in the landscape – that always makes the feature feel tacked on and superficial. To fully integrate it into the location, you need to show the impact of campaign history on it – which also integrates the campaign history into the landscape and the player experience.

In the statue example, it’s the ‘melting’ effect, perhaps the result of a miscast Stoneshape spell, or a target that was partially out of range. In the submarine example, the object’s placement and the growth of the environment around it (snow and ice) serves the purpose. Stones with rents and cracks that clearly result from axe and sword blades tell the story of a past combat of some kind, asking the question who was fighting whom?

This would also provide an opportunity to expand the cultural significance of a chosen character class. While a knowledge check might yield multiple possible answers to the question, or none, examining the depth of the marks, the length of the marks, the curvature of the blade, the strength of the material, and so on, could be enough for a Fighter to recognize the specific type of weapons and when they were manufactured in that particular style. Coupled with the results of the History check, this could be enough to narrow the battle down to a specific conflict.

(A lot of people, GMs included, don’t recognize that the shape and style of common weapons continually evolves, some coming into fashion and some going out of fashion. Always, these marks of distinction become more pronounced and decorative in times of peace and more practical and utilitarian in times of war. Often, there will be little or no practical difference between the variations; it’s just what’s popular.

Sometimes, a General will have a favorite combat maneuver, and will require the men under his command to drill in that maneuver regularly; while it may not confer any advantage on the battlefield of significance, this has a two-fold benefit to the army in question. One, it instills discipline and a level of professional skill; and Two, some bright spark will tweak the design of the weaponry to take advantage of the maneuver or make it more effective. If every army has its own signature style and equipment that is of equal tactical worth, there is no difference in terms of game mechanics, but all the difference in the world in terms of distinctiveness.

For the GM, it’s a crack in the uniform veneer of the rules into which flavor and uniqueness can naturally seep – and that can be worth its weight in gold.

Searching out reference material on the specifics can be arduous, but the GM has a huge advantage over the historian – he can make it up as he sees fit. In one set of strokes of the (possibly metaphoric) pen, the GM infuses depth and detail into his campaign, and welds it to flavor, and – if he does his job well – adds relevance, to boot.

Consistency

Consistency is important. If you find a Roman sword, you would expect any armor or coins or whatever that gets found nearby to also be Roman in character, and of a similar vintage. This should then influence encounters and treasure and decorative styles and anything else that you can think of. Always remember, too, that a battle usually requires two sets of combatants.

I love Gnolls in my campaigns because they tend to use a lot of cast-offs and ‘found’ armor and weapons. A Gnoll is a piece of living history, and if the Gnoll is local, so is that history! You can hide significant clues to puzzles and problems in plain sight, just waiting for someone sharp enough to ask the right question. Be warned, though – do this just once and as soon as the players cotton on, they will expect this to happen every time!

Often, GMs treat the history of their worlds and the history of the objects within it as being all of one piece. Player resources frequently encourage this by simply providing tables of weapons with their game effects. This encourages Roman-style architecture with Egyptian decorations and Greek Urns and all sorts of other hodge-podge mashups; and, because they don’t know any better, and because it’s the GM’s world, players simply accept this and move on.

That might be good enough to get by on, but it’s an opportunity missed – and, once missed, it will never come again.

Editing History

Note that you don’t have to label things “Greek” or “Roman” or whatever – you can simply look up the architecture and armament of a particular group or location, find a picture, and use it as inspiration to describe what the PCs see. Orcs in my Fumanor campaigns had architecture that was a blend of African grass huts and Cumbrian-style longhouses with thatched roofs for meeting halls. Their society owed more to the Vikings than to any other culture – but with their own distinct culture and mythology, assembled piece by piece, and often rooted in the natural advantages that the game rules conferred on them as a race. You can see some of that process unfolding in the Orcs and Elves series, here at Campaign Mastery.

In fact, it’s often better if you don’t use recognizable labels, because that can leave you exposed when you aren’t able to be consistent. The ancient Greeks stole the notion of sliding wooden bolts from the Egyptians via a Near East culture (which one is unknown) somewhere between 1100 and 1000 BC. A small hole permitted a key of the right length and shape to hook onto a metal eye in the bolt and draw it aside through the door. The match had to be reasonably exact in order to get the right leverage to slide open the bolt [Source: https://www.historicallocks.com, plus some imagination based on the sketches provided].

If the architecture that you have led the players to expect is Greek, and labeled as such, then they would reasonably expect the locks to be Greek as well. To make a key that matched, the party Thief would need to find some indication of the original lock (or to proceed by trial and error with educated guesses, starting with a long ‘blank’ key and progressively shortening it until he got the right length). While that might be very interesting, and shine a spotlight on the details of educated lock-picking (and on the Thief/Rogue), if you have in mind a more mechanical contrivance with gears and teeth and tumblers of some exotic nature, the inconsistency can be counter-productive because the lock is clearly more technologically advanced than the architecture leads you to expect. If you strip away the label, on the other hand, mechanical prowess becomes a signature trait of the race that built the place – a trait that then needs to be present consistently throughout it.

There’s more scope for creativity if you leave the labels off. But doing so places a greater premium on consistency – which is not a problem if the GM knows it, and does his prep and creation accordingly.

Makeover Implementations

It’s never to late to start down this path – except perhaps in the last adventure or two of a campaign! But doing so mid-stream is a big ask, simply because of all the baggage created by past adventures and inconsistencies. If you’re lucky enough to have operated with some sort of stylistic theme – “Arabian” or “Persian” or even “Medieval French” for example – then this becomes a lot more manageable, but until now, there’s been no-one holding consistency to account. There will be anomalies.

The big trick to making these anomalies work in a more rigorous regime is to embrace them. Add little touches to your campaign history (or assume that they are there if you don’t see them becoming relevant) to explain these little bubbles of inconsistency and move on – being sure to continue to emplace (quite deliberately) similar bubbles of inconsistency in the future. This takes a lot of the stress and even more of the work out of the project.

By way of example, let’s solve the problem of the Greek-style construction with the out-of-place lock. Unfortunately, the GM let slip the telltale word, “Greek” during his flavor text, and employed Greek terminology like “Amphora” elsewhere in his description at the time, so this is now an inconsistency that he will have to live with and incorporate into his campaign henceforth.

First of all, we need a mechanically-adept species or race – Elves fit this bill in some campaigns, Dwarves in others, and Gnomes in most of what remains. But all three have appeared in this campaign in the past with no hint of this attribute – which means that either they lost it (unlikely but possible but it would be noteworthy and wasn’t noted), or we need someone else. So let’s say that Halflings are whizzes at creating (and picking) locks – to protect their stores of ale and pantries, of course.

Next, we need a way for the halfling-made lock to get to the place where it was found – that is either a solitary traveler and a singular exchange of some kind, or regular trade between the two at least for a while. If there’s some event in the campaign background to cut the trade links at the right time, the latter is probably the better choice, because it starts integrating the solution into the campaign history; if not, the first is the default way out of the problem. But the fact that there was only one such lock found in the PCs previous explorations argues strongly in favor of the solitary traveler – the experience in-game would be inconsistent with regular trade as an answer.

So, we have a traveler, someone who set out to see the world, making his way from kingdom to kingdom, picking up a knickknack or two as he goes and trading them for passage, accommodation, and food when he needs something more substantial than a day or two’s labor. This is the element that’s been missing from the campaign history, which explains the inconsistency. It didn’t matter before, because you weren’t trying to use cultural content as a tool to enhance the campaign, but now you are.

Fuzziness Is Your Friend (if constrained)

It would probably help to flesh out this rather minimal description a bit, but keep it vague and imperfect – details have been lost – and give him lots of different names that (if translated) all mean roughly the same thing – “Wanderer”, “Vagabond”, “Explorer”, and so on. Too many GMs make their history too perfect – at least in terms of what the PCs know. Yes, the GM needs perfection of reference so that he can build the history into the campaign’s adventures, but the history as the PCs know it will not be as neat. It will contain omissions, errors, historical biases, occasional vagueness, and even outright propaganda. I like to make a copy of my campaign history, deliberately obscure anything that I want the PCs to discover in the course of the campaign, and then “fuzzy-up” the rest, .Overwriting what’s already there.

This is made easier by the fact that Overwrite Mode in the word processing software that I use respects existing paragraph marks – if I get to the end of an existing paragraph and keep typing, the end-of-paragraph marker doesn’t get over-written, the additional text is simply added to the end of the paragraph. NOT ALL SOFTWARE WORKS LIKE THIS, so caution is warranted as you explore the tools available to you. In general, you should abridge the history a fair bit, too, but I like to do that as a separate process, because that gives me three versions of the campaign history:

  1. A specific and accurate “Reference Version” for the GM;
  2. An inaccurate-and-abridged summary that represents “Common Knowledge” amongst the PCs;
  3. An inaccurate but more detailed version that can be split up and given to specific players as it becomes relevant, if they are in a position to know it.

In some campaigns, such as Fumanor, I actually went one step further and provided intermediate versions from the perspectives of singular races and classes where relevant. Sometimes one race got one version of the story and the rest a completely different version, and no hints as to which one was more accurate (if either).

Oh, and in the inaccurate-but-unabridged version, it’s acceptable to have sections where “no-one knows” something – but in the abridged version, that hole should always be filled with wild (and possibly contradictory) speculation. Again, this is a great way to differentiate the races – “The Elves think X, Dwarves are sure of Y, but Mages think they are both wrong and the truth is Z”.

Anyway, getting back to the point: From now on, whenever you create a location in the campaign, you only have to ask yourself “has the Wanderer been here? Has he left his mark? What oddity might he have left behind, and has it survived?” – many times, the answer will be no. You should only say ‘yes’ if/when you have an interesting answer that enhances and embellishes the adventure, encounter, or location.

Again, by leaving things fuzzy, you give yourself room to get creative.

Campaign histories work best when they are teased, not handed out on a silver platter, and uncertainty should be part of the package. This engages curiosity and makes room for plot twists as (some) of the truth gets uncovered in the course of the campaign. These are powerful forces to have at your disposal as the campaign unfolds; once you get used to the degree to which they can enhance your adventures, you’ll never want to go back to life without them.

993… 994…

I’m still looking for ideas on how to commemorate my 1000th post at Campaign Mastery. Time is running out!

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Four Ways of Encounter Thinking


Image byfrom Pixabay, brightened by Mike

The adventurers are moving over rugged grasslands punctuated here and there by the leaves of a wild melon. One of the PCs has been gathering these as they traveled to add a touch of flavor to the goat’s meat purchased in the last town, which has the flavor and consistency of stringy bark, in his opinion.

Although there are many plateaus and undulations in this region, the party has been careful to stay well clear of these and away from any potential danger of ambush.

The GM rolls the dice; the indicate that a random encounter is about to take place.

There are two common ways of thinking about what that encounter will comprise.

Way The First

Consider the terrain and landscape and pick an encounter that takes advantage of it to make the encounter more difficult / interesting.

    EG: Goblins have used an illusion to conceal a natural bowl and the PCs are now surrounded by goblin archers with altitude on their side. The grasslands will waver as though in heat haze for a moment and then the sides of the bowl – and the archers, 30′ high on its rim – will stand revealed.

    Problem: Why wasn’t the illusion detected / penetrated? This won’t be a problem if there’s no-one in the party resistant to such, but any Elf in the party raises a problem (at least in editions through 3.x – I’m not sure about 4e and 5e). Is there some limitation to the usual Elvish ability to see through illusions that the rules don’t mention? Or to racial abilities in general? Can clerical magic, for example, inhibit such abilities with an appropriate spell? Or Arcane Magic? Or is there something about this particular location?

    The chosen solution to this problem will add considerably to the distinctiveness of the campaign. For balance, the opposite should also be true – there should be spells or locations that imbue specific races with additional racial abilities that they don’t have elsewhere. Suddenly, geopolitics in this world takes on a whole new significance and flavor!

Way The Second

Think about how the environment can be transformed to add spice to an encounter of a type that the PCs were not expecting.

    EG: The PC picking melons sets foot on a piece of terrain that isn’t there, a hole hidden beneath the grasses. He falls 10′ (not enough to seriously harm most PCs) and is immediately attacked by a hungry spider with its mate to his rear. The spiders think that he’s probably going to have the flavor and consistency of stringy bark, but beggars can’t be choosers….

    Meanwhile, the other PCs have noticed that the PC has vanished, but none of them saw where he went. They can hear him, though – BOY, can they hear him!

Way The Third

What is the story? Can it spawn an encounter? If not, do you have another little mini-story that can materialize unexpectedly?

    EG 1: The PCs are on a quest to recover a legendary treasure. It’s of low monetary value and has no magical qualities but has high sentimental and patriotic significance. It has long been thought lost, but the memoir of its last guardian has just been discovered and provides a strong hint as to the location of the treasure. Whoever recovers it will be lionized and gain entree into the upper echelons of society, opening many doors to many opportunities.

    No doubt some of the logical implications will be part of the main adventure. But this is a time to think through the logic again for anything you may have missed. The two most obvious implications are rivals on the quest and enemies who don’t want to see the item recovered. The main plotline will reveal (eventually) that the memoir is a fake and the treasure isn’t there, it’s a deception by a political rival looking to undermine popular support for the King. But the PCs are expected to discover a new clue to the real location of the treasure that will enable them to recover it and expose the plotting of the political rival.

    Are there any other enemies of the Kingdom that might add their two cents’ worth? Are there any other adventuring bands who might also be on their way to recover the treasure? How might they have gotten ahead of the PCs?

    To me that suggests an encounter: A rival band of adventurers have also been tipped off by a friend in the Kingdom’s circle of advisors. They have burned a one-shot teleport spell they recovered in the form of a magic item to get ahead of the PCs – which means that they were the first to encounter a band of Half-Giant Orcs who have been recruited by another neighboring Nation, one with which the PCs Kingdom is supposedly on good terms, but which fears that the Kingdom is growing too dominant in their relations. The Half-Giant Orcs are being well-paid to interfere in anyone’s attempt to recover the treasure. The neighbor knew about the treasure because they have a highly-placed spy in the Royal Court.

    This not only adds nuance and richness to the politics of the Kingdom, it adds a new layer to the adventure, and throws in fair warning to the players that the GM is thinking outside the racial ‘box’ of the official rules. It also places a bit more treasure in the path of the PCs, compensating for the fact that the main reward of the adventure is not of significant monetary worth. In fact, it ticks an awful lot of boxes for the GM – so many that he really should have this as a pre-planned encounter en route.

Well, if that’s a pre-planned encounter that’s supposed to happen somewhere else, and there are no boxes that the GM can think of that they haven’t ticked already, perhaps a mini-story that just happens to intersect with the PCs path en route?

    EG 2: A shepherd has been having trouble with a Harpy stealing his lambs of late. Many more have gone missing than can be accounted for in dietary needs alone. He doesn’t know what’s going on, but wants it stopped. As the PCs top a rise, they see (in the distance) the harpy carrying off another lamb as the shepherd tries to keep the rest of the flock together and his dogs attempt to attack the thief. The shepherd tells them (when they reach his location) that this is the 13th lamb stolen in 6 days. A single lamb should sustain a Harpy Nest for a week, he doesn’t understand it.

    What he doesn’t know is that the Harpy is a Necromancer who intends to use the lambs’ blood in an evil ritual tomorrow night to enhance her powers, enabling her to raise and merge many Undead into a larger, more resilient and more dangerous form, a sort of Undead Flesh Golem.

The difference between this and a straightforward encounter is that the narrative behind the encounter is more important than the encounter itself, at least initially – the PCs see something in the distance, too far away for them to do anything about it, and then meet the farmer, who presents the plot hook. What’s more, by delaying the party, this eliminates the need for the pre-scripted rivals encounter to expend a teleport to get ahead of the PCs, which means that it can be set aside for use with a second band of rivals should another random encounter be indicated.

Of course, it might be that the story needs have all been catered for – that certainly seems to be the case at this point in my example! That brings me to…

The Zeroth Solution

The dice indicate an encounter, but there are times when the planned pacing is already chock-full, and adding another encounter into the mix will only get in the way. With every random encounter, the GM should always think about whether that encounter will help or hinder the pacing and unfolding of the plot, or if it will be too distracting. The less frequently you get to play, the more important such considerations become – there’s a lot more room to maneuver if you play weekly than if you get together bi-monthly, for example.

When there’s no room for an encounter right now, I invoke the “zeroth solution.” That’s an encounter that’s a time bomb – it won’t manifest until the time is right. If I can’t think of one that I haven’t used recently, then I’ll make it a plot development in a character’s background – they will return from the current adventure to find that things are not the same as when they left. Sometimes, these will be a change for the better, more often they will be for the worse. A third version of this encounter is a noteworthy location.

Let’s have an example of all three sub-varieties

    EG 1: A pack of blink hounds stumbles across the PCs trail and begins stalking them. They will hunt the PCs for no more than three days, and will not follow the PCs into a dwelling or dungeon, though they will linger around the entrance in case their prey comes back out. They are looking for one of the members of the ‘herd’ to become separated from the rest, or for the herd to let their defenses down, eg a watchman who falls asleep.

    EG 2: A PCs sister weds an unscrupulous character against the wishes of her family. What she hasn’t told them is that this is the price of his not turning over evidence of some past deed on the part of her father which, though legal, looks off-color, and would do his reputation serious harm. When the PC returns, the family will add this mess to his stack of things to do that require his immediate attention. Since that stack will now require him to be in three places at once, the only way he can make it all happen is by offloading some of his responsibilities to the other PCs. This encounter indicates that the Saga Of The Noble Scepter (or whatever it’s being called) will be followed by an unplanned change-of-pace adventure – one that wasn’t even on the horizon a moment ago.

    EG 3: The PCs come upon a hill, one side of which seems to have been scooped away by some vast hand. A spring at the top of the hill cascades down the rocky side in a musical tinkle, landing on the side of a small pool, surrounded by shading trees. This place seems unnaturally peaceful; somehow, you can tell that this is the one place in all the world where there has never been an act of violence of any sort. On one of the tree-limbs, a sparrow and a hawk stand side-by-side, regarding you with unconcerned eyes. A rabbit pokes its head of a hole nearby to examine you with nothing more than curiosity while a fox emerges from the undergrowth to drink from the pool. This would be the perfect place for the PCs to camp and rejuvenate their spirits.

    Every hour spent in this place adds a year to the lifespan of each PC, to a maximum of +25 years and does d3 healing. Once a character is fully healed, each hour adds +1 HP up to the maximum possible from the character’s hit dice. These extra HP will fade at the rate of 1 per hour once the characters leave the vicinity.

    Any act of violence will be the equivalent of leaving the location, and will destroy the natural magic of this wonder of creation.

    The place is also a trap for the unwary – every hour adds +1 to the difficulty of a WILL saving throw (or equivalent) to leave, it’s so comfortable and peaceful. If any party member fails, they will refuse to leave yet, for what seems like a good reason (to them, at least), and will resist any attempts to force them. Note that coming to blows will qualify as an “act of violence”. Even if a party member succeeds in one given check, that gives them no particular benefits at the next such check. Either the PCs split up, leaving some of the party at the pool, or they end the “magic,” or each party member has to succeed at the same time in order to leave.

    Note that such rolls are not made every hour – they are only made when the time comes to leave according to the PCs established routines or other decision made by them.

A lot of narrative- and story-oriented GMs look upon random encounters as an inconvenience. The best will view them as an opportunity to flesh out a part of their game world or explore some aspect of it that hasn’t come to light. The very best will see it as a means of further world-building because they already have external forces lined up that will propel the PCs toward adventures that put all the established unique aspects of the game world on display.

Outside Fantasy

Game systems can be divided up into two main categories – those with random encounters and those without.

In the first category, we have virtually all Fantasy RPGs from D&D through to Tunnels & Trolls and Rolemaster. I’ve never seen a Fantasy game that didn’t have some ‘wandering monster in the wilderness’ mechanism. The same has to be said of every game system that is based upon a Fantasy-genre system – that’s D&D-esque game systems like Star Frontiers, Boot Hill, and Gamma World, and Pathfinder variants (only one so far, Starfinder).

Perhaps in an effort to distance themselves from the TSR/D&D model, random encounters are absent from almost every other game system, at least in terms of embedding them within the game mechanics. That doesn’t mean that casual encounters don’t and won’t take place, but these are more related to the logical potentials of each location and whether or not such encounters will add to or detract from the adventure at hand. If a superhero in Champions performs an act of public derring-do, nearby members of the press and fan-club members and members of the public in general will be attracted to the location. If the act is not so public, potential encounters are the people who could logically be at the location in question, from security guards to office staff working late.

Just because there is no die-rolling mechanism for invoking such encounters doesn’t mean that they won’t take place; it just gives the GM more control over their occurrence while placing more of the responsibility on his shoulders. In every other way, everything stated above still applies, including the four approaches.

Choices

With so many options, a systematic approach to choosing between them becomes critical.

I tend to adopt the following sequence under most circumstances:

  1. The Third Way
  2. The Zeroth Solution
  3. The First Way
  4. The Second Way

You could summarize this as “Story, Delayed-Bang/Background, Environment, Creative Capacity”. if nothing comes to mind in a given category, or is contraindicated, I’ll move on to the next category. Once the first three are exhausted, it indicates that no encounter is possible under the current circumstances, so if you really want/need an encounter, the only solution is to change those circumstances in some way.

A Fifth Answer?

In my superhero campaign, at the moment, I’m actually employing what could be considered a fifth approach, or at least approaching one.

I’ve created a list of possible encounters – little more than a placeholder – and whenever nothing interesting has been happening for a while in my adventure planning, I’ll spice things up by picking an item off the list that seems to match up with the local environment.

I can’t go into too much detail as we’re months away from actually playing through these, but they all fit under the “Third Way / Zeroth Solution” umbrellas so far (and the clock won’t even start on those months until the current Lockdown conditions come to an end – which quite possibly means a 2022 start).

Parting Wisdom

How you think about encounters pervades the atmosphere of your RPGs. Some approaches are better than others; the best choices will rarely happen by accident. All too often, one approach becomes habitual, even if it is no longer the best answer; take a moment to review how YOU handle random encounters, and your games will be the better for it.

I should end this article by pointing the reader to another of my articles on the subject – actually, a series of articles:

And always remember, the object is to create fun at the game table for everyone!

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RPG Quora Answers By Mike – Part 2


This entry is part 2 of 3 in the series RPG Quora Answers By Mike

Image by Gordon Johnson from Pixabay, background color & mirroring by Mike

The article that I intended to publish today didn’t just go pear-shaped on me, it went prickly-pear shaped.

Nothing was salvageable.

That’s Okay – I have this series as a backup for that very contingency.

So, today, I present another 40 or so of my RPG-related answers on Quora.

Some of these will be little more than a paragraph, some may be more substantial, but few (none?) of them will be anywhere near the length of the usual post here at Campaign Mastery.

How would you play a pacifist in D&D? What race, class, and background?

When you play RPG as the Dungeon Master, do you cheer for yourself or for your friends?

What is your most interesting monster you’ve created for a Dungeons and Dragons campaign? – I could link to the answer, but it’s just a set of links back to posts here at Campaign Mastery, so let’s cut out the middleman:

Under what circumstances (if any) would you consider it time for a 6th edition of Dungeons & Dragons? – An interesting question and answer given that we’re now in August 2021, about 3 years later – and I still haven’t seen any hints that a 2024 “Sixth Ed” is on the way. 5e took about 3 years from playtest startup to publication, so time is running out – but when this was written, Covid wasn’t even a word. Has Covid killed 6e? Like you, I can only speculate…

How should I roleplay a (Alseides) nymph in DnD? – my answer to this is a collection of links to relevant articles here at Campaign Mastery. If you want to look at the only other answer to the question (to which my answer refers), when the link opens to my answer, click on the question, or scroll to the bottom of the answer.

As a DM in Dungeons and Dragons, how do you deal with players who constantly find ways of wrecking all of your planning with ludicrous actions no sane character would take?

What exactly are “tabletop RPG adventures”? Does it involve computers? – Any experienced tabletop RPG player will probably have the same initial reaction to this question as I did – a wince and perhaps a small eye-roll. But I decided to take the question seriously (even if I thought that it was probably trolling for attention). Instead of focusing on the second part of the question, I made the first my center of attention, which makes most of this answer a response to offer to those outside the hobby when they ask what it is that you do.

Is it wrong to listen to rap music if I love God? So many people talk about the Illuminati and symbolism. There’s even a rapper that I love who has one eye covered on his album cover. Should I avoid these types of artists? – the specifics of this question and answer might not have an obvious RPG relevance, but the broader issue that it raises is definitely relevant. I have had one really good player bail from a campaign because it had magic in it and their religious sect was extremely rigid in considering magic to be satanic – I wrote about that, and the broader issues raised, in Moral Qualms on the Richter scale – the need for cooperative subject limits, which sparked considerable debate at the time.

What’s your favorite little or unknown tabletop game? – my answer is about a Time Travel game.

What is the lore of Arcane Magic in your D&D setting? – my answer is more about campaign concepts that I haven’t yet run. So if you’re looking for campaign ideas…

As a role-player, does your main character have a favorite weapon? Explain in detail what is special about this weapon and how your character feels about this weapon. – my answer takes me back to an early AD&D campaign in which I was a player. There’s an interesting character concept there for anyone who’s looking for one (works with any class – as proof of which, i reused the character concept in a Roman World campaign some years later, different rules system being playtested, in which the character was a half-Orc Scout – you’ll understand the significance of that after reading the answer!).

Were polearms ever used as individual weapons, or is this an invention of Dungeons & Dragons? – my answer to this question is barely adequate, but there are some quite informative other responses to the question that are worth taking the time to read.

In your country are traditional, pencil and paper, role playing games still popular? Or is it all over now because of video games?

As a D&D DM, what are some more unique and intriguing weapons you have presented your party with during a campaign? – My answer to this question is something I don’t think I’ve ever mentioned here at Campaign Mastery. On top of that, there are 18 other answers to mine for ideas!

In D&D, how did/would you deal with different dialects of languages (such as Common, Draconic, or Elvish) in your campaign? – this answer just scratches the surface of a very complicated subject, the evolution of languages (in general, not relating to any specific language). It’s a subject that I continue to learn about but still can’t say that I have significant expertise to draw upon – just more than some and less than others.

As a D&D player, what weaponry or magic have you seen in a movie that made you stop and take notice in a good way? – this answer feels completely inadequate to me when I look at it today, something that I regret.

How do you deal with travels in a one-shot tabletop roleplaying game? – another almost inadequate answer that does little more than point the reader at someone else’s response, but which does actually answer the question. I must have been under time pressure at that point or I would have elaborated somewhat.

Should a character make a clearly unwise choice to continue the GM’s story?

Do you prefer RPGs to have action combat or turn based? Why? – before answering the question, I vent about people who assume that all RPGs are computer games – a perpetual social media bugbear of mine.

Is it worth paying a Dungeon Master for a session? – this answer feels somewhat dated given the explosion in online TTRPGs as a result of Covid-19. There’s certainly a lot more that could be said on the subject of “Professional GMs” – but I don’t think my answer would change. And this is after people (both through CM and elsewhere) have suggested that I do just that – GM Online, for a fee. Some out there might not even know that it’s a thing!

If you were an RPG character, what character trope would fit you best? – another barely-adequate answer, though it does at least justify the choice.

As a DM/GM how do you deal with combat in the context of high hit points (a Dwarf probably shouldn’t be able to survive 20 stabs/slashes)?

Is radio something that most sentient races would use at some point and if so why are we not awash in radio broadcasts from around our Galaxy? – this answer bottom lines an article here at campaign mastery without linking to it. The article is A Game Of Drakes and Detectives: Where’s ET? – it’s worth reading if you haven’t already done so.

Are Google’s “free to use” images actually free? – for anyone who wants to show their work in public, this is a really important question that most of us pay a LOT of attention to, on a regular basis. If you NEVER intend to let anyone outside your circle of players / friends see what you’ve been up to, go hog-wild. But be aware that it’s a one-way road; once you make a copyright image central to a campaign or an adventure, that campaign or adventure is forever barred from public view; so if there’s a chance that you might EVER change your mind, swim between the copyright-legal flags. or at least to the gray zone that this answer offers you.

Is the 80’s hysteria over devil worship still a problem for the tabletop RPG industry? – this question got me quite fired up. But every time I get upset thinking about the absolute nonsense that was the 80s RPG Hysteria (and some of the outright biased journalism that went with it, I remember that three of my regular players weren’t even into the hobby then, and another had been away from RPGs for years – but has now been back “in” for longer than he was “away”. Out of a sample of 6, that’s fairly significant in terms of the longer-term impact of the Hysteria.

Can anybody answer a legal question regarding the SRD for DnD 5e? Some class branches and certain features are in the player handbook but not SRD. Are these, therefore, not usable under the SRD’s license? – I hesitated before answering this question in hopes that someone more knowledgeable would provide an adequate answer. When none appeared after giving what felt like adequate time, and assuming that the SRD-PHB relationship was the same for 5e as it had been for 3.x, I weighed in with this answer which I still consider barely-adequate, though the person asking the question found it to be exactly what he was looking for, judging from his reply. Someone did offer a better answer than mine, though – you can read it at Mike Prinke’s Answer.

Can a person’s taste in music be used to determine his/her personality? – actually, the question that I answered was Psychologically is there any connection between the type of music people listen to and their personality? but two (or more) similar questions were conflated.

In D&D 5e should a DM allow the use of Polymorph or Druid’s Wild Shape to change into a dinosaur? Do you stick with RAW or does it break immersion too much? – the comments are worth reading too (especially the first one if you’re a 5e GM, especially the second one if you’re not).

What is the best board game table?

What obscure movie did you watch a lot as a child, but no one else you know has even heard of it? – my answer is a numeric analysis of how far technology has come in recent years. And still manages to be relevant to the question. I’m not sure it’s as relevant to RPGs, but in terms of providing look-and-feel for the early days of the internet, it’s priceless – and that is something that’s relevant here.

How can you become a better role player?

Should a new Dungeons and Dragons player have more than 1 of each of the d4, d6, d8, d10, d%, d12, and d20?

What is some good advice for someone just starting out in Dungeons and Dragons? What character class would you recommend as most introductory?

In my D&D campaign, I’m creating a temple for the Illithid deity Ilsensine. What are some ways to design the temple to be alien-like and strange?

While shopping at Half-Price Books I have come across several science fiction books under the SF Masterworks imprint. Some well known, some not, all wonderful books and brand new. I’ve not seen any in a regular bookstore. What is going on?

Which table top roleplaying game has the most realistic combat system?

What is your personal role-playing game origin story? What got you started and keeps you going?

In Dungeons and Dragons, how would military units be structured? – for some reason this question seemed to resonate with Quora contributors, resulting in more than 100 answers (of which, mine is just one). So if you don’t like my answer, or don’t think it’s relevant to an army in your campaign world, check out the others. But set aside a fair chunk of time.

In D&D, how do you give your players motivation to go adventuring?

…which brings me up to mid-April of 2019, in terms of Quora contributions.

LOTS more to come. My usage dropped for most of the rest of the year, only to rise dramatically through 2020, and as for 2021. For almost two months now, I’ve been in Lockdown (along with half of Australia), and that’s led me to spend a lot more time on Quora – sometimes commenting on other answers, sometimes answering questions.

You can get some idea of how productive I’ve been in that space by the fact that when I published the first in this series, I had answered over 1200 questions in about three years – and the total is now over 1400, just a few months later!

Not all of these are PG-relevant – some have been about music, some about politics, some about Covid-19, and some about life in general. To date, I’ve written more than 1400 answers! If just 20% of those are relevant to readers here, that’s 280 answers – and at 40-or-so-a-time, that means at least 5 more of these posts are to come!

Speaking of….

991… 992…

I’m still looking for ideas on how to commemorate my 1000th post at Campaign Mastery. only EIGHT to go until the big occasion!

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Parity Hole: When Cyberware Goes Bad


This visual combines girl-1970399.png by JL G from Pixabay with computer-2930704, image by ItNeverEnds from Pixabay.

Back in the mid-90s, when I was preparing the campaign background for my rebooted superhero campaign, I had to think about cyberware – not the relatively reliable and semi-routine stuff that you would find in a Cyberpunk campaign, but the stuff that you would have before all the bugs were worked out.

I wasn’t interested in the cyberware itself, but on what it would do to people when the implantation process went wrong, and the ways that it could go wrong.

Now, as it happens, very few of the adventures that I’ve run in the 20-odd years since the campaign reboot started have actually involved cyberware, and the few that have done so have involved far more advanced cyberware than I had in mind when doing this background material, because the players had chosen to take the campaign somewhere that I had never intended it to go (to be honest, though, I now have trouble seeing any other way that it could go, the new location has become so central to the ongoing mythos of the campaign)!

But, in the months before Covid Lockdowns began to interrupt, a sub-campaign started containing some of the essential plot threads of the campaign that occur back in the originally-intended setting. And that means that the prep-work done almost a quarter if a century is suddenly becoming relevant again.

So I got out my campaign background, and took a look at the material I had prepared. Now, of course, things have advanced tremendously since this stuff was written. We now know more about the problems involved with artificial implants, we’ve solved some of them and are getting closer to reaching this point in real life. The original ideas, I have found, stand up fairly well; but there’s room for improvement and refinement.

Since I’m never afraid to do my campaign development in full view of Campaign Mastery readers (especially if I can get an article out of it!), that’s what’s on the menu for today. The material offered within this article can be used with almost any Sci-Fi or superhero campaign.

The article is going to be divided into three or maybe four parts. The first is this introduction. After that, in section two, I have a few slang terms in use amongst the cybered-up community and those who interact with them. Section three is mostly a recap of the cyberware faults from my original campaign background, tweaked and updated just a little. Finally, if there’s room, I have a few thoughts regarding the legal impact of cyberware implants.

Let’s go…

Cyberware Terminology

Most of the following terminology is street slang, but – like “Google” or “Xerox” – is slowly becoming part of the official language of the Cyberware industry and those that become involved in it.

  • C-Grade – describes Commercial-Grade cyberware. Generally reliable, generally secure, generally NOT cutting-edge. Freakz with exclusively C-Grade enhancements are sometimes described as “Mallows” (short for Marshmallows).
  • Chipped – a Freak with exclusively brain-enhancement chips.
  • Chipnoia – a Meatchop who is scared of cybernetic enhancement, usually unreasonably in the eyes of a Freak.
  • Cybertank – a vehicle operated by a living brain connected to cybernetic controls.
  • Dataviz – virtual data displays relayed directly to the brain, including any form of sensory enhancement.
  • Edgy – a Freak with enhanced or pre-programmed reflexes.
  • Freak, Freakz, Freaked – someone who is cyber-enhanced, several such someones, and the act of getting cyber-enhancments installed. The full term is CyberFreak, but common usage has abbreviated it.
  • Greased – Cyber-enhancements are expensive, and the better they are, the more expensive they are. Someone who can either afford to Freak due to personal wealth, or who has obtained a contract (usually requiring use of the new implants, potentially illegal) that will pay for the surgery.
  • InLine – The cybernetic equivalent of online. Because it literally connects the brain directly to the internet, it is considered a more direct and intimate connection than traditional connection methods. Note that most of the hardware required remains external to the human at this time.
  • Jacked – Having the implanted connections required to go InLine. The process of going InLine is sometimes called Jacking.
  • Lone Wolf, Wolf-pack – Most Freakz congregate into gangs with strict hierarchies, rules, and command structures. Most such gangs have mutual respect and relations with each other. When an individual violates the gang strictures sufficiently to be expelled, he is described as a Lone Wolf. When a gang violates its arrangements with another gang, they are referred to as a Wolf-pack. Both terms indicate that the named is not to be trusted lightly. See also Samurai.
  • Meat – Biological parts that are replaced or augmented with cybernetic mechanisms.
  • Meatchop – An uncybered human.
  • M-Grade – Military-grade cybernetics. Less reliable, more powerful, and frequently incorporating classified technology and/or weapons.
  • Painted – Fitted with subdermal LEDs that provide camouflage or other cosmetic or visual styling.
  • Parity Hole – A malfunction in cyberware is sometimes described as ‘Going Down a Parity Hole’.
  • Protochipper – someone who uses prototype cyberware. Unreliable, dangerous, but very cutting edge. Often, Protochippers are addicted to upgrading to the latest tech.
  • Racker – Someone who develops original cybertech and installs it in their own bodies.
  • Samurai – Some Freakz who go outside the gang structure for personal reasons but who can still be trusted and/or respected by the gang are referred to as Samurai.
  • Shadow – Freak with stealth enhancements.
  • Slicer – A surgeon or surgical assistant who installs cyberware (technically, someone who does so illegally, but street slang usually doesn’t differentiate between legal and illegal enhancements).
  • Streetware – the black market in (illegal / stolen) cyberware.
  • X-Grade- Experimental Cyberware. Extremely unreliable and dangerous.

When Cyberware Goes Bad

The advent of cyberware has introduced new diseases and ailments that only afflict those who have been enhanced. In some cases, they are the result of poor designs or poor installations, in others they are normal diseases with new traits because of the enhancement of the sufferer.

Many of these terms have also emerged from street language, and hence they have an informality that is unusual in describing medical conditions.

{Some of these are old, the rest are new].

  • ChipRage Syndrome – This is believed to result from a malfunction of the neural implants used to control cyberware or from substandard implants or even botched implantation. These failures trigger a unceasing fight-or-flight response that spikes adrenalin production while flooding the brain with endorphins in a process very similar to a massive dose of PCP. The result is a berserker rage that usually ends in the death of both the sufferer and of several bystanders.
  • Cyber Necrosis – Cyber Necrosis is a form of decay of organic tissue that has not been replaced with artificial components. Believed to be related to an excessive and uncontrolled immune reaction which causes the adjacent tissues to become inflamed and then rot in a manner similar to gangrene. Immunosupressants can halt the process but not reverse the damage; the alternative is further organ replacement. In acute cases, it affects the brain, causing aphasia and other brain damage which often proves lethal.
  • Digitiphobia – This illness is a form of Paranoia which initially presents as one or more uncontrolled phobias not previously manifest within the victim’s personality. It is thought to be caused by faulty signaling within neural implants which activate the incorrect synaptic patterns, which in turn cause the brain to route its signals incorrectly, confusing conscious and subconscious thoughts. In acute cases, this condition can coincide with ChipRage Syndrome.
  • Fantasyland – this is the result of rogue signals being received by the brain by way of cyberware. Since the brain can’t distinguish real from false, it begins to construct an alternate perception of reality that accommodates the false sensory feedback. The victim therefore becomes delusional. Most victims are fully capable of functioning in the wider community, though they may exhibit unusual reactions to certain trigger experiences. The sensory channels affected are a critical differentiator; minimal impact to the community results from the senses of taste, smell, touch, temperature, balance, time, etc; somewhat greater impact is experienced with auditory delusions; and the greatest impact stems from visual stimuli.
  • Jackslash – Jackslash results from the overloading of nerve and synaptic pathways which damage the overloaded cells over time, reducing the effectiveness of the entire nervous system. The disease resembles a degenerative nervous disorder such as a malignant brain tumor in symptomology, including potential personality changes. A frequent side effect is the over-stimulation of one or more neurological pleasure centers, which transits to excruciating and unending pain when the synapse degeneration becomes pronounced, by which time the Freak is addicted. The name derives from the lurid description offered by the first reported case, who stated “it feels like Jack the F—– Ripper was slashing my nerves length-ways”. It should be noted that this disease is a non-fatal overdose of the pleasure centers involved; even when patients are given near-fatal doses of painkillers, they require ever-increasing levels of stimulation of the degenerating structures or they will suffer acute withdrawal symptoms which can include depression and suicidal ideation but may also resemble ChipRage syndrome.
  • Snap Jackslash – An acute form of Jackslash which can progress from asymptomatic to severe pain in less than 24 hours.
  • Identity Transection – Because the intensity of data transfer direct to the brain can be experienced far more sharply and strongly than ‘real’ stimulus, some people come to think of themselves as cybernetic organisms with some organic dependencies. This particular psychosis is known as Identity Transection. Little is yet known of the condition and there is no standardized treatment.
  • Reality Corruption – This is the result of corruption of the data stream being fed to the brain to augment a particular sensory channel. Opinion is divided as to whether this should be considered a specific form of Fantasyland or is a condition in its own right. The case for the former is fairly self-evident; the principle case for the latter position rests on the psychological impact that attends a case, to wit: since the victim has enhanced perceptions within the sense affected, they are more likely to treat the corrupt information as accurate, and psychotic breaks in which the individual comes to believe that their cyberware is permitting them to see past or through a deception imposed on the rest of the world, are frequent. This in turn fuels paranoia and conspiracy delusions, which causes aberrant decision-making. Another point of contention is the question of inevitability – are all sufferers of Reality Corruption somewhere on an inevitable progression, or can the disease arrest at particular stages even without professional intervention due to the absence of other conditions such as paranoic tendencies?
  • Remote Confusion – Dependence on GPS systems for navigational orientation can enhance an individual’s mobility, particularly if enhanced with low-intensity altitude/depth instrumentation to provide a 3-dimensional awareness of their environment. However, there are sometimes glitches in such systems as any user of early onboard-navigation systems can attest. Such navigational corruption in a cybered individual is known as Remote Confusion. Since such sensory inputs usually replace more conventional senses, making the victim dependent on the unreliable information, this can have profound effects on behavior, and can trigger other psychoses and neuroses. One recorded case of Remote Confusion thought that she was trapped in a bank vault, triggering an underlying claustrophobia that caused her to destroy the gas station that was present at her actual location.
  • Rogue Hackware – It has to be assumed that any hardware which connects to the outside world (i.e. is not ‘air-gapped’) is now or will become hackable. There have already been demonstrated cases of insulin pumps and pacemakers being hackable. When a remote operator seizes control of a Freak’s implants, those implants are described as Rogue Hackware.
  • Synapse Reversion – This is a form of phantom limb syndrome in which an organ that has been replaced or enhanced fails to respond to instruction because the ‘phantom limb’ does so in its stead. It is a physical manifestation of a dissociative state in which the identity of the victim becomes confused, leading them to think of the cybernetic implants as a separate being occupying the same physical form as the personality. Such secondary identities are often ‘free’ to act on behavioral impulses that the primary personality would not countenance and would suppress. This can cause a mailman to become a terrorist, transform a meek schoolteacher into a rapist, and so on, and as such is considered an extremely serious mental illness.
  • The Twitch – When individuals with some underlying mental illness (including other forms of cybernetic dysfunction) employ a cybernetic connection to control machinery remotely, the mental illness can manifest in mishandling of the machinery or the misbehavior of such machinery. Such ‘mishandling’ may be nothing more than a slight recurring twitch, it may cause the machinery to reach for objects an inch or two to the left of where the operator thinks they are, or they may replicate full-blown spasming. Quite often, this condition is only triggered when specific actions or operations are initiated.
  • Trigger – This occurs when individuals have supplemented their knowledge with chip-based information resources such as encyclopedias, mathematics co-processors, etc, when the data indices pointing to specific records contain errors. Sufferers are unable to separate the incorrect data from reality and therefore act on bad data whenever that particular subject is ‘triggered’. For example, all British Politicians may be identified as Maggie Thatcher, associated with Thatcher’s policies, and cause the victim to respond to encounters with such according to the victim’s attitudes toward Thatcherism.

This list of conditions only scratches the surface. It goes too far to suggest that every implanted individual suffers from some form of psychological or physical impairment, but the number of such individuals without some accompanying dysfunction are a very small minority.

There is a growing perception in some parts of the wider community that it will be necessary for the broader population to be enhanced in some fashion in order for them to be competitive in the social and economic arenas. The medical reality is the primary counter to that argument, but proponents point out that as design and construction of cyberware improves, such medical conditions will become increasingly rare and less of an inhibiting factor; they may delay ‘the inevitable’ but not prevent it.

Others react with horror to the notion of removing perfectly functional organs and limbs, or the implanting of unnecessary technological enhancements within the body, and the stage is set for some level of confrontation as this becomes a more acute social divide.

This question is complicated by the rise of cyber-religious movements, who consider the exhilaration of being able to surpass the purely human to be a religious experience. Some feel that the replacement of frail organic components brings them closer to God and blame all human failings on the organic elements of their bodies, for example. Other religious movements suggest that God is an emergent property of interfaced neural networks. Neither view is especially mainstream, but there are passionate adherents of both, and each has its own radical fringes. Some of the cybergangs espouse such beliefs and use them as a point of collective identity, for example the 49th Street Church Of The Elevated Chip-Set in Los Angeles.

Cyberware and the Law

Issues of diminished responsibility already create contention in many court cases across the world. When cybernetic implants reach the point of potentially impacting on the personality of the individual, such complications will only become more frequent and more acute, and it seems inevitable that at some point a defendant will claim that they were not guilty of a criminal charge because their cyberware could have been hacked.

There are two ways for this problem to go: either such claims get designated an affirmative defense, which forces the defendant to prove that their cyberware was exploited, or they are not, in which case it becomes part of the prosecutorial burden to prove that either such hacking did not take place, or that if it did, that it could not account for the alleged criminal actions.

It’s very rare that laws are made in anticipation of a problem. It’s far more common for existing laws to be shoehorned into a new application for which they were never intended to apply. Laws are responsive to changing conditions, in other words, and there may be a significant lag before the law actually catches up with the reality.

As a general principle, it is faster to regulate something (however inadequately) than it is to make it illegal, i.e. ban it completely.

The story of the MP3 is a case in point – attempts to ban it outright failed; even though short-term victories blocked or shut down this sharing service or that, there were five more ready to step into their place. What killed the file-sharing services was the advent of a legal alternative which brought the sale and transfer of MP3s (and other digital media) under an existing legal and trade umbrella. In particular, the prices being charged were smaller than the costs associated with using a ‘free’ service that could land you a massive fine or jail time, and the cost of the inconvenience of not being able to find what you are looking for.

If we accept these premises, then we might be able to get some idea of how the law will respond to these challenges by examining a few situations that can be considered analogous. No such analogy will be perfect, but at least we will have a starting point.

The unwitting cyberterrorist

Let’s assume that you have a computing device of some sort (a safe assumption since you need one to read this article), that it gets hacked, and is then used as part of a Denial-Of-Service attack or other cybercrime. To what extent are you legally culpable

My initial position was not at all, you’re a victim, just a means to the ends of those who actually initiated the attack. That perspective was quickly undermined by a Quora contributor who demonstrated that it was not so simple.

Kira Dark pointed out the legal requirement of due diligence

“If your computer gets hacked cause it was made intentionally insecure then the owner of the computer that got hacked to commit a crime is actually responsible. They are also charged as an accessory.

“If your computer is hacked and used in a crime by a 3rd party and you resist the authorities from finding who that third again there are charges that apply. Resisting under the point of ‘I didn’t do it’ is a different matter but if the authorities already have and demonstrate evidence that you got hacked and then your system was used in the commission of a crime and you make them get a warrant they can use this as evidence of obstruction charges.”

Only if your computer meets reasonable security standards – is only as hackable as anyone else’s, as Kira put it – are you not responsible.

What’s more,

“If the authorities can prove you actually had an honest chance at stopping or preventing the crime for example sat there and watched them do it when you could have actually taken action to stop it or prevent it without harm to yourself, you’re screwed, there are charges for that.”

Kira closed her answer by opening another can of worms: the liability of a manufacturer who creates cyberware implants that are inadequately protected against cybernetic intrusion. Consider this to be like releasing a model of car with inadequate brakes. If it’s the result of a design or manufacturing error, civil redress would be available to anyone harmed as a result, and the driver would be culpable only to the extent that they may have been disobeying the law. If it’s a situation that the manufacturer could not have anticipated, their liability is limited (but the experience will need to be incorporated into newer models). But if you did it deliberately, in order to make the vehicle cheaper, then you are going to be in a lot of trouble.

Of course, that particular analogy would – should – never happen in real life; government inspection should have discovered the defect in the braking system long before the vehicles went on sale. And that suggests that there would be, or would need to be, some regulatory agency charged with making sure that the cybernetic implants were ‘reasonably’ safe for their intended usage, and ‘reasonably’ resistant to attempts to abuse or compromise the technology.

Reflecting on that point resulted in the addition to my street lexicon of ‘C-Grade’, “M-Grade’, and ‘X-Grade’.

If the hacking of cyberware ever becomes a ‘thing’, incorporation of defensive software which gets regular updates would become, of necessity, a part of life with such implants, just as they are with mobile phones.

The hijacker

Lets say that you are out for a drive and stop to pick up a hitch-hiker who pulls a gun and forces you to participate in a crime. To what extent are you liable for the acts that you have facilitated and to what extent should you resist in order to protect yourself?

The key to this situation is the presence of coercion through the direct threat. Unless it can be shown that you were a willing participant or a co-conspirator (making the threat a sham), you would generally not be held responsible at all; you would be considered a victim.

But it’s not hard to imagine ways for this to get more complicated. What if the vehicle was inadequately maintained, and that the demands placed upon it at the hijacker’s instructions caused your vehicle to kill or injure a bystander? This could be construed as contributing to the outcome through negligence, and a degree of the blame would have to be shared.

It seems likely, in such a case, that a plea arrangement would be offered – the hijacker arguably poses a greater public risk, and making the case against him airtight would be a priority.

Things get murkier again if the hijacker escaped. In that case, the vehicle’s operator has little to offer in exchange for clemency, and is likely to have the book thrown at him.

Another permutation is revealed by the question, ‘What if the driver is not the owner?’

Any contributory negligence is the responsibility of the owner, not the driver – potentially mitigated if the driver knew of the problem and chose to use the vehicle anyway. But the issue of the legal culpability of the driver becomes a lot more problematic in this circumstance.

The Hostages

This notion comes from NCIS Los Angeles. Someone in a high-security position is forced to commit crimes when their family is taken hostage. (In the episode, there’s a plot twist when it is discovered that the ‘victim’ was a co-conspirator in planning the crime).

A threat to another can mitigate or negate culpability – it’s coercion again. But all those caveats about due diligence still seem relevant.

The messed-up

Finally, we need to consider the existing defense of diminished responsibility. Everything I know about this has come from American TV and is, therefore, suspect. It’s probably not too far off in broad, but the specifics have to be considered doubtful, and those are what I want to examine.

It’s not relevant in every case, that depends on the alleged crime. And it’s generally a discriminator of severity of guilt and punishment, not usually acquittal.

From Wikipedia:

“The defense [of diminished responsibility] is to be contrasted with insanity which is a complete but affirmative defense. In most jurisdictions a defendant would be acquitted on the grounds of insanity if the defendant established to the satisfaction of the jury that he suffered from such a mental disease or defect that he was unable to appreciate the consequences of his actions or did not know what he was doing was wrong.”

The successful use of an Insanity Defense results in acquittal – that’s what Wikipedia meant by ‘a complete defense’. Some jurisdictions have added the verdict “Guilty but insane” as a permitted outcome of the trial process.

One of the major differences between the two is that ‘diminished responsibility’ is not an affirmative defense, it’s up to the prosecution to prove that the alleged criminal was capable of knowing right from wrong and that what he was allegedly doing fell into the latter category. Insanity, on the other hand, is an affirmative defense, and the burden of proof is on the defense team.

In Scottish law, Wikipedia observes, a form of diminished responsibility can mitigate the severity of punishment.

Here in Australia, as Wikipedia notes,

…”diminished responsibility exists as a statutory partial defense in most Australian jurisdictions. The defense is only available in cases of murder and serves to reduce the offense to manslaughter.

It’s always been a contentious defense here, because a criminal sentence serves three different purposes at the same time – punishing the guilty, rehabilitation, and protection of the community. Diminished Responsibility weakens the guilt of the offender to some degree ranging from none to total, and reduces the need for rehabilitation in like degree, but exacerbates the danger to the public that is imposed in returning the offender to the community. At the same time, there is a general approval for those who suffer from mental illness or handicap to enjoy as normal a life as possible, especially if their condition can be regulated medically. The result is messy, to say the least, and far from settled.

My personal take on the issue is that the priority has to be public health and safety, followed by the health and safety of the individual, but that they are entitled to live as fully within the community as is possible provided that those priorities are satisfied, and any claim of diminished responsibility or insanity has to be assessed within those constraints. It might be an appropriate sentence for medication and counseling to be made mandatory for a period of time, or it might be necessary that regardless of mental state some form of incarceration under specialist care is necessary – each case is different.

Quite often, on TV shows like Law And Order, the defense will put onto the witness stand experts in psychology if they are planning to mount an insanity defense, but since testimony can be bought or biased, the prosecution demands the right to have the alleged criminal interviewed by their own experts. The judge has to rule on such requests, the defense has little or no say (they can attempt to persuade the judge to say ‘no’ but that’s often not as helpful to their client’s position as agreeing to the request). I have no idea how realistic this all is as a scenario, but it at least seems plausible (As an aside, I’ve often thought it a shame that the Jury, through the judge, can’t call independent experts to guide them through conflicting expert testimony).

Be that as it may, there’s clearly a lot of parallels between all this and the potential criminal liability of those with cyber-implants, insofar as those implants can induce an aberrant or abnormal state of mind. It’s no coincidence that so many of the cyber-diseases described in the previous section fall under this general umbrella.

ALL the factors discussed in this section are amplified – criminal responsibility, diminished responsibility, insanity, and the threat to public safety.

It’s hard to see a situation in which all jurisdictions throughout the world approach the issues raised in anything approaching a consistent manner. In some places, the potential defense will be considered a mitigating factor and investigation of the potential relevance to any case is likely to be put on the shoulders of the prosecution (or the ‘crown’, depending on where we’re talking about); in other places, the potential risk to the public will be given greater weight, and the cyber aspects of a case will either be ignored or made an affirmative defense.

It seems likely to me that the first will more frequently be the case in blue states, while the latter will be more common in red states – but the latter are also more passionate about individualism, self-protection, and weapons ownership, all of which argue in mitigation of this tendency and may even overrule it.

Legal turmoil is the most likely outcome, and a haphazard progress in updating legal codes to reflect the changes in technology.

So what else is new?

The only certainty is that this will, sooner or later, become an issue. There are too many potential benefits from the technology for it to be suppressed – everything from chips to overcome diseases like Alzheimer’s to Parkinson’s to smart limbs that are more life-like, to enhancements that overcome disabilities, to enhancements for the sake of being better at one’s job.

The progression to enhancements for their own sake seems inevitable, even though society as a whole would oppose such artificial aids, I think.

This is a social and legal issue that’s just over the horizon. Research into brain-machine interfaces is going on right now. We aren’t there yet – but devices like the cochlear implant and insulin pump show that the questions raised are imminent. This is Science Fiction on the verge of becoming reality, a process that won’t be complete overnight – it may take 40 years, it’s unlikely to take less than twenty – but it is coming.

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Digging A Hole: Dungeon Design


Image by Thomas Wolter from Pixabay

Many of my campaigns either do not feature “dungeons” or employ transformative conceptualizations to justify their existence within the campaign world, because – to be frank – they don’t make a lot of sense, otherwise.

But there can be other structural concepts that don’t obey all the technical principles of the generic ‘dungeon,’ in other campaigns, that could be considered such if you squint just a little.

These often have singular origins that set them apart from the generic ‘dungeon’.

But sometimes, you just have to hand-wave away the logical flaws in the idea and embrace the concept.

That does not mean, however, that your dungeon designs should not be rational. On the contrary, it places even greater weight on the internal logic of each representative example.
rpg blog carnival logo

This month’s blog carnival, hosted by Plastic Polyhedra, is all about dungeon design, and for the reasons listed above, I was initially hesitant about participating, feeling that I wouldn’t be true to the spirit of the topic – but then I changed my mind, because what I had to offer was an alternative perspective that others might find useful.

And that’s what Campaign Mastery is here for.

Of necessity, this will be a fairly high-level review of the process that I use to create dungeons, when they are appropriate to the game world and the ambitions of the players (obviously, if the PCs aren’t interested in Dungeons, it’s a waste of time creating them).

1. Core Concept

The place to start is always by defining a core concept for this particular dungeon. This central idea will be used to guide subsequent decisions, it provides a focus for all aspects of the design. This is especially important if you have many dungeons in your campaign because there is an ever-present risk of them blurring into each other; you need all the help to can get in making them distinctive.

I’m going to include an example as the process unfolds. In this case, my dungeon Core Concept is ‘defiled temple’. I want this to be a haven for enhanced Undead – especially Skeletons.

2. Constructor – Who and How?

Who built/created the dungeon and how? This is another of those formative questions, or should be. Every subsequent decision should at least consider these answers, if not be actively guided by them.

The heretic Azelfar, now a servant of the Dark God Telvas, returned to the temple of Belaal that banished him a decade prior. With the powers lent him by Telvas, he summoned an Undead Horde to besiege the Temple, eventually killing or driving out the faithful. Claiming the Temple as his own, Azelfar used a wish spell to invert the pyramid-shaped temple; Undead workers completed the transformation before burying the entrances beneath a mound of earth.

— When I started writing this article, I had the basic premise, but not the names or deities concerned.

3. Intermediate History?

Sometimes, this isn’t necessary, but adding in some additional layers of history can greatly enhance a dungeon. Just be careful not to stray too far from the core concept.

Knights of Errich challenged Azelfar, and brought the heretic low, but at great cost to their noble order. Carrying their wounded from the field, they returned to their Citadel, carrying with them some unknown malady that gradually wiped them out to a man. At the same time it slowly emerged that the evil curse on the Befouled Temple had not been fully lifted; creatures of dark nature continued to be sighted in the vicinity. The trade route from Carvelus to Isignerry, which once had swarmed with traffic between these growing communities, slowly choked to nothing, because of the darkness that lay across it. Over time, the exact location of the Befouled Temple was lost, as were the specifics of the trade route over the mountain pass. And so the evil was free to brood, and grow.

— This contains a lot useful information. In particular it raises the possibility that Azelfar survived, deceiving the Knights of Errich. It implies that there are two sources for maps to the dungeon that can be found – the one employed by the Knights (which means braving their ruined Citadel and the disease that may still slumber there, a mini-dungeon of sorts), or a map of the old trade route. The first would probably be more useful, the second is probably more accessible. And it suggests that there may be more denizens than simply Undead in residence – but whatever now calls the Temple home would need to be comfortable in an Undead-heavy environment. Finally, it provides a source of wealth – all those lost trade caravans – which has (presumably) accumulated in the ruined Temple.

4. Recent History

You may not need this if you’ve created an Intermediate history. This is all about motivations – why is it important now that the dungeon be found and cleared? Has it been newly-discovered or does the threat that it poses suddenly seem greater than it was? If greed is to be the PC motivation, why now? Possible motivating discoveries might include the discovery that some long-lost treasure may have ended up there, or the opening of a new (or re-opening of an old) trade route, or some sort of imminent threat that is blamed on the dungeon’s presence. Does someone else decide that the time is right to clear the dungeon, and hire the PCs to do the dirty work? Another old favorite is the notion of workmen disturbing something that was better left undisturbed.

Where it’s not about motivations, this needs to connect the Dungeon to the PCs – how do they know about it? How do they learn where it is located? This frames the prologue and the journey to the dungeon (which may not be without its challenges – anything that doesn’t like living with Undead but doesn’t like being hunted down by man is likely to find security by hanging around the general vicinity).

There are lots of options here.

  • The PCs may be hired to clear the old Citadel, and discover the map.
  • The PCs may be hired to clear the old trade route by a greedy merchant.
  • The PCs may be hired to find out where the evil creatures that are threatening one of the towns are coming from, and what is drawing them to the vicinity – and to do something about it.
  • But my personal favorite is to use the opportunity to make more campaign mythology relevant

    Long ago, before man, Belaal chained Telvas to a rock to limit the spread of Darkness. When the sun sets, Belaal could no longer see his prisoner, who was then able to slip his bonds and rule supreme over the Night, but always as light returned to the world, he was forced back into his bindings. To further constrain Telvas’ influence, Belaal gave to the newborn race of men the gift of Fire with which to light their way. Every now and then, Telvas’ endless struggle against his bonds would bear fruit, and he would escape, and the light of the sun would grew weak or fail entirely, but always he was recaptured by the High Priest of Belaal using the fabled Rod Of Piety. But the bindings grew weak over time, and need to be renewed every half-millennium, lest Telvas escape.

— This raises the stakes considerably. It becomes obvious what the Heretic who created the dungeon was after, and the plot of this Telvas-worshipper may well succeed without intervention. So this not only makes the campaign mythology relevant, it better-defines the dungeon.

5. Internal Structure

Now that we know what we’re talking about, it’s time to settle some of the fundamental parameters of our dungeon – how big is it? How many levels? Are areas isolated, or is the place more like an underground house? An area may be a level, or it may be a cluster of rooms or spaces. Unless it’s truly massive, a single room shouldn’t be an area (though I did this once for the sheer variety).

I tend to stick to the mantra, ‘a purpose to every area, and to every area, a purpose’. These purposes should derive from the central concept and the history created in earlier steps of the creative process.

I’m not particularly interested in how one gets from one area to another at this point in time. That will come later, when the areas get broken down into specific rooms.

We have two design imperatives to guide us – the original design of a functional, reasonably self-supporting, Temple, and what was done to it subsequently, after it became structurally inverted.

  • So, ground level has a chapel for passersby to pray in, cells for the hearing of confessions and the bestowing of healing, and antechambers for the priest conducting services and his assistants. There would be guest quarters for travelers and a store-room for gardening tools. There might also be a crypt for the especially faithful, though most would be buried in an external graveyard that might even be considered a separate area.
  • The first level would have some classrooms for acolytes to learn in, and the functional areas of the temple – kitchens, baths, dining room, etc. This implies plumbing of some sort.
  • The second level would be occupied by the priests who conduct services, who teach the acolytes, and so on. It might also have a small library of predominantly pious writings and a separate dining room.
  • The third level has quarters and a private chapel for the high priest, and – presumably – a hidden chamber containing the treasures of the church. Either the heretic Azelfar couldn’t find it, didn’t know what he should be looking for, or couldn’t destroy or corrupt these treasures. In addition, the mundane work of maintaining the Temple needs an office of some sort, and its conceivable that the high priest would need to hold meetings there. If the High Priest were not personally responsible for the bookkeeping – and that would usually have been the case – there might also be a separate office and quarters for that official. In addition, there would be quarters for a couple of servants (favored and trusted acolytes or junior priests) who assist and care for the High Priest.

By going from bottom to top in listing those levels, the same list provides our foundations post-inversion – from top, down. But we need to think about what Azelfar used each area for. Was Azelfar a Necromancer, or did Telvas do the heavy lifting of reanimating the dead in Azfelar’s service? The first scores points for neatness, the second leaves room for Azelfar to pose some sort of unexpected challenge. The first is also more predictable, which is the main reason why I’m leaning toward the second.

A critical point is that Azelfar and his forces were able to invade and defile sacred ground – certainly, the chapels if not the entire Temple would have to be considered such. Shielding the Undead against Turning would be both a significant advantage and necessary. That sounds more ‘clerical magic’ than ‘necromancy’ – otherwise, every necromancer would be doing it! And he was a religious acolyte before his perversion / conversion into the worship of Telvas, so that fits.

  • The just-below-ground level is full of traps and disturbing imagery to scare away the foolish. The cells are now home to various ‘guests’ of a non-skeletal nature. These will mostly flee if given the opportunity. Note that if any of them require food, they will have to go out to hunt for it. Some may have created private exits to the surface, and sealed off the doors to the chapel. However, Undead skeletons with bows (and no compunction about using them on ‘allies’) are stationed in the alcoves that used to hold various statues devoted to Belaal at what was Ground level (and are now inset into the ceiling.
  • The second level houses the real defenders of the Fallen Temple. These include enhanced skeletons including some of non-humans. A small band of were-rats have tunneled out to the old cemetery, feasting on the remains there. Their bite conveys the disease which killed the Knights.
  • The third level carries the second line of defense – more powerful enhanced skeletons. This is also where Azelfar enhances Undead as Telvas raises them.
  • The top level contains the throne room of Azelfar, and the most powerful defenders of the ruined Temple. The purpose of this level is to free Telvas and be the base of his rule – so Azfelar’s personal throne is NOT the largest or the highest.

6. Look and Feel

In general terms, ‘Look’ is the cosmetics of the dungeon. What sounds permeate the place? What smells? What are the common distinctive features – the walls, the ceiling? Where does light come from, and what is its quality?

These are important building blocks to the final dungeon.

‘Feel’ is equally important, but far more nebulous and hard to pin down; the terminology is just too broad and general. Take “creepy” – are all manifestations of “creepy” the same? if so, how do you distinguish one from another; and if not, what are the differences? Fortunately, there are all sorts of metaphors that we can apply to grope toward such distinctions – “something always lurking in the shadows” is different from “something is watching you – and hating you” is different from “there’s always something lurking behind you until you turn around” is different from “it makes your flesh crawl”. “Insidious Creepy” is not the same thing as “Brutal Creepy”. Appending each narrative passage with the hint of a scene of unwarranted violence being committed by one or more of the PCs creates the impression of something violent trying to worm its way into their thoughts, a variation on the techniques offered in “The Envelope Is Ticking – Insanity in RPGs“.

The walls are pastel shades of yellow that have faded to bone-white; shades of pale orange and gold that have decayed into pale dirty gray-green, all pockmarked with molds of green and brown and bright, angry red. Many have been defaced with crude, rude, or unholy symbols, splashed on with red paint, black paint, or blood. Creepers descend along every column, erupting from the tiled ceiling and weakening those tiles; many have fallen to the floor and smashed, with enough force to inflict serious harm on anyone they strike. The floors are plastered stone, green and slick with mold and the skeletal remains of small animals. Doors are inset into the walls near the ceilings; in some cases, rough ramps lead up to them, in others, the doorway arches have been roughly broken through. Any furniture that wasn’t mounted to the ceiling – which is most of it – and any other loose material has fallen to the floor, creating layers of detritus. And everywhere is the tinkle of falling water, and the thick smell of rot and decay. Brass fittings still hold long-extinguished candles, now pointed to the ground.

— This builds on the notion that the Belaal was a sun god, represented by the mostly-white pastel tones. Some of the information contained in this high-level summary can be reserved for the description of specific rooms, such as the stuff about doorways (which, I have to admit, was the first thing that I thought of). Most of it is concerned with conveying the impact of the inversion, and the impression that it was virtually instantaneous – down suddenly became up – and the implied violence of that transformation.

The ‘water’ sounds require further explanation. Turn any plumbing fixture upside down – sink, water-closet, whatever – and water will fall from it until the supply has been exhausted. On top of that, what hot air there is will rise, carrying evaporated water vapor with it, which will condense on the walls and pipes (which are presumed to be cooler than the surrounding atmosphere). The result would be perpetual drips and running small streams of water. The dampness would encourage mold and rot, so this notion feeds into other areas of the description.

7. Significant Occupant Ecologies/Societies

I’ve preempted this discussion a bit in my example, but it’s time to get more specific. I try not to think of specific inhabitants at this point in time (even if I have already done so); instead, I focus on ecologies and societies, as implied by the heading. I might have a “Minotaur kingdom”, for example specified as one of my areas; that tells me that the apex predators in that region are Minotaurs. What do they feed on? What wildlife have they domesticated? I try to keep this broad, if I can, but “plant – leaf-eaters – meat-eaters – apex” is a fair start.

    Threat Ranking

    Once I have that list, I rank them in sequence of the logical progression of danger to the PCs. This will be the foundation of my placement within the different areas and the way I structure the flow of encounters within the dungeon. This is also when I think about the relationships between the different groups – in Fumanor, you had to go through a goblin society and a Minotaur society (which preyed upon the Goblins) with Troglodyte slaves (who were preparing to revolt and reclaim their former “lands”) before you could get to the Dwarven society. And below them, Shadow Dragons hunted Giant Spiders, which led to the Drow City that the PCs were actually hunting for. All in the former Dwarven mine-shafts of Mount Ayer. Was this a dungeon? Technically not – but thematically, yes.

It’s at this point that the time required begins to impact on what I can demonstrate in this example. Fortunately, skeletons don’t require too much in the way of ecology and have minimal society; they are more automatons. But I do need to think about the nature of the enhancements and the implication that not all of them are human skeletons.

I’m thinking that I want something tougher than human but human-sized; something bigger; and a dragon skeleton, as well as the basic Skeletal Warrior.

Bugbears fit the first, but the second is more problematic; the obvious choices (cyclops, hill giant) are too unintelligent, while most of the other choices are too powerful. But it might be fun to apply their regenerative abilities to a skeleton, so I’ll go with Troll for choice two. But I also want to give them all enhanced resistance to turning, automatic ‘curse’ (opposite of ‘bless’), and weapons of +2, and +3, respectively.

The Dragon Skeleton will need no such weapons, but the resistance to turning would still be good, and let the dragon have multiple attacks per round and maybe even a breath weapon of some kind (even without lungs). Maybe “Cloudkill” as a breath weapon.

Finally, we have the reanimated skeleton of Azelfar, who is closer to a Lich than he is to a skeleton, possessing intelligence, the ability to cast clerical spells, and a +4 mace, plus various other magical goodies. And, like a Lich, I’ll give him a soul jar – to turn him, you have to actually direct the Turning at the jar, which you will have to find first.

The next population to be considered are the were-rats. They exist on worms, birds, and small animals, but those are barely enough, so they scavenge for rotten meat in the old cemetery.

Next, we have the population of other undesirables. Dire Rats, Bats, Carrion Crawlers, perhaps an Ooze – those are all off the top of my head. I don’t want another variety of Undead, because that would distract from the skeletons. In reality, I would look through my various Monster Manuals (etc) for ideas; I’d probably want half-a-dozen or so. The criteria are that the creatures should be ‘comfortable’ around Undead, and living below ground.

Finally, we have the population of critters living in the wild around the dungeon. These would live on the traditional small herbivores like squirrels and rabbits, but would avoid the dungeon itself. Any of them that are intelligent may be able to offer valuable intel to the PCs if captured – a Troll requesting a parley might be interesting, but I’ve already tapped the “troll dispenser” for skeletons. Once again, I’d go through the books. I have in mind that the region would now be very overgrown with lots of old-growth forest – it’s had hundreds of years, so the undergrowth should be quite dense.

8. Amenities: Air, Water, and Sewerage

There are four things that most creatures require to survive – food, air, water, and some way of disposing of their sewerage. Food has already been covered under the ‘ecology’ heading, so that leaves the other three.

Air circulation is always a hazard below ground, and needs some solution – in general, each campaign should have its own bespoke solution to the problem (even if that solution is to ignore it).

Water is even more necessary than food – humans can live a week without food, perhaps longer, but a lack of drinkable water kills us off in three days. Fortunately, there are natural supplies of water than can be incorporated into dungeon design quite easily – but you must remember that each society that needs water to sustain life will need access to that source, or will need some other source.

The more answers you can think up to these two environmental requirements, the more practical dungeons become in a campaign. While players can ignore the question just as easily as the GM can, it always strains the credibility and suspension of disbelief; whereas, providing a specific solution ‘scratches that itch’ and lets players relax into their roles that little bit more.

Getting rid of sewerage is not something most GMs think about, but it’s not only a source of disease, it’s a source of nutrients for many plants and insects, and an important part of any ecology. On top of that, some waste, when exposed to water, becomes extremely corrosive – bat guano is notorious for this, but it isn’t the only example. All these effects impact on the dungeon. For example, in the Shards Of Divinity campaign, there were a number of scarab-like beetle species that liked shadowy places in the undergrowth and efficiently recycled natural waste. Some of these never went underground, some never emerged into the light, for example the Ivory Beetle. Snakes and Birds fed on these beetles (so there were a lot more of them), and higher organisms fed on the snakes and birds.

Skeletons don’t have any such needs or problems. I’ve already covered the water angle, anyway, but in the upper level, rainwater will penetrate any holes in the roof (which used to be the floor) and pool. The were-rat tunnels provide ventilation on the second level. Below that level, however, there are greater problems. Azelfar would have solved this problem while alive, though his solution may have fallen into decay since his apparent death.

To make all this work, I would need some rules on bad air (there might be some in a game supplement or I might have to write some house rules), with minor effects for level 3 and crippling, potentially fatal effects for level 4. And I would need to come up with some form of air circulation. My first thought was a water-wheel driven fan, but that would require knowledge of the layout of the dungeon, post-flip, before arriving. My next answer is a vine with leaves that continually flap to drive off oxygen and replace it with carbon dioxide; this is a solution that could be applied to multiple dungeons within a campaign because it’s naturally-occurring – but it doesn’t quite fit with the idea of letting the PCs find and reactivate the air machines that will permit them to survive on the fourth and final level of the dungeon. That suggests a mechanical solution of some kind – maybe a bellows worked by a couple of skeletons?.

Clearly, more thought is needed on this subject than I have time to devote to it in this example. So I’ll leave it there – something I would not do if I were doing this for real.

9. Space Allocation

Take the ecologies/societies from 7 and locate them in the areas from step 5, if you haven’t already done so, in order from strongest to weakest, on the premise that the strongest would have first choice of digs, followed by the second, and so on. That doesn’t necessarily mean that they are in the deepest part of the dungeon, it means that they are where they will enjoy the most satisfied life. That might be next to an underground river, or close to a tunnel or passage to the surface, or near a deposit of ore, or close to a food supply. The specifics will vary from ecology to ecology.

Once they are emplaced somewhere, the immediate thing to do (before moving on to the next ecology / society) is to think about how they would modify the area. What changes would they make? What would they ruin, and what would they improve? What resources might they need, and how would they go about obtaining them? This is the foundation of defining the occupants role in an economy, and it can give social groups surprising depth.

I’ve already covered most of this in earlier steps, so I can pretty much skate right past it, now.

10. The Dungeon Narrative

Edging closer to a completed design, the next thing to do is think about how the dungeon will play out as a plotline. I find that if I think of each dungeon as telling a story, I can make it a lot more interesting and interconnected for the players. As well as an overall general narrative summary, I will consider six specific aspects of the story.

    A: Approach

    What’ s the story of the journey to the dungeon? What do I want the characters to be running short of (if anything) and how can I arrange that? BA Felton, in a famous Knights Of The Dinner Table, had the players trek through a jungle populated with apes that threw stones with pin-point precision, and I can’t think of a better example. Sometimes, many low-level encounters are better than one big one! The problem with such is that they can be tedious – something to work hard on avoiding. And that’s where thinking of the journey as a story can be helpful – use the tedious encounters as content and more interesting encounters as punctuation.

    B: Interior Style

    This isn’t about the narrative look-and-feel of the dungeon (we’ve already covered that), this is about the style of narrative that you will use within the dungeon. Short, snappy sentences will make the characters jumpier. Long, drawn out descriptions with lots of ells and sibilants and a gentle cadence will rock them to sleep. There are other tricks that can be employed, but you get the idea.

    Most GMs and authors go for the big narrative hit, trying to create the atmosphere in one move – and there are times when that is the best approach – but it’s often better to set the stage with that initial hit and then build on that beginning repeatedly and regularly. I know one GM whose game room is fitted with a remote-control dimmer; he combines a hushed voice and gradual dimming of the lights to enhance the mood until suddenly the action starts (when it’s back to full brightness).

    C: Variations

    Are there any areas that will require particular variations on this style? It’s a very small nuance with little impact from one particular statement, but repetition and cumulative impact can be significant. For example, if you want to create uncertainty, end each block of narrative with a question, however rhetorical; if you want to create certainty, end with a statement (even when that statement is really a question in disguise – telling a PC that they are contemplating the choice of two paths, for example.)

    D: Setbacks & Triumphs

    While you can’t predict the action or the outcome of any encounter, you can think about the overall flow of the narrative and what the setbacks and triumphs will be. There should be some pre-planned small victories along the way, and some difficulties to overcome. This becomes especially relevant when there are two or more paths from A to B – any intelligent species will secure the least-defensible with traps if they can’t render it impassable or invisible, so as to direct enemies along the most-defensible route, which is where they will concentrate their forces.

    E: Loot

    Most loot is irrelevant in specifics, but there’s usually one or two items that are extremely important to the narrative.

    In the example, that’s the Rod Of Piety needed to chain Telvas once more. Where is it hidden? What does it look like?

    Is there any loot that is specifically to be emplaced to enable a subsequent part of the dungeon – with a submerged dungeon, some method of water-breathing should be made available (however difficult it may be to obtain). You may need multiple options, of varying usefulness.

    F: Climax

    The final piece of the narrative puzzle to think about in advance is the climax – what’s going to be the big finish of the dungeon adventure? And what do you need to do to make sure it happens?

    Telvas awakens and begins to appear on the big throne. The PC cleric gets his hands on the Rod of Piety and discovers that it requires a life to be sacrificed if a mortal is to bind Telvas once again. He prepares to make The Ultimate Sacrifice (TM) when Azelfar reforms (again) and makes one last attempt to wrest the rod away – just as the Rod is activated. Azfelar’s life is whisked away and used to once again bind the dark Deity that unnaturally extended it in the fist place. Thus, Telvas is hoist upon his own petard, and all his scheming has come to naught. Happy ending.

11. In The Afterwards

While this could be part of the preceding step, I think it’s important enough to be out on its own, here. What are the long-term ramifications (if any) for the campaign? Where does the road go from here? What makes this dungeon part of a campaign, beyond the recurrence of player characters? Where does this dungeon fit into the bigger picture?

>My example obviously has a somewhat disquieting aftertaste. The PCs only just succeeded because there was no strong Priesthood here. 500 years from now, if they remove the Rod, who knows where it will be when the critical moment comes? Only if the Priesthood of Belaal is restored and the Rod entrusted to a worthy and reliable high priest will the world be safe – but this time, the kings and queens of the realm, and its military commanders, need to be made aware of why the Temple is important, so that they can protect and sustain it.

12. Enfleshing

The final step is to stop with these design thoughts and get down to work on the specifics, fleshing out each area and each location, each encounter and challenge, and each reward – putting meat on the bones, in other words. The first sub-step is always to put those bones in structural order, of course. This is where you draw your maps (or label someone else’s map), and so on.

You’ve made all the broad decisions; now all you need do is incorporate those decisions into the specifics.

Go Forth and Play!

That’s how I design a dungeon. Now you can do it that way, too.

Oh, what the heck – one more quick (partial) example to drive the point home. A dragon’s lair, methinks – areas include the play area, sleeping area, bathing area, the larder, the scrying pool, front gate security, perhaps a workshop…

989… 990…

I’m still looking for ideas on how to commemorate my 1000th post at Campaign Mastery. just ten to go, the countdown has begun!

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Directed Association Plot Seeds


Image by congerdesign from Pixabay

There are times when you need to change things up, and give yourself a break from the routine.

There can be lots of reasons for this need, so its something that most GMs encounter sooner or later.

I have known one GM who took this as a sign that his campaign was played out, and junked it completely – whether his players were still enjoying it, or not. In a span of two years, he had six campaigns, and was losing players who were tired of their games being scrapped without notice.

I was reflecting on that the other day and came up with a novel solution. Well, actually, “novel” is probably too strong a word…

The Theory

The idea was that if you got to flex your creative muscles a bit with something that you wouldn’t usually run, but placed it in your ongoing campaign, then you might succeed in staving off the “this is getting to feel too much like work” reaction that is fueling your state of the Blahs.

Stimulation – that’s the ticket.

A lot of people respond well to the generation of a new plot idea using free association – that’s where you find a source of inspiration and simply work with the first idea that comes into your head.

I’ve tried that, and find that it’s a bit too random.

What’s needed is to restrain and direct that unbridled creativity.

The Mechanics

So let’s get the meat of the proposition – the mechanics – and then I can talk about how and why it works.

I’ve done up a quick infographic to encapsulate the process.

You’ll need a sheet of paper, a pencil or pen, and a d6.

Start by numbering lines at the top of the page from one to six.

  1. On the first line, list a difficult enemy type – that is, some sort of enemy that the PC or PCs to be targeted will have difficulty dealing with.
  2. On the second line, list an evocative location, somewhere that is going to be inherently interesting as a place.
  3. On the third line, list an unusual challenge – something a little difficult to handle but that doesn’t come up very often.
  4. On the fourth line, list an NPC profession that’s appropriate to your campaign setting.
  5. Line five should contain a one or two-word description of a type of relationship.
  6. The last line should list a type of valuable that’s appropriate to the campaign setting and that you don’t mind the PCs getting their hands on.

Sounds easy enough so far, right?

Next up, on the following six lines, list the letters A through F. After each, write the “out description” that applies to that code:

  • A. Enemy:
  • B. Where:
  • C: Challenge
  • D: Ally / Victim:
  • E: Plot
  • Plot Device

Now for the tricky part: In the middle of the infographic, there’s a table.

  1. For A, roll a d6. If you get 1 or 2, whatever you wrote next to ‘2’ in the first step goes into slot ‘A’. A 3 or 4 and its whatever you wrote next to ‘3’. A five or six, and it’s whatever you wrote next to ‘4’.
  2. Roll again. Column B shows 1-2 = 3, 3-4 = 4, and 5-6 = 6. You can’t use the same answer twice, so roll again if the indicated choice has already been used – but draw a line connecting A and B indicating that you can swap the two answers if you have to.
  3. Roll again for Column C: 1-2 = 2, 3-4 = 5, and 5-6 = 6. Again, you can’t repeat an answer already selected, so you may have to roll again – but take note of any permitted swaps.
  4. You know the drill by now. Column D has results 1-2 = 1, 3-4 = 3, and 5-6 = 5.
  5. Column E: 1-2=2, 3-4=3, 5-6=5.
  6. Column F: 1-2=1, 3-4=4, 5-6=6.

At the end of this process, all six of your original answers should have been reallocated into the six ‘slots’ listed in the middle of your page, and now mean something completely different.

The Plot Seed

You now know six things about the plotline, so it’s time to make sense of it. If you can’t find a meaningful interpretation, no matter how abstract, use free association to revise the category content; if you still can’t get anywhere, use any swap that’s permitted, and try again.

The key to this arrangement is the unpredictability, but it’s only semi-random unpredictability; it’s been constrained by the process to give reasonable new combinations.

Scope

You can use this process to create an encounter for a single PC who otherwise has nothing to do for a while, or to create a mini-adventure / encounter for the whole party, or even to create something more substantial for everyone. But it’s important to decide on the scope before you start, because it could potentially impact on question one – an opponent who is difficult for one specific character might pose no challenge at all for the whole party.

An example

That’s really all there is to it. But that’s not enough for a Campaign Mastery article, so let’s add in an example. I give readers my word that I had no idea how these would come out…

Campaign: Superhero

  1. Hacker Cartel
  2. Haunted House
  3. Dance-off
  4. Auto Mechanic
  5. Rival
  6. Motorcycle

Rolls:

  • 4 so A=3
  • 1 so B=3 so re-roll; 4 so B=4, and B can swap with A.
  • 1 so C=2.
  • 6 so D=5.
  • All three possible options for E (2, 3, and 5) are already taken, so randomly choose one of two unallocated answers (1 or 6) and note that you can swap with A, C, or D. I rolled low, so E=1.
  • 6 so F=6.

Put all this together, and you get:

A. Enemy: Dance-Off
B. Where: Auto Mechanic
C. Challenge: Haunted House
D. Ally / Victim: Rival
E. Plot: Hacker Cartel
F: Plot Device: Motorcycle
     A and B can swap.
     E can swap with A, C, or D.

A & B make more sense if exchanged.
C & E make more sense if exchanged.

So, the final listing is:
A. Enemy: Auto Mechanic
B. Where: Dance-Off
C. Challenge: Hacker Cartel
D. Ally / Victim: Rival
E. Plot: Haunted House
F: Plot Device: Motorcycle

Now to use creativity to turn these into a coherent plotline. An Auto Mechanic defeats a PC’s Rival at a Dance-off and claims the prize – a motorcycle with a cybernetic control link built in. The Rival attacks the Auto Mechanic, who flees into a house with a reputation for being haunted. The Rival, a superstitious type, contacts the PC and blackmails him into going into the Haunted House with him to claim his prize with photos of the PC from junior high school. In reality, the house uses holograms and hidden mechanical devices to seem Haunted (like Disney’s Haunted Mansion) so that a Hacker Cartel can do their thing without unwanted attention.

I don’t care what anyone says, no plotline so unlikely is likely to be exactly like their regular campaign. This reads like it came out of a Saturday Morning cartoon – a somewhat light-heated romp that will suddenly turn serious when the Hacker Cartel is revealed.

The rival immediately reminds me of a recurring character in the original series of MacGyver, a guy whose greed continually got him in over his head, but who was basically a good guy, named Jack Dalton. Wikipedia describes the character, played by Bruce McGill, as “MacGyver’s comical best friend. He is a soldier of fortune/bush pilot who periodically gets everyone into a heap of trouble with various get rich quick schemes out of which only MacGyver can rescue them. His left eye twitches when he’s lying. Dalton often attempts to romance the women he is introduced to.”

So I have my featured NPC, and the outline of a Romp centering around the character, and a hook into a PC’s past, with potentially serious consequences when the plot accidentally brings the PC and his NPC ally to the attention of a Hacker Cartel.

Presumably, given the superhero genre, the PC is just such a hero. What might the Cartel do when he busts them? Letting all his old enemies out of prison comes to mind. Erasing all his positive press. Erasing his identity would be hard, he’s such a well-known figure, but starting rumors about secret nefarious activities and letting the press go hog wild sounds good. Emptying his bank accounts is a given, but he probably doesn’t have any in his Superhero ID’s name; but if the designated target has a Publicly-known identity…

A second example

Let’s do a fantasy campaign example.

Campaign: D&D

  1. Criosphinx
  2. Temple of a Dark God
  3. Lock Of Twisted Souls
  4. Money-changer
  5. Romance
  6. Treasure Map

Rolls:

  • 1 so A=2
  • 3 so B=4
  • 2 so C=2; re-roll needed: 3 so C=5, and can swap with A;
  • 3 so D=3.
  • 6 so E=5.
  • 2 so F=1.

Put all this together, and you get:

A. Enemy: Temple Of A Dark God
B. Where: Money-changer’s
C. Challenge: Romance
D. Ally / Victim: Lock Of Twisted Souls
E. Plot: Hacker Romance
F: Plot Device: Criosphinx
     A and C can swap.

Looking over the results, I don’t think the prospects for a reasonable plotline are enhanced by swapping A and C, so let’s leave everything the way it is and get to work.

A Criosphinx flies into the central marketplace and pays to have the town’s criers spread word of an employment opportunity for a team skilled at covert investigation. Prospective applicants should meet the Sphinx at a nominated Tavern.

The unusual nature of the employer ensures that word spreads far and wide, and reaches the PCs in plenty of time for them to attend the recruiting session at the Tavern. Several other adventuring bands have also heard of the offer and shown up. The Sphinx arrives, having used a spell to shrink themselves into a size suitable to an interior location. Several groups are interviewed and rejected for various reasons. Then it’s the PCs turn.

The Sphinx interrogates them about their past, and their stealth and problem-solving abilities, and then offers a thousand GP if they will take the assignment. He then outlines the job: His girlfriend, a Gynosphinx, was entreated by a wealthy Money-changer to guard his vault. She agreed, and – using a similar shrink spell – entered his premises, and has not been heard from since. The Criosphinx wants the PCs to sneak into the Money-changer’s rooms and make sure that she is safe and well, and rescue her if she is not. Attempts to use more overt inquiries have been rebuffed by the Money-changer’s staff, so his only recourse is the slightly-criminal, but it’s in a good cause… As proof of her well-being, he wants the PCs to get a riddle from Moira (an anglicization of her name) that only he can answer.

When they break in, they will discover the vault protected by a lock which radiates magic. Attempting to pick it sucks the entire party into its workings – this is a Lock Of Twisted Souls. Should anyone save the owner (who has the control phrase) attempt to breach the lock, they will be sucked into the micro-plane contained within the workings, where they will have to overcome a number of hostile entities; if successful, they will escape the lock, but still not gain entrance to the vault. The other way to escape the lock is to enter into its service as one of those hostile entities; five victories, and the creature is released and free to go its own way.

Of course, the PCs don’t know all this at first; they have a couple of relatively easy encounters (a lone troll, a bugbear, a goblin) and then find the Gynosphinx they seek. “Marion” gives them the skinny on the Lock. She has dispatched one would-be thief, but has four more before her contract is complete. This other-worldly prison was not something she expected, however, and certainly not mentioned by her employer. The PCs have a choice: let the Gynosphinx best them, completing her service (but trapping them in the lock until they find some more guards to beat up), or get a riddle from her and leave her locked up.

Before they decide, she describes a glimpse of the vault’s contents, which are NOT a stack of wealth and valuables; instead, the vault appears to lead to the antechamber of a Dark Temple. She fears that her services have been co-opted by the forces of evil, which are gathering strength in their hidden lair. This ups the ante on the whole assignment.

How the PCs proceed is up to them. They can challenge the Gynosphinx to a riddle game, and one more victory will secure their release; the Sphinx is willing to help them escape if they will seek to release her and put a stop to whatever the Dark Priests are up to. If not, she will challenge them individually in order to secure her own release, and leave them to their own devices.

Where the adventure goes from this point is up to the players. The lock can be defeated by feeding it bursts of positive energy of sufficient magnitude that it mistakes them for new victims, but they will have to consult a very learned sage to get that info. And as for what the Dark Temple are up to, I have no idea – maybe they’re trying to summon some nameless horror from another plane, that’s my usual fallback!

As you can see, this time the technique has yielded a quite serviceable adventure with no trace of the lightheartedness of the first. On the contrary, this starts off moderately seriously and only grows more intense as it proceeds. It definitely plays games with a few stereotypes, but at it’s heart, it’s a story of love (the sphinxes) and hate (the Dark Priests) – and, just maybe, the lengths to which one will go in the name of the first, and how much one is willing to sacrifice to stop the second. Deep, emotional themes, and what sounds like a great adventure – but, once again, one that’s been seemingly manufactured from thin air.

Changing it up

Now that you’ve got a handle on the basic principle, it’s time to talk about changing it up. Any tool will grow blunt with repeated use, and after a while you have to either resharpen it or replace the blade (or the handle, or whatever – you can only stretch the metaphor so far!)

The way you do that is to change one or both of the top or bottom of the infographic. Ask different questions, or assign different meanings to the answers.

Why does it work?

By asking questions, the first section directs your free association to come up with specific types of idea. The table then allocates these answers to questions that can fundamentally match a basic type – who, what, where, why and how. The idea is to spark your creativity while channeling it toward creating an adventure that is just a bit different to what you would have come up with on your own.

It’s a simple tool to add to your kit – you never know when you’ll find what you’re doing to be a bit of a grind, or that you need a quick fill-in adventure because your prep is taking too long.

988… 989…

I’m still looking for ideas on how to commemorate my 1000th post at Campaign Mastery. Eleven to go!

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