Showing posts sorted by relevance for query Portown. Sort by date Show all posts
Showing posts sorted by relevance for query Portown. Sort by date Show all posts

Wednesday, July 19, 2017

Under Portown: Factions

It is an odd experience talking with these city dwellers. Whether they speak the truth or not, they always have another hidden goal when they speak to anyone. — The Journal of Sho Zo-ton from Afar
From the get go I need to provide some links, because when I do thought experiments like Under Portown I like to heavily lean on random tables. The tables that I used here were provided by one of my all-time favorite tomes produced in this Golden Age of RPGs, The Tome of Adventure Design published by Frog God Games as well as the excellent Holmes Ref 2.0 produced by Zenopus Archives.

Since the start of this whole thought experiment, I wanted my own version of the Homes Sample Dungeon to have factions vying for control of the Dungeon and the powerful magics that can be found therein. Rather than choose these factions, I decided to roll them up on the monster table in Holmes Ref 2.0 and came up with these:

  • Troglodytes
  • Ghouls
  • Wererats

In order to make sense of this, I decided to root these three factions in the implied ancient civilization/classical civilization/current civilization pre-history of Holmes Basic. In other words, one of these groups represents the degenerate remnants of the ancient civilization, one represents either an actual remnant or degenerate remnant of the classical civilization and the last is simply a threat that exists to the current civilization.

Given that there is a place on Cook’s map of the Known World called “Wereskalot” and it is in relative close proximity to where I place Portown in the Known World, it makes sense that the current threat could easily be represented by the Wererats.

I was actually thrilled that troglodytes came up, because I think they are one of those under-utilized monsters that can have a lot of interesting background noise around them. Normally, I’d be inclined to use them as a stand-in for ancients given their underground habitat, but in this case I am more inclined to use them as degenerates from the classical civilization due to the fact that Holmes seems to indicate that this civilization was one that rose up to free dragons, giants etc. from the ancients. As remnants of the classical civilization, they are exploring Under Portown to find ancient magics to help bring Portown to its knees.

To boot, Ghouls seem to be a great way to keep the ancient civilization ticking over time given that undeath can be seen as a way of cheating death. This could be especially creepy if ghouls are understood to be intelligent rather than the best D&D representation of the modern zombie as depicted in a George Romero film (may he rest in peace). Given that ghasts do not appear in either Holmes or Cook, I will give myself the creative freedom to bestow that ghastly intelligence upon these ghouls.

Having assigned these roles to the inhabitants of Under Portown, I now need to define some factions within the City itself. The major ones are represented by the following personalities:

  • Lord Fenclaro the Quiet: the current resident of the Lord’s Mense and de facto leader of Portown. He is not seen much in public. Most of his dealings are behind closed doors and there is a rumor that much of his time is used researching some strange magical artifact left to him by his grandfather.
  • Drenaboten the Peculiar: this foppish merchant is actually an agent of the Black Eagle Barony. His primary role is to launder money through legitimate business ventures gained by the Barony’s illegitimate support of the slave trade, the Thieves’ Guild and various bandits and pirates.
  • Drebb the Daring: this merchant is better known for his gambling habits and his penchant for insuring some of the more reckless ventures of ship captains going north (which somehow succeed more often than not). He is actually an agent of the Grand Duchy. While he uses his gambling habits as a cover to root out information on the Barony’s unsavory activities, he has no qualms about starting rumors himself to further tarnish the reputation of the Baron.
  • Haque the Foul: this shadowy persona is more of a title than a person. It is given to the current leader of the Thieves’ Guild. Recently, that position has been taken over by a wererat with the goal of furthering the reputation of Wereskalot as a major power player in the region. He is also coordinating with the wererats currently exploring/controlling Under Portown.
  • Endbruteth the Collector: as the head of the University of Portown, he is considered too young to be the curmudgeon he appears to be. The moniker “the Collector” is an inside joke with more than one meaning. He does collect oddities that are oft considered junk by others and he has enough charisma to recruit some of the best mages and scholars from around the world. The real reason for moniker, however, is that he has led the Wizard’s Guild on a secret purge that hunts down and kills anyone or any group that gets too interested in discovering the secrets of Under Portown.
  • Tengahn the Mutable: this gaunt but otherwise nondescript merchant is prone to support whichever faction will pay him the most. In truth, he is a ghoul who seeks simply to wreck as much havoc and chaos upon the living that he can, all the while hunting for the weak and vulnerable to have for dinner (literally) with his fellow ghouls.

Finally, there is a heavy reliance in Portown upon mercenaries for personal protection, the protection of goods coming in and out of the city as well as for the defense of the city itself. Some of the more prominent of these companies are:

  • The Imperial Lions (employed by Lord Fenclaro)
  • The Nameless (thought to be employed by the Wizard’s Guild)
  • The Crimson Legion (known to work with Drebb the Daring)
  • The Sovnya Riders
  • The Ulfberht Blades
  • The Pernach Breakers

Sunday, June 5, 2011

Holmes & Cook: Portown

If, as I do, one wants to place Portown and the example dungeon from Holmes into the region of the Grand Duchy of Karameikos, there is the rather difficult problem of where to place it. Holmes describes it this way:

Portown is a small but busy city linking the caravan routes from the south to the merchant ships that dare the pirate-infested waters of the Northern Sea. Humans and non-humans from all over the globe meet here.

In addition, the location of Zenopus' tower is above some cliffs looking over the sea. Thus, Portown lays next to the sea, along a coast line that runs north and south.

Cook informs us that the Black Peaks/Cruth Mountains/The Steach are on the north edge of the map and that there are easterly winds coming off of the sea. These two appear to be contradictory. There is a rather large and long mountain range that runs along the top of the map in Cook (who provides no compass rose), but the sea runs along the bottom of the map. This means that, except for a small peninsula south of Specularum, there really isn't any way for easterly winds to come off the ocean if the top of the map is, indeed, north.

I am going to take advantage of this contradiction, the lack of a compass rose and the various ways the word easterly can be defined to "rotate" the map provided by Cook 90° so that Fort Doom is north of Specularum. This accomplishes two things:
  1. The coast now runs north-south, so as to reflect the way Holmes describes the location of Portown.
  2. If one uses the mathematical definition of easterly — towards the east — this also allows there to be winds that blow towards the east off the sea.
The main problem with orienting the map this way is that the mountain range is no longer "running along the north side of the map" as Cook describes it. There is a portion of the range, however, that does now curve towards the west at the north edge of the rotated map. If the names Black Peaks/Cruth Mountains/The Steach are limited to this section in the north (leaving room for other sections of the mountains to be named at a later date), then Cook's description of this mountain range is generally true.

This means that the caravans coming from the south that Holmes describes as transferring their goods to ships to go north are coming from Specularum and Fort Doom. This places Portown either on the northern half of the Gulf of Halag or further up the coast. The most likely place for Portown would be the river mouth that empties into the Gulf.

There are now two questions that need to be answered:
  1. Why do the caravans need to put their goods onto ships and not continue north?
  2. What is so valuable that there are ships willing to sail through the pirate infested waters of the Northern Sea?

The first has one of two answers: either the area is infested with something even more dangerous than pirates, or the geography makes it impossible for caravans to get across. The latter is most likely (if that something is so dangerous, why isn't it eating the pirates?). I suspect the mountains continue to swing west until they meet the sea, making caravan travel impossible.

The answer to the second question depends upon whether the Grand Duchy is in the northern or southern hemisphere:
  • Since Cook indicates that there are Frost Giants on what is now the southern edge of the map, one could argue for the southern hemisphere, where the farther south one goes the colder it gets. In such a case, the trade in the Northern Sea could be driven by such things as spices, chocolate, cotton, tobacco and tea.
  • If one would rather have the Grand Duchy in the northern hemisphere, the Northern Sea would probably be too cold for things like spices. Trade items might include certain metals such as iron, platinum or certain kinds of steel. In addition, there might be a whaling industry. Personally, I can imagine a fantasy version of the narwhale whose oils burn twice as long as other oils and whose horns are more valuable than ivory — possibly because they are used by magic-users to create wands. I imagine them to be better at absorbing magical energies and are therefore beneficial in the creation of wands (possibly by cutting down in creation time).
Here is a close-up map I've created to show the location of Portown (note, I've also placed Skull Mountain in the area so that there are plenty of adventuring opportunities in the immediate area):

Monday, July 10, 2017

Under Portown: A Map of Portown

When looking at the description of Portown as presented in Holmes, there are only a couple of features that are explicitly known:

  • The ruins of the Tower of Zenopus are west of town sitting on top of a hill overlooking some sea cliffs and next to a graveyard.
  • Other Magic-users have moved to town.
  • Portown is a small city, but busy being a hub where caravans deliver goods to ships that venture into hostile, pirate-infested waters to the north.
  • Portown is cosmopolitan with both human and non-human inhabitants from all over the world.
  • The Green Dragon Inn is popular enough that adventurers gather there to organize expeditions.

In trying to take this information and turn it into a usable map, I have found that the urban hex-crawl style of map has several really nice features.

  • Placing specific details, like the tower ruins and the Green Dragon Inn are a breeze because those are abstracted into an existing hex with the proper theme. I need only make sure that the “Necropolis” hex (where the Sample Dungeon will be found) is on the west end of town and nest to the sea.
  • Less specific details, such as magic-users moving to the area are also a breeze to incorporate. I just need a hex that is appropriately scholarly, such as a “University District” hex.
  • Larger concepts, such as the trade route, are also easy to portray with hexes that have to do with such trade such as “Port” and “Bazaar.”
  • Lastly, if one wants to either enlarge or further detail a city later on, it is as easy as adding a few more hexes. For example, here is what could be termed a “Small but busy City:”

I know the numbering is off, it will make sense below

Hexes include: Port, Olde Town, Bazaar,Burgher’s District, Palace District,University District, Necropolis, The Ancient City, Inn Way, Tent City and Tavern Row.

I, however, want even more city to explore and I also want more potential for political intrigue. Therefore, I decided to add the following:


Hexes include: Monastery District, Barracks Row, Guildhalls and Business District

I then remembered I didn’t have slums or place where a Thieves’ Guild might find home so I added some more:


Hexes include: Lower Guildhalls, Upper Slums, Thieves’ Quarter and Lower Slums.

Here is the final key for the map:
  1. Port
  2. Olde Town
  3. Bazaar
  4. Burgher’s District
  5. Palace District
  6. University District
  7. Necropolis
  8. The Ancient City
  9. Inn Way
  10. Monastery District
  11. Barracks Row
  12. Upper Guildhalls (so called because of its relative elevation)
  13. Business District
  14. Tent City (so called because this is where caravans make camp while transferring their goods)
  15. Tavern Row
  16. Lower Guildhalls (so called because of its relative elevation and the fact that its takes are not as high class as the Upper Guildhalls)
  17. Upper Slums (so called because of its relative elevation and due to the influence of the monasteries)
  18. Thieves’ Quarter
  19. Lower Slums (so called because of its relative elevation and due to the influence of the Thieves' Guild).

Overall, this method of city mapping/city building is really user friendly.

Please note: as I proceed with this particular project, I will be assuming that the larger picture within which Portown is placed will correspond with my earlier work of trying to piece together Holmes' Sample Dungeon and Cook's map of the Known World.

Wednesday, July 5, 2017

Under Portown: An Introduction

I have spent some time with the local scholars, who all seem to agree that Portown was built over some kind of settlement originally built by what they call “the ancients.” There is, however, some disagreement as to how significant the settlement actually was. Most dismiss the idea that such an isolated area would be anything other than a minor colony.

I was able to barter some more information from a man called Garudon. The other scholars like to refer to him as “the Younger,” possibly due to the existence of an older man of the same name; however, I have noticed that the hairy nature of the locals seems to increase with age and Garudon the Younger seems as able to grow a beard as I am. He seemed rather interested in stories from my homeland, and I was able to get out of him information about a pair of scholars that seem to have fallen out of favor.

Evidently, there is one scholar, simply known as “the Albino” that insists than there are texts that suggest Portown was far more than just an ancient colony. This theory has no physical evidence, however, and, as “the Albino” shuns daylight and the outdoors, there doesn’t seem to be any interest in finding any physical evidence to corroborate that theory.

I could also sense that there was more to this that simply a lack of evidence. When I pushed, Garudon seemed almost afraid. Finally, when he made sure that there could be no possible eavesdropper, he mentioned someone he called Bereth the Mad. One of the reasons “the Albino” cannot drum up any support for his theories is that one of the texts was written by the Bereth before he went mad. So, it seems that it is not just that physical evidence cannot be found, it is that there are those that do not want it found.

The Journal of Sho Zo-ton from Afar

Tuesday, June 27, 2017

A Holmes Inspired Megadungeon: Under Portown

Ever since I started down the path of trying to combine Holmes and Cook, I have been trying to create a megadungeon that would tick off all the boxes I see suggested in a Holmes-style game. To a certain extent, I have accomplished much of what I wanted with my version of the Chateau des Faussesflammes, but the result has been, well, really complex.

As my Gamer ADD has recently returned to Holmes, I have been working on taking some of the ideas I put into practice with the Chateau, but in a much simpler format in order to flesh out the Sample Dungeon found in Holmes. 

Here is the basic concept: The dungeon beneath Portown is part of the Mythic Underground. Therefore, it is an NPC unto itself. One of the great dangers of the Mythic Underground is that as an environment, it is hostile to adventurers (as is evidenced by the fact that doors easily open for monsters, but PCs must use Thief Skills, spells or Strength). One way that hostility can express itself is by actually changing.

Under Portown, there are six elements of the dungeon that do not change. One is the entrance and there are five special areas which all play a major part in the backstory of the dungeon itself. I've drawn these up here:

The idea here is that the spaces around these six elements can change on a whim. For my part, I am imagining various factions vying for control of the dungeon. Each faction controls a different version of the dungeon. As each faction's power waxes and wanes, the Mythic Underground exposes different versions of itself to the surface world.

Thus, I can take a piece of tracing paper and draw out different "levels" and place them over my six static elements. Here is a version where I took pieces and parts of the Sample Dungeon of Holmes:

Alternately, I can do this electronically. I purposely used geomorphs to create the five main elements of the dungeon so that it would be possible to create something in Dave's Mapper to drop my main elements into with little effort on my part:

The result is an ever-changing megadungeon with an unlimited number of rooms; however, PCs will always have anchor points of familiarity if they can find those unchanging elements of each version of the dungeon. If they can figure out part of the mechanism of when the dungeon changes, they can also begin to have some control over which version of the dungeon they explore.

Thursday, July 6, 2017

Under Portown: The Beginnings of a City Hexcrawl

I really cannot understand these city folk. Why would anyone want to live in this filth infested maze where you cannot see the horizon?
— The Journal of Sho Zo-ton from Afar
I used to live in Boston. I did not like it. Unless you live within spitting distance of the T (which I did not) Boston is an inhospitable maze of one-way former cow paths that can get you turned around faster than you can say “Red Sox.” Whenever you get directions to someplace, you have to make sure you get directions to get back as well, because these two trips are normally very different animals. Thus, when I found this post by WQRobb on Hexcrawling a City over at Graphs, Paper, and Games I grokked it immediately.

In Boston, navigation involves knowing landmarks and how those landmarks are connected. Thus, a trip to the school might be understood as “grocery store-church-school.” Very rarely did street names ever become relevant. Indeed street names are a false friend in the Boston area because there might be several streets by the same name in different parts of the city (which got me really lost once after which I never made the same mistake again).

The idea to make a FRPG city map abstract is nothing new (see Vornheim); however, none of them made me immediately think of my years in Boston the way WQRobb did. Navigating a hex crawl city evokes the navigation-by-landmark survival strategy I had to live by in Boston. It also opens up the possibility for getting lost or discovering things that you weren’t even looking for (like the time I was walking around Prague looking for a restaurant and spent the next several hours at the Jewish Cemetery instead).

Thus, I plan on mapping out Portown in the hex crawl style suggested by WQRobb. Thus, each hex in the city will have a theme. For example: The Monastery District. There will be several main features within each hex that can be looked for and found:

  1. The Cathedral of St. Garbee (3 in 6)
  2. Quasgadontee Monastery (3 in 6)
  3. Skete of Seefeg the Searcher (2 in 6)
  4. Catacombs of St. Ree’U (2 in 6)
  5. Amit the Hut Dweller (1 in 6)
  6. Lost

Thus, if one is simply exploring a hex, roll a d6 and find the result. A roll of ‘6’ gets you lost. This can mean either wasted time inside the hex (and more opportunities for random encounter) or ending up in an entirely different hex. This can be determined at the whim of the Referee.

If one is looking for a specific location (like the Cathedral) there is a given success rate for actually finding it. A failed roll results in getting lost with the same results as above. At the discretion of the Referee, chances to find a particular location can be increased with multiple visits (demonstrating a better knowledge of the layout of the city); however, there can never be better than a 5 in 6 chance of success (one can always get lost).

To pass through a hex requires a roll of a d6. A roll of 5 or 6 results in getting lost.

Every time a die roll is required inside a hex to find a Main Feature, to explore or to pass through the Referee gets to make a roll for a Random Encounter. The chances on having a Random Encounter are up to the whim of the Referee.

A Random Encounter Table in the Monastery District might look like this:

  1. Roll on Main Features Table (you’ve accidentally found a location, but a ‘6’ still means getting lost).
  2. A Religious Procession
  3. Monk(s)
  4. Pilgrims
  5. Temple Guard
  6. Monster (TBD)

Add a +1 to the roll when exploring at night. The “Monster (TBD)” is an opportunity to take whatever faction is currently dominant Under Portown and bring them to the surface whether on some nefarious errand or to track down and take revenge on the PCs is up to the Referee.

While this might look like a lot of work, I think it actually will end up being less work than trying to draw out an actual city map and placing all these features on that map. I also believe it will make urban adventuring a lot more evocative and interesting than a traditional street map.

Friday, June 3, 2011

Holmes & Cook: The Grand Duchy of Karameikos

I realize that this particular topic does not have much, if anything, to do with the rules, per se; however, within my thought experiment, the Grand Duchy of Karameikos as presented in Cook is virtually the only example I have of world-building. As such, I am actually very interested in what kind of information I can glean from a combination of the example dungeon in Holmes and the Grand Duchy in Cook.

The place I'd like to start with are names, because each name suggests a story. Put all the stories together and I see a bit of an interesting pattern:

Stefan Karameikos

According to Cook, this is the Grand Duke after which the map is named. The name Stefan invokes the first Christian king of Hungary. Though Karameikos is nothing more than a cool fantasy name, it does bear some resemblance to the Hungarian for staff and Nicholas. This very much suggests a divine magicky relic/artifact that might be known as The Staff of St. Nicholas, which may very well be a family heirloom and/or a symbol of the office of Grand Duke.

Koriszegy Keep

More popularly known as the Haunted Keep, this name is even more suggestive of Hungarian with its sz and gy. Szegy means breast and kor can either mean heart, circle, age or disease. Taken together, all these words suggest some kind of tragic love story. Its outcome may very well be the origin of the haunting that the keep is now more famous for.

Gulf of Halag

Since we already have two names which are Hungarianesque, I find it interesting how close Halag is to the Hungarian for death. The Gulf of Death would be a great place to put Fort Doom, don't you think?

Ludwig von Hendriks

Speaking of Fort Doom, the Baron has a most German name. In combination with all of this psuedo-Hungarian it calls to mind the Austro-Hungarian Empire, which is quite brilliant, actually. Take a look at the sheer number of nationalities and languages that could be found inside the borders of the Austro-Hungarian Empire:
  • German
  • Hungarian
  • Czech
  • Polish
  • Ruthenian
  • Romanian
  • Croatian
  • Slovakian
  • Serbian
  • Slovenian
  • Italian
This can easily justify all kinds of different character backgrounds and names, as well as the existence of demi-humans within borders of the Grand Duchy.

There was also plenty of ethnic chauvinism within the Empire. Despite claims to the contrary, I have never got the feeling that the Hungary part of the Austro-Hungarian Empire were playing anything but second fiddle to the Austrian part. This suggests a reason why the Grand Duke would allow an obvious baddy like Baron von Hendriks to have control over any part of the Grand Duchy. Despite being only a Baron, von Hendriks has a pseudo-Austrian heritage compared to Karameikos' pseudo-Hungarian. Therefore von Hendriks' heritage/contacts have enough pull over the Grand Duke to get his little barony.

Luln

Though this is basically a meaningless made up name, it does have a Germanic flavor — which fits, given that the town is made up primarily of refugees from von Hendricks' Black Eagle Barony.

Black Eagle Barony

Speaking of which, the name itself doesn't suggest much; however, a black eagle on a gold field is a heraldic symbol used by Germany. This puts more weight behind the idea that von Hendricks has some family and friends in very high places.

Black Peaks/Cruth Mtns./The Steach

Though Steach has a passing resemblance to the German for rise or climb, these names don't imply much; however, it does support the Austro-Hungarian vibe. If you travel within the various parts of Europe that used to be part of the Empire, you will notice that all of the towns will have different names depending upon who you ask.

Specularum

This is the first real departure from the Austro-Hungarian vibe. It has more of a Latinesque name related to the root of the word speculate. Cook informs us that it was originally a port when the area was first being explored. Given the name, I would guess that the original port and exploration was done by a different people than the ones who currently occupy it. Personally, I would need to decide as to whether this change of hands happened within context of the modern civilization or the classical civilization implied in Holmes. Given the Latin-flavor of the name, I am inclined to choose the latter.

Portown

This is the location of the sample dungeon in Holmes. I find it interesting that it could be understood in one of two ways: — it is a town with a port or it is a poor town.

Zenopus

This is the magic user that dug the tunnels that now make up at least part of the sample dungeon in Holmes. The name suggests the Greek for foreigner and foot. Thus, he might very well represent various attempts by a foreign power at getting a toe-hold in the area around Portown. This foreign power is most likely Chaotic and pagan, given Zenopus' activities. This also suggests that Portown is not necessarily within the borders and protection of the Grand Duchy, if this foreign power sees fit to send its agents to explore the ancient city that lies beneath with such impunity.

Thus, by taking all of these names together in order to tell some stories and seeing patterns, three political entities suggest themselves:
  1. A multi-ethnic/national/racial/linguistic empire modeled roughly on Central Europe. It is part of the modern (Christian/pseudo-Christian) civilization. Despite this, it is plagued by ethnic/racial chauvinism. There may very well be a rivalry between the Grand Duke and the Baron of Black Eagle. Whereas the Baron has friends in high places, the Grand Duke is the current holder of the Staff of St. Nicholas, an artifact that brings both power and prestige.
  2. A foreign (possibly secret) power that harkens back to the classical civilization. They are Chaotic and very interested in the arcane secrets of the ancient civilization. They have agents that they send into other countries to find and procure these ancient secrets. Given that Cook gives the Baron a reputation for possible connections with slavers, he may very well be working with this foreign power in order to give him an upper hand in his rivalry with the Grand Duke.
  3. The country and people that originally explored and settled the lands of the Grand Duchy. This may have been the outskirts of a Rome-like empire of the classical civilization just prior to its collapse. Remnants of it litter the land.

Tuesday, July 11, 2017

Under Portown: Placing Urban Main Features

After seeing the sheer variety of creature and costume that crawl through this stinking labyrinth of a city, I am beginning to put credence to the rumors that those I seek can be found here.
— The Journal of Sho Zo-ton from Afar
After mapping out the general layout of Portown, it is now time to start placing the Main Features of each hex. What I really like about this approach is that it can accommodate both concrete and abstract ideas. For example, take a look at the Main Features of hexes 1 and 2:

The Port

  1. Port Master (3 in 6)
  2. Northbound Ship (3 in 6)*
  3. Southbound Ship (2 in 6)*
  4. Guard Towers (2 in 6)‡
  5. Smuggler’s Alley (1 in 6)
  6. Lost
* 2 in 6 chance that the ship has a non-human crew; roll a d6: 1-3 = elf, 4-5 = dwarf, 6 = humanoid
‡ Roll a d6; 1-3 = West Tower, 4-6 = East Tower

Olde Town

  1. The Insurance House (3 in 6) — a meeting place where merchants can buy insurance on their shipments north in case of loss due to pirates, monsters or natural disaster.
  2. The Inklings Club & Collectibles (3 in 6) — a high-end gentlemen’s club where culture from around the world is discussed and experienced. Membership requires a donation of a rare and valuable object that then becomes part of the club’s collection.
  3. The Bathhouse (2 in 6) — a remnant from when the Classical Civilization dominated the area. It is a spa with both salt and fresh water baths and servants that are paid not only for their massages, but for their silence. Many a political, business and criminal agreement is rumored to have been brokered within its walls.
  4. The Ancient Corner Stone (2 in 6) — this strange stone is covered in runes from a long lost language, believed to have been used by the ancients. Scholars agree that it simply states the founding of a small colony. Rumors speak of something far more sinister.
  5. Nor’Ar the Alchemist (1 in 6) — Nor’Ar is a famed alchemist capable of creating rare and wondrous potions; however, he is very exclusive and expensive.
  6. Lost

As is plain, exploring the Port is a far more abstract and dynamic experience than exploring Olde Town. This, of course, is accomplished by placing abstract Main Features in The Port hex and very concrete Main Features in the Olde Town hex. Thus, not only does each area have its own unique feel, but the character of the entire city begins to take shape.

Note how easy this all is: I merely need a small Random Table with five entries with the sixth option of “Lost” to get to a roll of d6.

Thursday, August 10, 2017

Gamer ADD: Star Frontiers + SWL

Those who are familiar with my blog know that I suffer quite often from Gamer ADD. When I come to a point in a project or a campaign where there is either grueling grunt work (as with my Portown project) or a logical/practical dead end, my mind has a tendency of going off into the woods. Most of the time I can’t help myself because one of the of the aspects of RPGs I love the most is the creative process, both at the table and beyond the table.

Various folks have been blogging RPGaDAY2017 this month. While I am both too busy and not inspired enough by the prompts to bother myself, it did remind me of one of my all-time favorite RPG covers, if not my favorite RPG:


Unfortunately, Star Frontiers never really lived up to the expectations inspired by that cover. It doesn’t do hard science fiction as well as Traveller and doesn’t do space opera as well as Star Wars d6; however, it does invite me to try something that just might drive my creative self a little bit crazy. It has two sets of rules: one called “Basic” and the other called “Expanded.” The Basic rules were about 20 pages but were really only a glorified war game. The idea of a Referee was only introduced in the Expanded Rules.

Given that I have long believed that D&D is actually one of the most successful sci-fi RPGs ever to be published, given that I have really fallen in love with the magnificent simplicity of Swords & Wizardry Light and given that Star Frontiers originally had a simplified version of its rules, my Gamer ADD wants desperately to take Swords & Wizardry Light and marry it with concepts from Star Frontiers to create a version of the game worthy of the cover art.

Colossi of the Empire of a Thousand Suns.

At the height of human space exploration, the Empire of a Thousand Suns came upon the edge of space, beyond which was only darkness. To the peril of all who drew near, all that came out of what would become known as the Outer Darkness were monsters and demons. Thus, the Empire built the Colossi: giant sentinel ships and robots to guard all sentient species from the ravages that emerged from the Darkness.

That age has long past. The Empire is only a shadow of itself, monsters freely roam space and the Colossi float in ruin. Today, adventurers of all stripes dare to explore these hulks at the edge of space: Crusaders of the Holy Sacherdotsi, Mind Mages from the Halls of Ancient Knowledge and Warriors from battlefields both primitive and technological. Some seek fortune and glory, some pine for the treasures of a more venerable age, and some dare to drive the Darkness back from whence it came.

Wednesday, August 2, 2017

Under Portown: The Urban Surprise Roll

When the Surprise Roll in D&D and its clones is used for Wilderness and Dungeon Encounters, it is generally a precursor to combat. Therefore, it does not seem to have much use in an urban environment where combat is almost universally frowned upon. Given that an urban hex-crawl takes a far more abstract approach to the idea of exploring cities, it leaves room for the Surprise Roll to be used as a means of determining what kind of information can be gathered from a random encounter inside the city.

There are four basic outcomes from a Surprise Roll:

  1. Neither the PCs or the “monster(s)” are surprised
  2. The PCs are surprised.
  3. The “monster(s)” are surprised
  4. Both the PCs and the “monster(s)” are surprised

This leaves room for four different kinds of encounters every time a random encounter is rolled up inside a city. It also suggests four different kinds of information that can be conveyed to either the players or the Referee:

Neither the PCs or the “monster(s)” are surprised

This is a routine encounter where the group or individual encountered is doing something mundane. The PCs become aware of the existence of this group or individual and get the physical description of that group or individual that they are cultivating for public consumption (if they are in disguise, the PCs get a description of the disguise with no hint that it is a disguise).

The PCs are surprised.

This is a new bit of information for the Referee. The group or individual encountered is actively hunting the PCs. The word “hunting” can mean something different depending on which group or individual is doing the hunting. In some cases it may mean spying, in others it may mean recruiting or being pressed into service, in others it may mean an audience with the leader of said group or it could simply mean that the PCs have a group or individual that has decided that they need to be killed off.

The “monster(s)” are surprised

This is a situation where the PCs encounter the group or individual doing something with their public face off. They might catch the Thieves’ Guild during a heist, a mercenary group escorting a person of interest to a secret meeting, get a glimpse of a monster underneath a mask, the Mage Guild and its allies the Nameless kidnapping an adventurer, etc.

Both the PCs and the “monster(s)” are surprised

This is a combination of the previous two encounters. Rather than just seeing the nefarious/secret goings on, the PCs become aware that they are the target of said activity.

Using this system, of course, requires either an ability to improvise on the part of the Referee or some prep time where each group/individual on an encounter table is detailed out to include what exactly each type of encounter is going to look like.

Personally, I prefer a more improvisational approach because it allows me to be surprised as a Referee in much the same way my players get to experience surprise. It also allows me to tailor such encounters to the needs of the campaign as it unfolds. For example, players tend to bring various NPCs into their fold. Including these NPCs into a surprise encounter can bring a level of depth to a campaign that wouldn’t be possible by pre-planning every encounter, especially if that NPC is perceived to have betrayed the party.