Showing posts with label Advice/Tools. Show all posts
Showing posts with label Advice/Tools. Show all posts

Thursday 5 January 2017

The Tarot and its use in RPGs

As soon as I read the title of the Jan 2016 RPG Blog Carnival I knew I had to write something about my use of Tarot cards in my Fantasy RPGs over the years.

The Deck of Many Things (aka RPG History 101)

As many of you will know playing cards have been used as physical representations of the cards in the classic deck of many things since its inception.  The first published reference of the use of tarot dates back to 1983 where Michael J. Lowrey codified its use in AD&D in his article published in Dragon #77.  It's also in the D&D SRD so as far as I'm concerned it's cannon!!

Presenting your players with a tattered tarot deck lends an air of theatricality and mystique to your game which will not go unnoticed by your players.

Tarot as a Character Generation Tool

Surprisingly there was a time before the 5e Background Generator and some players always seem to have difficulty coming up with interesting motivations for their PCs.  I have often used a much simplified version of the Celtic Cross Spread to help them to generate their own ideas for their characters background and motivations.

A typical shortened "Celtic Cross" spread using only the 22 Major Arcana "Picture" cards

The first card laid is the "Significator" and describes the PCs current state.  In Tarot terms this is often described as the question that the appellant is asking of the cards.  For example a Fool in this position may indicate that the PC is a happy go lucky type of person blissfully ignorant of their place in the world or it could mean that they are quite literally the village idiot. 

The second card (The crossing) covers the first and identifies that which currently opposes the PC.  In other words the thing which must be overcome if the PC is to realise their goal.  This can often suggest some sort of personality or circumstance change which the PC must achieve.  For example a Tower in this position may mean that only by experiencing a disaster or tumultuous event will the PC be able to achieve their goal.  A devil on the other hand may signify the acquisition of power and wealth or the casting off of material possessions in order to fulfil ones potential.    

The third card represents the factors which are the foundation for the PCs current state these are considered to be the the things upon which the PC can rely upon such as their family or their own skills and strengths.  A "good" card such as The Emperor may mean that the PC has strength of focus or that they have an imposing father figure which they can rely upon.  A "bad" card such as the hanged man may signify that the PC holds an outdated opinion or principle or that they have had the strength to make a significant change in their life such as letting go of a previous life or relationship.   

The fourth card represents the PCs immediate past, events which may have happened very recently which have influenced the PCs current position.  A Tower in this position may signify a disaster from which the PC has fled with their life.  A Moon may signify that the PC has recently had an emotionally charged romantic relationship, also which they are fleeing or perhaps they are being chased by a lover (or more likely the lover's father).   

The fifth card signifies the PCs immediate future, that which may come to pass irrespective of the PCs actions within the next few days.  This is something of a gift for the DM and I often use it as a mechanism to gift the player a plot hook or some sort of advance knowledge which they can use in an upcoming encounter.  Of course to be really effective it should also be intentionally vague and mean little or nothing to the player initially.  Consider this to be the "you will meet a dark stranger" moment of the reading.

The sixth card represents the best possible outcome or as I like to think, the PCs ultimate goal or desire.  This card is probably the most important in the spread as it directly influences the PCs motivations.  A Judgement card in this position may well signify that the PC is mindful of their mortality and wishes to do good deeds to prepare for their own accounting before their chosen deity.  A Hermit in this position may mean that the PC seeks isolation, retrospection in the pursuit of the search for truth. 

As you can see from the example interpretations of the cards, they offer an almost infinite number (53,721,360 to be exact) of permutations and potential ideas for even the most jaded old school player who bears the scars of a thousand personalities.

Insta-Deck of Fate

There are those times in a game when the party are on their last legs and hope is something which has long since put on it skedaddle trousers and exited stage right.  This is when you ask one of their number to draw a card from the fate deck.

Use this as an opportunity to introduce a new game saving factor relevant to the card.  For example a prone hero about to be beheaded by a nefarious bad guy draws the Heirophant and the bad guy suddenly has a pang of conscience and decides to do the right thing and pauses… leaving them wide open for a killing blow.

My advice is to use this sparingly and only in dire circumstances to avoid a meaningless and game altering character death, otherwise the players may begin to consider their characters as somewhat immortal.

The Dream Sequence

I have also used tarot cards to project PC dreams, visions or hallucinations.  How the players interpret the cards is up to them, but at least it gives an player something to reflect on as the blood slowly drains from their PCs unconscious body.  Perhaps it includes some insight into their current predicament or some final sage advice about mending their ways should they be restored to health by their comrades, you choose what it really means.

The Story Generator

In much the same way as in the character generation above, the Tarot can be used during the plot generation process.  Draw a few cards to generate a handful of significant NPCs around which the plot revolves and then do Celtic Cross spreads for each of these.  The goals and obstacles that they must overcome will often suggest some sort of contested relationship in much the same way as players generate relationships, needs, objects and locations between each other during setup in a game of FIASCO.

For those readers who feel uncomfortable with using a Tarot, I can heartily recommend the use of Inkwell Ideas Encounter Decks which contain a wide variety of story ideas.  Vintage accessories such as the "Whimsy" or Story Path Cards also have potential for storyboarding your games.

Indie RPG fans may also be familiar with the innovative storytelling map drawing game, The Quiet Year, which uses a standard playing card deck to generate weekly events which shape a world and its inhabitants.  Many of these events can be lifted directly from the game to create world shaping events for your own campaign.

Interpreting the Cards

I recommend only using the 22 major arcana cards mostly because these are the pretty ones but also because it's a lot easier to just reference the 44 different meanings (each card has 2 orientations Upright and Reversed) rather than the 156 of a full deck.

The tarot card meanings are intentionally vague and are supposed to inspire associations in the mind of the appellant (the player) and the reader (the GM) is merely using it as a device to stimulate creativity.  Many of the meanings are allegorical based on the significance of the objects found in the images.  

For example the Fool is often depicted being followed by a dog which signifies unconditional love.  The hanged man is usually depicted tied by one leg which harks back to medieval punishment for traitors.  These symbols may of course mean something else to the appellant and cause them to imagine some other significance for their PC.  There are a plethora of resources for Tarot meanings including handy reference apps for the mobile gamer.

A Final Word about Death, Devils and Towers

The appearance of the Death card is often followed swiftly by a sharp intake of breath.  In tarot terms the Death card actually signifies the end of a phase of life and a transition to something new.  Interpreting this card as PC death, particularly if it appears in the fifth position of the spread described above should be avoided.

This should also be the case with the Devil and Tower cards which also signify disturbance or change rather than a career ending catastrophe.



Thanks of course go to Of Dice and Dragons for continuing to promote the RPG Blog Carnival.  This is my 5th entry and you can read the rest by clicking the RPG Blog Carnival tag below. 

Wednesday 14 January 2015

UGS - A Chronic Illness that only affects Gamers

I suffer from a little know chronic illness that specifically targets gamers...

UGS or more commonly referred to as Unplayed Game Syndrome is a form of addiction which largely goes unnoticed until your wife, girlfriend or significant other suddenly decides to have...

An Intervention

That moment when you are faced with the true scale of your problem.  Namely that you have too many games in your collection some of which, for various reasons, you've never played.  Heck, some of them still have their shrinkwrap.

Just 5 of my Unplayed Games
Tigris & Euphrates, La Citta, Sylla, Outrider and Warcraft The Board Game
My immediate response was denial, then I said

"If I've played it, I can keep it, right?", to which my missus replied,

"No, you have to choose some games to keep and some to get rid of!"

Faced with an ultimatum I used my powers of indefatigable man logic.

"But how do I know what to keep?  I have to play them first to know if they're any good and if I should keep them!". 

In the cold harsh world of decluttering this plea fell on deaf ears, suffice to say I have a few weeks grace in which to decide what to do with some of these potential gems:

Tigris & Euphates - A pre-loved Hans Im Gluck version of this Reiner Knizia classic given to me a couple of years ago by a club member on the grounds that I will play it more than he does.  I feel really guilty that I've never played it and so will definitely add it to my New Years Resolution list.  He also gave me his much played copy of RA (also by Knizia) and I absolutely love playing it, so this is something I have to have a go at.

Outrider - A tabletop car combat game using playing cards.  This was also my first experience of Print on Demand and Drive Thru Cards, but I haven't found the courage or energy to clip out the tokens and print off the road tiles PDF.  I'm a massive car combat game fan, so really can't understand why I haven't played this yet.  To be honest I might just be sneaky and hide this and some other card games inside other games.

Sylla - This years christmas gift from my step daughter.  It's a semi co-op civilisation building game set in Rome and is highly likely to get played in an upcoming boardgame night.

Warcraft: The Boardgame - I picked up this fantasy wargame for some ludicrous price like 99p or something, a total no brainer really.  It has a lot going for it; nice components, hex based map, 4 different races and it's by my favourite boardgames company Fantasy Flight.   I confess I've never played a single minute of World of Warcraft on any computer or console so I don't really have any preconceptions about the IP other than that the box art looks a bit Warhammery.

La Citta - Another 2014 Christmas pressie, this time from my missus, La Citta (pr: LA CHEETA) is yet another civilization building game set in the Italian Rennaissance.  Lots of components and it looks like this might have the potential to turn into a long game even with its 120 minute estimated play time. 

I'd love to hear from any readers who also suffer from unplayed game syndrome.  Do you have any experience with any of these games? Which of them do you think I should keep or play first?  Do you have any boardgame gems in your cupboard which you're too embarrased to play or you've just not got round to playing?  Leave your comments in the box below.

Sunday 11 January 2015

In Response - Venger's GMing Questions

Today +Venger Satanis asked some General GMing Questions on his Old School Gaming Blog

Everyone has to get eaten by a
Gelatinous Cube ONCE in their life
Here's my response:
  • On average, how satisfied do you feel about your GMing?  Does that feeling or your perception change when you're at the table running (in the moment), hours after, days after, months or years after? - I feel pretty satisfied with my GMing.  I tend to be flexible with the rules in favour of a cinematic feel and I only become dissatisfied if the players aren't having fun.  It's especially nice when a player reminises about something that happened in one of your games several months or even years later. 
  • Have you ever had a (you assumed) moderately satisfied player from the past come up to you months or years later and tell you how much he appreciated your GMing or that you were a great GM compared to what he encountered later?  Ever had a player tell you how much you sucked? - Yes I've been complimented many times, only occasionally told that I suck and it's been a few years since the last time that happened.  I usually give my players what they want, action and memorable encounters.
  • Does grumbling, complaining, whining, etc. bother you when it comes to either house rules or a particular ruling vs. book rules (RAW)? - I don't normally suffer rules lawyers but my opening statement to anyone playing my games is that the rules are only a guide and I will interpret them as I see fit.  After that I try to keep the action going as fast as possible so they don't get the time to consider the rules too much.  That said, I'm open to suggestion so if the player gives me a plausible reason why they might do x then I say let them do it.
  • Do you ever feel that you don't receive enough credit, recognition, accolades, understanding, or appreciation for your GMing? - As long as everyone's having fun that's accolade enough.
  • As a GM, do you feel the need to "entertain" players beyond your usual GM duties? - I feel my GMing is entertaining, but I do go to the extra effort sometimes of making props, floorplans and physical puzzles if I have the time and the game deserves it.
  • Do you think it's best to keep yourself separate or apart from the group to some degree, similar to an employer around his employees?  Or are you just "one of the guys" and completely informal and chummy with the players when you're not actually GMing?  What about when you are GMing? - At the end of the day (sic session) these are still my friends and I treat them as such.  I do not like an adversarial GM, It is not the GMs job to beat the players but they should challenge them.  A game which ends in a TPK is a failure on the part of the GM (unless you're playing FIASCO, Paranoia or Call of Cthulhu of course). 

  • How often do you get one or more players in your group asking if he (or she) can GM soon?  How do you feel about that?  Do you generally take it as a compliment because obviously you make it look easy and fun?  Or do you take it as an insult for encroaching upon your turf? - At my club we have a games rota where GMs can put themselves up to run a game in any free slot at anytime.  I usually GM for a year and then have a year off.  Seems to work at the moment.  I'm not precious about GMing, I love it, but GMing all the time can be bad for you, you have to be on the other side of the table as a player as well.
  • How often (if ever) do you wonder how much players are enjoying the game, each session, the campaign, and your GMing?  Do you regularly ask for feedback?  If you do, are changes ever implemented? - They're my friends I would hope that they'd tell me that I suck.  Generally I don't ask for feedback because I can tell if they're not engaged or having fun.  IMHO when a player is not having fun, it's because their character isn't panning out with what they originally envisioned or they aren't gelling with the rest of the party.  This is fixable in most cases with a little bit of between encounter roleplay or by the player doing something that endears their character to the rest of the PCs. 
  • What are the three most important qualities for a GM to have? - 1. An open mind, you do not have all the answers most of the time players will come up with a solution that you never thought of.  2. Patience, some players are more forthcoming than others and you might need to coax something out of a player who wants to take a back seat.  3. Energy and Enthusiasm, if you can't spread your enthusiasm for the game to your players then you need to stop GMing.
  • Do you have a particular word, phrase, question, or statement that you frequently employ during the adventures you run?  What is it? - Only that I remind myself to say "Yes" to players.  The GM is a conduit, not a player.  The players will often do things that seem pretty stupid, in the name of heroism, as long as you point out all the things that might go horribly wrong and they still want to do it fine, it's their character let them do it, just make sure that they realise that it's their choice.
  • How long, generally, before you start to feel GM burnout?  - See above, I usually GM for 1 game and then recharge.  If I'm running my campaign a game may last for a year (upto 52 weeks) and players may come and go and switch games during that period.

Saturday 10 January 2015

Semantic Spell Casting in Video Games.

Shorty C over at Noobist Magazine brought this cool video game idea to my attention

Runes: The Forgotten Path is a kickstarter project with a unique semantic spellcasting mode.

Clockwise from 12 - FIRE, AIR, WATER, EARTH
+ 10 ARCHETYPE RUNES from the video  
Essentially the game is designed to use either wiimote style nunchucks, or the analogue sticks of your joypad to "air write" semantic gestures in order to cast spells.  Each Rune begins with an orthogonal movement of each joystick from the center resting position and continues with a circular gesture.  These shapes drawn with left and right hand are combined to create a rune. 

There are 4 basic element runes, 6 combination runes and 10 archetypal runes offering at least a  hundred potential combinations and apparently options to create your own.

Semantic spell components have been around for a long time in tabletop games, I checked... they're in my AD&D PHB published back in 1980.  And it's one of the things I've recommended that my players do for ages (along with creating a physical spell book prop) to add depth and drama to their spell casting characters and increase their level of immersion.

In addition to the added dramatic element, as a DM I can use the characters physical situation to challenge them.

For example a mage is crossing a rope bridge, when it snaps.  Do they resist the urge to grab the bridge and cast a feather fall spell in mid air as they plummet to their death, or do they grap the remains of the rope bridge and wait for the rest of the party to save them?

Similarly what happens if a mage gets injured (or is restrained) and they can't cast because they don't have full use of their hands/arms.  How does the party cope?

Tuesday 10 April 2012

Two Birds, One Stone

Toon the Cartoon Roleplaying Game
Buy it on eBay
On Good Friday I stepped into the breach to run a filler game whilst our regular DM was absent, and I used the opportunity to complete two firsts.

One was to run a game of TOON RPG, which I enjoyed playing for the first time a few months back, at Dragonmeet 2011 and the other was to attempt to GM my first session using an iPad.

TOON

Having only played TOON was no real barrier to GMing, but I did kind of struggle with writing the scenario until I found THE TOON ADVENTURE GENERATOR in my copy of TOON SILLY STUFF

Clearly, I was overthinking this whole thing and as I recalled the game I played, the players pretty much drove the whole plot with their character choices and actions. 

With this in mind I just came up with the plot synopsis:

Save The Cows Save The World



The PCs are all farmyard animals who have to save the cows on their farm from being rustled by an invading Martian with a penchant for strawberry milk shakes.  - Download it Today


I grabbed an image of a farmyard from googleimages and drew a rough map in inkscape to give the players an idea of what was on the farm.  This then gave me enough to start fleshing out some of the zones to give the players enough ammunition (literally) to see off the bad guys.  This was then converted into a PDF and loaded onto the ipad. 

A quick search of the interweb rustled up MP3s of the opening and closing credits for Looney Tunes which would help get my players into the mood.  I also stumbled on a great site with some free sound effects (http://www.freesfx.co.uk/) which I hoped to use during play and these were installed in the usual way via iTunes.

Using the iPAD

I've been trialling a few RPG apps on the iPad (which I'll cover in another post), but the most useful ability is to read and annotate PDFs and after a few false starts I found eDocReader Multiple PDF.  As the name suggests this app allows you to open multiple PDFs at the same time as tabs in the same application, allowing you to have a copy of the rules open as well as your scenario.  The simple annotation tools enable you to make notes directly onto your scenario by either typing or writing with a finger or stylus.

The Experience

The game ran very smoothly which was surprising as all my players were TOON newbies, but from the opening credits to the "that's all folks" they let their imaginations run riot.  The PCs were a duck billed platypus in search of a mate, a dumb but incredibly fast guard dog whose kennel sat atop a subterranean hi-tech lair, a machinating pig who had been ordering ACME products for years and last but not least a bull whose sole mission was to impress the 5 dairy cows with his muscle poses.

All the classic cartoon capers occurred; the pig dressed up as a female Martian to woo the bad guy into eating strawberry looking grenades, the bull became enraged by anything red and broke open the yellow barn to reveal an Indiana Jones style warehouse full of ACME crates, the platypus dropped a gigantic fake bomb on the pond squishing the piranha and the dog and his Martian double ended up having one of those cloud fist fights.

However, the playback of MP3s in the Music app was troublesome, particularly having to stop the iPad from playing the entire playlist.  There are lots (and I mean lots) of SFX pad apps in the appstore but no free ones that allow you to allocate your own custom sounds to buttons as triggers (please correct me if I'm wrong).  I am also on the hunt for ways of embedding sounds into my scenario PDFs so I can play them back from within the PDF Reader as I read out the relevant description text.

Although this first experience wasn't an unquallified success, the main advantage with the iPad is that you can GM with just an iPad and a few player handouts, so the days of carrying whole libraries of books around with you everytime you want to run a game are definitely over.  My new motto from now on will be "Have iPad... will GM".

Saturday 24 December 2011

Star Blazer Adventures Random Scenario Generator, or How I Wrote a One Session Scenario in 30 minutes.

I was scheduled to be playing a one session scenario last night when I received an e-mail that the GM had pulled out at short notice due to illness.  In a moment of madness with 3 hours till I had to jump in the car, I offered to GM the slot with a Star Blazer Adventures (SBA) game.  2 hours of random internet surfing later I decided I'd better write the scenario.

Fortunately chapter 25 of SBA's monster 627 page rulebook contains a plethora of random tables to help you generate ideas for your games.  The results of my rolls were:

Mission 1Mission 2
Mission Nature:CorporateMission Nature:Diplomatic
Objective:Industrial EspionageObjective:Hostage Negotiation
Complication:Military InterventionComplication:Travel Difficulties
Who:MobsterWho:Alien Race
Reason:Mistaken IdentityReason:Training



Nothing immediately flowed from this so I decided to break the scenario down into 4 scenes and roll randomly for each:

Scene 1Scene 2
Location:Town / VillageLocation:Stock Exchange
Bad Guy Encounter:Traitorous PoliticianBad Guy Encounter:Corrupt Soldier
Good Guy Encounter:Unexpected AllyGood Guy Encounter:Enemy of My Enemy
Reason:HeresyReason:Past Embarrassment
Scene 3Scene 4
Location:Hostile FleetLocation:Refinery
Bad Guy Encounter:War CriminalBad Guy Encounter:Murderer
Good Guy Encounter:JudgeGood Guy Encounter:War Criminal
Reason:Blood FeudReason:Recent Defeat


Putting Meat on the Bones

By now the creative juices had started to bubble now so I decided to select parts of the random generated scenes above and began to flesh out my scenario:

Scene 1 - The PCs are the crew of a Star Patrol cruiser currently stationed on Zorb 3 and investigating the disappearance of some medical supplies which have been misappropriated by the  corrupt Mayor of the town.  During the course of this first scene the PCs are alerted to an incident at the planetary stock exchange and immediately re-assigned to investigate.

Scene 2 - The PCs arrive at the stock exchange in the planetary capital only to find that an assault has taken place and a prominent corporate figure has been kidnapped.  A snatch squad has blown a huge hole in the side of the building and made their escape in a warp capable freighter.

Scene 3 - The PCs exit a warp corridor into the middle of the Mercenary Pirate fleet of Desiderous Black, disgraced Star Patrol Officer and War Criminal.  They are engaged and end up flying their crippled cruiser into a hanger of the pirate fleet's flagship The Medusa.

Scene 4 - The PCs land at a refinery on an uninhabited world where they attempt to rescue the corporate hostage in a final showdown and capture the terrorists with the aid of the War Criminal Desiderous Black.


Scene Transitions

Clearly these scenes needed fleshing out, which would occur during play, but more importantly, they needed transitions from one scene to another:

Scene 1 > Scene 2 - During their journey from the town to the stock exchange they narrowly avoid a collision with a blue and yellow freighter which is heading out of the capital.

Scene 2 > Scene 3 - The PCs hastily follow the jump coordinates of the fleeing freighter without knowing where the warp exit point is located.

Scene 3 > Scene 4 - Desiderous Black reveals that he is in fact still a loyal member of Star Patrol and has been on a deep cover mission to wrest control of the pirate fleet away from its rag tag band of mercenary captains and to use its immense power covertly in situations where Star Patrol cannot operate publicly for political reasons.  With the mission now complete he wishes to "come in from the cold" and going off on a wild goose chase following the promise of hostage treasure is a credible escapade which befits his reputation in the the eyes of the other pirate captains.

How it Played Out

The game began at 7:30pm and finished at 2:00am which is quite long for a one session scenario, but fair considering that I had no pre-gen PCs and the players are relatively unfamiliar with the slightly obtuse character generation process that the game requires.

Scene 1 - The PCs were in the town running computer checks on the batch numbers of the medical supplies with the assistance of a low level admin clerk who refused to give anything other than minor assistance as he was in fear of losing his job.  They successfully identified the serial numbers which had been tampered with and eventually the identity of the user involved.  However, they triggered some file alarms which resulted in the Mayor making a run for it in his hover-limousine.  The PCs gave chase and attempted to communicate with the occupant of the vehicle but in-advertantly caused it to lose control and crash.  Whilst they inspected the wreckage for the body of the Mayor, he slipped into the cargo bay of their cruiser unnoticed.  They were in the process of recovering the medical supplies from the wreck when the call came through to re-assign them to investigating the incident at the stock exchange.

Scene 2 - On their way to the scene, they narrowly avoid the freighter as they enter the emergency lane splitting the cities incoming and outgoing air-traffic.  When they review the external security footage they realise that the freighter used in the incident is the same one they encountered on their way to the stock exchange.  They use up some fate points to make plot declarations ensuring that they have access to the jump coordinates for the fleeing freighter.

Scene 3 - Coming out of warp they are attacked by five fighters and although they attempted to jump straight out of the situation, I frazzled their warp coils with some treknobabble about warp static.  They engage the fighters and without suitable heavy weapons themselves attempt to use the enemies own missiles to cripple the flagship.  They succeed in punching a hole inside the hull of the ship but resist the temptation to crash their vessel into the hole, seeking the safety of a conveniently located hanger on board.  With the warp coils frazzled they need to locate suitable replacements from onboard the enemy flagship and assemble an away team to go investigate.  During this mission the away team is captured and the star patrol ship boarded.  Desiderous Black reveals his secret to the Star Patrol Captain PC and offers to assist by accompanying them for the final leg of their mission on board the captured Star Patrol vessel Aggamemnon.

Scene 4 - This was a straight up dungeon bash inside the atmosphere refinery where I gradually whittled down the Pirate Captain's lackeys until only the PCs and Black were left.  The PCs located the corporate hostage who was tied up and swinging from the claw of an overhead crane whilst the kidnappers leader laughed maniacally from its controls.  Getting the tension just right was key and when the leader was killed there was a chance that the mission would go pear shaped resulting in the death of the hostage.  One of the PCs was playing a mysterious alien with a secret "fugitive time traveller" aspect and I allowed another PC to trade a fate point in order to tag this thereby saving the day.

Things I Would do Differently

Overall the exercise was a big success, but the bulk of time wasted during the session occurred during character generation and it's something I've seen players struggle with before.  The freeform concept of aspects and legends and the complex list of skills is a little daunting to first time players and not at all helpfull if you are putting on an impromptu game.  What would be useful is a set of archetypes with all the stat blocks filled in for a wide range of standard space opera types such as the crew of a star patrol ship, a bounty hunter, a law enforcement robot... etc... etc... (sounds like a project for the New Year...).

Merry Christmas everyone.

Friday 9 December 2011

Kicking off Campaigns by Keeping Players in the Dark

Joe Bloch's recent thought provoking article on Greyhawk Grognard suggests that the question facing DMs when starting a new campaign is one of information flow.  This may be true in sandbox campaigns but I often find that if PCs know too much about the campaign world it results in Analysis Paralysis rather than driving their decision making. 

Less information to begin with usually helps them to concentrate on the immediate choices to hand rather than worrying about the world at large.  The worst trait that players can exhibit is that of the "Setting Lawyer" where they bring their own knowledge of the world, gained by playing other scenarios, into play.  This can be a real problem for DMs who are not as familiar with the setting as some of their players and can be very disruptive or diverting for the rest of the group, particularly if conflict between player and DM arises as a result.

Chaucer's Pilgrims - The Canterbury Tales
Medieval history tells us that travel for peasants was fairly limited, many never having travelled more than 50 miles from their home village in their whole lives.  The pilgrims of Chaucer's "The Canterbury Tales" took part in a round trip of some 120 miles from Southwark to Canterbury and back, which would be considered to be a considerable undertaking for anyone at the time.  However, Chaucer himself travelled widely, making trips to France, Spain Flanders and Italy in various roles as a civil servant and diplomat (and perhaps spy).  He even embarked on a Crusades, and like many English soldiers would have travelled unheard of distances, by comparison to their stay at home cousins.  I like to see my player's PCs as more like Chaucer and those Crusaders (ie: adventurous persons) rather than like his pilgrims who, to all intents and purposes, are really nothing more than NPCs.

Gary Gygax's sage advice on the subject (A&D Dungeon Masters Guide, p. 87), which is interesting to read nonetheless,  seems to be aimed at DM's running their first campaign and perhaps at novice players.  


I entirely agree with Joe that the first few sessions of any campaign are really spent getting to know one another and less about finding out where in the world they are or what their next move should be.  Starting of with a simple scenario to get them used to each other's company, traits and talents is a must.

When running my own campaign world my objective is as much about developing my world as it is about playing out interesting plot lines.  To help me achieve this goal I insist that the majority of players select lands other than the starting location as their PC birthplace.  This often requires them to come up with a convincing reason for embarking on some form of quest as part of their background, giving me the opportunity to weave parts of this into the arc plotline (clever, yes?).


I also recommend that DMs run short solo encounters, as prequels for each PC as a prelude to a campaign.  These do not need to be any more than 30 to 45 minutes each and can usually be done as part of the first session or offline if needs be.  Your players will thank you in the long run as it bridges the gap between character creation and provides believable reasons for turning up at that cliche of a  tavern looking for work.

Thursday 8 December 2011

RPG Mapping Tools Part 4 - Planet and Star Maps

In this part I zoom out even further and take a look at planetary system maps and star maps.  Which conventionally use the hex grid I looked at in Part 3: Region Maps.

Regina Subsector Jump Map
STARMAPS

The definitive starmap has to be a Traveller sector map, which has some particular conventions of its own, namely the positioning of features around the edges of each hex to denote the hexes contents (clockwise from top; Starport Type, Gas Giant, Allegiance, World Name, and Base Type.)  Stellar trade routes which are also the main lines of communication are denoted by solid lines from one planet to anotherand the hex center contains world information (water present / not present or if it has an asteroid belt).  The sample I'm using is the Regina Subsector Jump Map and the standard 1½ hour rule applies.

Hexographer (http://www.hexographer.com)

Hexographer "Cosmic" output
If you've read Part 3: Region Maps, you'll know I rate this highly as an easy to use tool with great output.  "The Daddy" of free online hexmapping solutions has its own "Cosmic" menu which offers features such as planets, stars, and spacestations which can each have custom colours.  Hex features can also be placed at various clock positions around the hex, but these are not entirely traveller compliant and are time consuming to include and to be honest if you're running anything other than traveller you won't need them.  7/10 - "Not too Shabby"

The Traveller Map (http://www.travellermap.com)



An awesome bit of interactive mapping which shows the full stellar map divided into it's individual sub-sectors.  Double clicking on the sectors zooms in and you can even print off the results in booklet form.  If you're GMing a game in the Traveller universe then this should be your first starport of call.  9/10 - "Why DIY when it's already done for you?"

PLANETARY MAPS


The inherent problem of mapping a globe onto a flat plane has plagued cartographers ever since our view of the world changed from being flat to round and has resulted in a number of map projection techniques of which we are most familiar with the Mercator Projection.  However, Sci-Fi roleplayers will be most familiar with the icosahedral projection popularised by Traveller.

 
Icosahedral World Generator (http://inkwellideas.com/2011/09/isocahedral-worldmap-generator/)
Joe over at Inkwell Ideas has pulled off an amazing planet generator which should keep most DMs more than happy.  Not only does the tool allow you to customise the random size, temperature and percentage of land, mountains and vegetation, it also includes a hex editor allowing you to replace terrain as you like.  There's no export to image function but you can export to hexographer for even more editing possibilities.

Inkwell Ideas Icosahedral World Generator

Other Notable Tools

Donjon's Sci-Fi World Generator (http://donjon.bin.sh/scifi/world/)

This browser based tool will happily generate planets for you all day long.  You can customise the generator a little to make each planet a bit more useable, the output includes a map, physics (size and physical composition), gravimetry (gravity and esape velocity), rotation (length of 1 rotation and axial tilt),  hydrosphere (ratio of water/ice), atmosphere (chemical composition), climate (temerature ranges) and biosphere (chemistry and lifeforms).  If you want to create a whole star system Donjon also has a Traveller System Generator and a Star Wars D6 System Generator.  There are a lot of really useful tools on his tsite I particularly like the Sci-Fi Name Generator's Star Trek Technobabble option
9/10 - "Superb"

Other Posts in this Series:

Tuesday 6 December 2011

Minions: my OSR take on the one hit wonder.

One of the 4e concepts that intrigued me most was the idea of minions, I thought it was very cinematic and was itching to see what it was like from a player perspective.  Earlier this year when I got a chance to play in a demo game I was quite dissapointed, there was no sense of fear or uncertainty about the whole combat and It left me quite unsatisfied.

despicable me minions
Geek Ken has some useful advice on how 4e DMs should use minions, particularly in the use of attack waves and Glimm's Workshop introduces the Resolve concept to make minions a little tougher but clearly something is not quite right with the rules for minions as they stand.

In OSR (or retroclones) a monster is generally ranked by its Hit Dice (HD) which in most cases equates to 1d8 of HP.  The DM can simply turn any monster into a 1 hit wonder by reducing the number of HP it has to a value below the minimum damage dealt by the majority of the party.  Even at 1st level this is usually around the 4HP mark and will increase slowly as the party's levels and damage bonuses increase. 

HOW I HOUSERULE MINIONS OLD SCHOOL STYLE

How the DM assigns this HP reduction is up to them, for me this depends on what type of monster I am stocking the encounter with.  If it's a creature with animal intelligence or lower with no social structure then I'll either randomly roll or just assign every creature the same value say 4HP per HD.  However, if it's a creature with higher than animal intelligence or an animal which has a clear social aspect then I like to use the following system:
  • ALPHA - (8HP per HD) - This is the pack leader or alpha, the toughest member of the encountered group and will be the one giving the orders.  There can never be more than one Alpha in a group regardless of its size.
     
  • BETA - (6HP per HD) - These are the Alpha's bullies, they do what the Alpha tells them to and will bully the norms into doing what the Alpha demands.  Their number depends largely on the size of the group but I like to use the ratio of 1 Beta to every 5 Norms.

  • NORM - (4 HP per HD ) - The rank and file version of the creature who will be goaded into action by the BETA or ALPHA.  In some cases I'll keep the actual value of Norm HP fluid just in case the PCs have excessively bad rolls, after all there's no point in them falling at the first hurdle and getting slaughtered by minions.
TAKING DOWN THE ALPHA

If players have the opportunity to observe a group before engaging they should be able to identify each ALPHA and BETA.  This may have a bearing on their plan of attack, particularly if they have ranged specialists which can target the ALPHA and BETA types and take them out provoking a morale check which may result in the norms fleeing or surrendering and giving the PCs the victory but morale for minions is another thing all together and maybe a subject for a future article.

Tuesday 29 November 2011

Guilds of Dual - Basic Guild Concepts for Fantasy Roleplaying Games

Worshipful Company of
Feltmakers of London
I recently read a couple of interesting articles on Trollish Delver and Grognardling discussing the use of Guilds which inspired me to go revisit the guilds for my own FRPG campaign world, The Lands of Dual.

My first challenge (and one all GMs encounter) was to bring as diverse a party from the four corners of the globe together in as believeable a fashion as I could.  I decided to use the scenario Challenge of Champions by Jonathon M Richards (featured in Dungeon #58) which called for the use of a Guild to host the annual competition.  Thus was born the Adventurers Guild of Ayfal.

THE ADVENTURER'S GUILD

The seaport of Ayfal, and specifically their lodgings in the guildhouse, became the party's defacto base of operations for quite a while (15 sessions in fact).  The guild offers a number of useful services for its members in exchange for an annual membership and I came up with the following template:


AYFAL ADVENTURER'S GUILD
Motto:"In Darkness Find Rich Reward"
Membership:500+
Annual Membership Fee:200 GP
Guild Leader:Guildmaster Fenwick
Notable Members:Guild Secretary Ignatius, Guild Quartermaster Renfrew, Guild Loremaster Ehnid (Deceased)
Background:
Catering to the needs of the discerning traveller, the membership of the Ayfal Adventurer's Guild is an eclectic mix of Warriors, Wizards, Priests, Bards, Rogues and other occupations.  Guildmaster Fenwick - A middle-aged Priest has led the Guild for the last 5 years and his greatest achievement has been to expand the welfare services that the Guild offers.  The Guild is well received among the townsfolk of Ayfal and they enthusiatically support the annual Challenge of Champions contest and the increased trade it brings to the town.
Services Offered:
Banking - Money (or valuable items) can be left with the guild in it's secure vault and withdrawn at a modest 5% fee.  Depositors are required to give instructions on what to do with their funds in the event of their death.  Guild Secretary Ignatius handles all banking transactions.  International transactions are also possible through the use of "letters of credit" which are accepted between affiliated guildhouses.

Boarding House - Limited lodgings are available on a first come first served basis and the guild has arranged members discounts at several hostelries within the town.

Employment Services - The Guild acts as an employment agency for many of the other guilds and organisations such as the Town Council where tasks of a questing nature are concerned.  However, the Guild has a strict policy of not accepting tasks which involve the intimidation or assassination of town or guild officials.  At breakfast each morning Guild Secretary Ignatius reads out the list of quest opportunities.

Hospital - The Guild has several staff priests well versed in the medical arts and it's multi-faith membership ensures that last rites can be performed correctly irrespective of race or denomination.

Procurement of Supplies - Superior quality adventuring supplies can be purchased through the Guild's Quartermaster at a reasonable rate (+10% cost above normal) and the Guild has arranged a generous membership discount scheme with local suppliers such as smiths, jewellers, tailors, corsers, and cartwrights.

Training - The guild employs a team of veteran members in order to pass on their knowledge and skills to younger members. 

Library - The Guild has a well stocked library run by Guild Loremaster Ehnid who employs several scribes, clerics and cartographers to undertake research into ancient myths and legends and his pet project the cataloguing of creatures and monsters into the Guild's own Bestiary.


    OTHER GUILDS

    The Ayfal Adventurer's Guild is unusual in that it is multi-class in nature, accepting members from all the major character classes.  Each career class should have a "guild" of its own dedicated to the furtherance of their own particular talents although in some cases these may not be structured in the same way as in the example above.

    Rogues Guilds - Thieves and Assassins ply their criminal trades in the shadows and likewise their guilds operate in the murky underworld of organised crime.  The chief concern of these guilds is to:
    • Organise Crime - function as an industry regulator, ensuring that the overall level of crime does not escalate to a point at which the local law enforcement would attempt to increase their arrest rate and to ensure that unregulated thieves do not practice within the city limits thereby protecting their members incomes.

    • Legal Services - including the provision of bail funds, legal counsel, patsies and corpses when members are inevitably caught, tried and possibly even executed.
       
    • Benevolence and Welfare - thieves guild members may use part of their share of any loot to fund a welfare scheme to provide for their children and wives if they are incarcerated or killed.

    • Fencing - ensuring that stolen goods are quickly converted into cash through a network of related tradesmen and merchants.

    • Racketeering - some scams or rackets can only be successfully operated with access to a large network of skilled individuals.

    • Support Services - some jobs require access to equipment such as forged documentation or disguises.  Others require detailed plans of municipal buildings which can only be acquired from certain city planners.     

    Bardic Guilds - Bards, Actors, Jugglers and Circus Performers all have unique talents which to be supported different ways.  In large cities a Bardic Guild may restrict itself to certain types of performers but the most successfull will have an ecclectic mix of membership covering all the entertainment needs of its surrounding population.  Their activities would mainly revolve around:
    • Employment - ensuring that members have steady work and incomes commensurate with their skills or disciplines.  Usually this takes the form of "promoting" members appearances in the taverns, theatres and other performance venues which exist in large towns and cities but also by forming travelling companies which travel from village to village in the lands between them.

    • Library - each guild will have access to thousands of pages of prose, verse, lyrics and music which any member can access in order to expand their repetoire or to assist in the creation of entirely new works.  Members are encouraged to transcribe their creations and are rewarded with performance rights or credits when other members perform their work.

    • Training - members are regularly assessed to ensure that their performance skills are maintained at as high a standard as possible and tutors are available where performers need instruction and assistance when learning new techniques, instruments, disciplines or material.

    • Licensing and Protectionism - unscrupulous inn keepers and venue owners are kept in check by the guilds licensers, ensuring that venues pay performers the appropriate fees.  Performers can also avail themselves of bodyguards or escorts when playing venues in some of the less salubrious parts of a town or city.  These bodyguards are often called to perform enforcement services when venues fail to pay their acts.
       
    • Instrument Makers - Luthiers and other instrument makers are generally not populous enough to warrant their own guilds and the functions of quality and cost assurance and regulation therefore falls to the bardic guilds.  Members will be able to commission appropriate craftsmen to fashion and repair instruments at fair and reasonable prices whilst the craftsmen enjoy the benefits of a steady steam of customers and the odd celebrity performer endorsement. 

    Spellcasters Guilds - The organization and function of these guilds largely depends on how your game deals with the concept of magic and more specifically its abundance (or scarcity) or legality.  In societies where magic is rare or outlawed these guilds may be non-existant or operate in a similar way to that of a thieves or assassins guild.  In societies where magical practice is commonplace or legal then they will function much like other class or occupational guilds.  If the magic system you have adopted has different schools or types of magic it is also possible that some schools will operate within the law and others outside it.  Either way these guilds will largely be concerned with:
    • Power Control - ensuring that access to knowledge of spells and their components is controlled to restrict the development of uncontrolled and destructive power.  This may take the form of a hierarchical self regulatiing organisation such as a wizards college or in more extreme cases by the state or government using a system of registration and examination.  These organisations may also be responsible for the licensing of magic shops or vendors of mundane items which may be used in the practice of the magical arts.

    • Procurement - many spells require components which may be difficult or costly to procure.  A guild may control the supply of these components or may even fund expeditions to source and recover or harvest them.  The existence of proscribed spells may result in certain components appearing on "banned lists" and either the guild is responsible for controlling their supply or actively engaged in acquiring these items on behalf of its members.

    • Library - new spells and magical techniques will need to be recorded for the benefit of other scholars or practitioners.  Members may be actively encouraged to register new spells with the guild or if a competitive scholarly structure exists to publish their findings for peer review and adulation or advancement within the ranks of their organisation.

    • Training and Apprenticeship - the magical arts take years to master and there really isn't any alternative to the apprenticeship system.  Schools and colleges may operate systems to locate, and test candidates for basic magical aptitude and then provide training until they reach the level when they can be apprenticed to a master magician.
    Warrior Guilds - These may exist in many forms from the gladiator schools such as the Ludus Magnus of ancient Rome or dojo specialising in specific weapon forms or unarmed fighting techniques.  The specific membership recruitment techniques of the guild can also vary from the lowliest slave fighter, to the wealthy merchants and gentlemen members of fencing clubs.

    • Tournaments - the guild's primary means of income generation outside of any membership system will be to regularly hold contests or tournaments which demonstrate their members prowess.  These may range from gladiatorial contests (much like the roman colliseum) to organised boxing matches or illegal pit fighting against men or monsters or even a simple archery competition.  Admission revenues may be supplemented (or more likely eclipsed) by gambling revenues, although this largely depends on the type of event, patronage and the local view on the legality of gambling.
    • Employment and Recruitment - wealthy merchants (and in some cases the state) will always need bodyguards to protect their persons and establishments and who better to supply them than the guild.  Some governments may even use the guild as a front for recruiting fresh soldiers to fill out the rank and file of their army.
    • Training - the type of training on offer will largely depend on the theme of the school.  It could be as simple as churning out capable swordsmen or wrestlers for entertainment at public venues or it could be dedicated to teaching the swordcraft of a single weapon.
    • Medical Benefits - fighting in any form will likely leave you with wounds at some stage and the medics of the guild will be specialised in patching up their members ready for the next bout.  They may employ underhand or illegal means to do this such as magicians or alchemists and it is unlikely that they will be able to cure chronic illnesses, disease or poisoning.
    NON-CLASS GUILDS

    Some classes do not lend themselves to guilds in the traditional sense, but may instead be constructed around fraternal or religious lines.

    Clerics, Monks and Paladins - their faith is their guild and their temples or shrines their guildhalls, although Monks may be aligned to a particular fighting school and it is through the application of their fighting technique that they achieve a zen like state, enlightenment or may commune with their Gods.

    Knights - swear fealty to their King or Baron and do not seek out the brotherhood of other knights unless they are compelled by their code to seek out a common cause.  Less scrupulous knights may engage in tournaments for sport or financial gain but are unlikely to join or form organisations unless it satisfies their chivalric duty.

    Racial and Ethnic Guilds - Demi-human or humanoids such as Dwarves or Elves may form fraternal guilds out of a common need to support their "own kind" or to preserve or practice aspects of their culture.  Humans from other nations may also band together under a common nationality in order to further their own cultural goals or to present a united front when engaging with a nation state where they may be a cultural or ethnic minority.

      Occupational and Mercantile Guilds - The vast majority of guilds will be either occupational guilds designed to support the needs of a particular set of workers (skilled or unskilled) in the form of a labour union or mercantile guilds which control, regulate and promote their members business interests.  More information on the history and structure of medieval guilds can be found on the website of the Economic History Association.

        Wednesday 16 November 2011

        Stop SOPA, SAVE The Internet

        Today is American Censorship Day and although I am not an American Citizen I feel very strongly against this poorly drafted bill which has the potential to do more harm than good.

        Here in the UK we've already failed at preventing bad internet legislation from being passed in the form of the anti-democratic whitewash that saw the introduction of the Digital Economy Act (DEA). This law sought to create a situation where ISPs were responsible for actioning take down requests and for providing copyright owners with infringing customers account details without a judges court order or legal test to determine whether the content in question actually infringed anything.

        Truth be told the mechanics of the enforcement of this bill are in such a state of dissarray that no-one knows how to implement this new law. This has recently led to the issuing of legal demands by copyright owners to ISPs to block traffic to certain domains. The impact of course is that every domain everywhere is subject to the same potential action. If you give government the tools in law, sooner or later they'll use them. The SOPA is similarly well intentioned but poorly drafted and dangerous legislation and I urge you to contact your congressman/woman.

        You may well ask WTF has this got to do with RPGs?

        Well, just from a blogging perspective this means that you could be censored for a whole range of posts where your original content draws on themes from movies, characters, locations or even ideas or even sharing that link to a funny fan generated karaoke video. If the owner of the copyright deems that you've crossed the line, at best you'll be staring a DMCA Takedown Notice in the face with no recourse to "fair use" or "safe harbour" and at worst you could be facing a legal challenge and potentially a punitive fine.

        As a roleplayer I'm concerned that this legislation will ultimately damage our hobby and as a member of a democracy I am against the corruption of democracy by the money and power of "big business" for its own agenda against the will of the people.  If you're like me and feel that we are on the brink of a cyberpunk dystopian future, act now before its too late.  And here's a message from your Vice President Joe Biden.

        Thanks for listening.   

        Thursday 10 November 2011

        RPG Mapping Tools Part 3 - Region Maps

        In part 1 and part 2 of this series I looked at Battlemaps and Dungeonmaps which conventionally use a square grid.  Now I zoom out a little bit more and look at options for Regionmaps and enter the realm of the hex.

        Regional or Wilderness Maps

        Regional maps use a variety of scales, my own maps use a notional scale of 1 hex = 50 miles.  Erin Smale over at Welsh Piper has done some amazing work with a trio of hex templates which you can download in PDF and Hexographer format which use, 125 mil, 25 mile, 5 mile wide scales.  Welsh Piper also has articles about demographics and campaign building for a low fantasy campaign and comes highly recommended.  However, the purpose of this series of articles is to explore and evaluate the free (or as near as free as it gets) software tools available to the budding cartographer, and for the purposes of demonstration, I will be using a sample from TSRs HRW2 Kingdom of Nithia a Hollow World sourcebook and the usual 1½ hour (or thereabouts) timelimit to see what is possible.

        Nithia

        Hexographer (www.hexographer.com)

        A free Java based map editor (There's also an offline Pro version available for $24.95) which comes complete with the majority of icons you will find on a standard TSR map.  I have had trouble running this software before on my mac which is notorious for its Java implementation but a quick look in the support forum got me the answer I needed and I was up and running in no time.  The interface is fairly self explanatory and after a bit of trial and error got some great results on the Hollow World map.  I particularly like the option to fill the bottom half of each hex for the "features" such as towns and cities which is so characteristic of the TSR style of regional maps. 9/10 - "Almost Perfect"

        Hexographer Output

        HexMapper (http://www.mentalwasteland.net/HexMapper/)

        Not to be confused with Hexmapper, is an interesting Java application which focuses on a single hex and allows you to drill down to smaller and smaller scales.  Unfortunately the interface is a little cumbersome and there's not much of a manual to go with it.  The colourset the tool uses is roughly similar to that of the sample map, but there is a limited amount of terrain choice and icons to depict settlements.  I'm sure that given more time I could make a good looking detailed map as I learned how to and when to use the various tools.  I especially liked the line drawing functions but it wasn't enough to keep me interested enough to persevere beyond the time limit.  4/10 - "Interesting... but no more than that" 

        HexMapper Output


        Old School Hex Mapper (http://www.emacswiki.org/cgi-bin/old-school-hex)

        An interesting project from Alex Schröder which generates black and white wilderness hexmaps from ASCII input.  Although it seems simple on the face of it getting the syntax right can be a bit of a challenge and there aren't many feature options.  As an exercise in ASCII to Hexmap it's a bit of fun and I expect it was more of a development challenge than an attempt to create something genuinely useable.  One thing I did like was the oriental caligraphy aesthetic which was most pleasing on the eye.  2/10 - "because Alex could..."



        Other Notable Tools

        WildGen (http://axiscity.hexamon.net/users/isomage/wildgen/)

        As its name suggests Wildgen is a random hex terrain generator and is an excellent resource for the time-poor DM.  It just generates the base terrain and there's no options to edit or add features such as  settlements or roads, but if you are world building in a entirely random fashion it may have some uses.

        Conclusion

        I was quite surprised that there aren't that many options out which are cross platform bar the excellent hexographer (which has been around for a while).  Perhaps there are some enterprising HTML5 developers out there who feel like a challenge?

        Other Posts in this Series:

        Thursday 3 November 2011

        RPG Mapping Tools Part 2 - Dungeon Maps

        In the first part of this series I explored the free options for Battlemaps. In this part I up the scale slightly to look at Dungeon Maps.

        Dungeon Maps

        These usually conform to the scale of 1 square to 5ft and come in a variety of styles from the original D&D module "Blueprint" style to isometric maps for complex multilevel dungeons. For the purposes of comparison I will attempt to recreate small sections of maps from each of the TSR modules B1 In search of the Unknown (a 2D map) and DL1 Dragons of Despair (a 3D map).  Again I am restricting myself to only using free tools or web based apps and from start to finish each map should take no more than 1½ hours to create. 


        2D Map SampleIsometric Map Sample

        Google Sketchup (sketchup.google.com)

        Free to use 3D modelling application (Windows/Mac OSX) which has a 2d export function.  First thing, make sure that you position the camera to be facing the "Top".  Then you can start off by creating a grid (Sketchup is very flexible when it comes to unit measurement so if you want to create 5ft grids do just that, using the appropriate template) it is possible to use the draw line function to draw in all the floors doors and walls.  Sketchup is always trying to fill enclosed shapes, so bear this in mind and make sure that when you close a shape you either delete or fill the "face".  It isn't really designed to do this, but the learning curve is shorter compared to other free vector graphics tools like inkscape or CC3.  Once you have a flat map it's trivial to use the isometric camera and Parallel Perspectives options to turn it into a full 3D map.  Extra depth can be instantly added by extruding (google calls this push/pull) a short distance, you can even animate the result (Cue spinning Death Star animation).  7/10 - "Who's The Daddy?" 

        SketchUp 2d Output SketchUp Isometric / 3d Output

        Tiled (http://www.mapeditor.org/)

        This is a free bitmap level editor (Windows / Mac OSX) designed to create level maps for 2d scrolling games and although it's not designed as an RPG mapping tool it is seriously versatile as it supports an unlimited number of user generated layers.  However, you do need to supply it with an image of your tiles to begin with so this tool is more of a DIY approach (ie: if you don't have a good bitmap editor then you'll struggle).  Here are my classic blue tilemaps if you want to try it out (the tilemaps are set at a size of 50 pixels square).  It can do isometrics but I spent far too much time putting the 2d tilemaps together to get round to drawing an iso tilemap, but I'll get there as this tool is just a joy to use.


        The interface is really easy to learn and if you've struggled with Pymapper like I did try this with my DT1 tilemap.  In my opinion this could also easily replace Dunjinni for Battlemaps, and the ability to have all your objects instantly available in the tileset window is infact a big advantage, so no more struggling to locate that one particular tree which you accidentally loaded into the wrong folder.  9/10 - "The future so bright I gotta wear shades"

        Tiled 2d Output Example of Battlemap Output

        RPG Map Maker X (http://fmteau.perso.neuf.fr/rpgmapmaker/rpgmapmaker.htm)

        A Mac OSX native donateware tool ($37 to buy) which has been around for donkeys years.  Although the feature set is huge as it has autogenerate dungeons, I found the interface frankly bewildering at almost every stage.  The output is also quite primitive in comparison to other free options I tested and given the low pain threshold I have I couldn't even be bothered expend the extra energy to persevere with it beyond the 2d sample.  2/10 - "There's better fish in the sea"

        RPG Map Maker X 2D Output

        Other Posts in this Series:

        Tuesday 25 October 2011

        RPG Mapping Tools Part 1 - Battle Maps

        My old friend +James Graham plussed me the other day (is this actually a verb, I can't decide) with the question "Do you know any good RPG Mapping Tools" and I'm sorry to say that I couldn't give him a straight answer.  Although Jim wasn't very specific in his request, the underlying quandry with mapping is that there's so much choice in terms of the types of map you want to make.  At the macro level you have Starmaps but at the micro level there are Battlemaps, with all manner of world maps, region maps and dungeon maps inbetween.  First lets look at... 

        Sample Inn Schematic
        Battlemaps

        This type of map is mostly for use during play (with or without miniatures) and often uses the 1" to 5' scale convention.  To test the output of each of the maps I used Inkwell Ideas Random Inn Generator to build a simple one storey building which I would then build in each of the mapping tools trying to stay as close to the original as possible and include as many items of decor as possible. 

        I restricted myself to free tools available to either download or use in a web app interface and limited myself to around 1½ hours time in order to learn the interface and build the map.

        Dungeon Maker
        Dungeon Maker (http://www.stonesword.com/dungeonmaker.php)

        A free web app tile based editor which appears to be either a hobby project or a technical exercise.  Limited functionality with only 4 layers per grid square (Floor, Walls, Objects, Special.  Limited default tiles reduce its usefulness, but if you are in need of a quick map it has no learning curve at all and a reasonable output.  One word of warning though, make sure that you keep your plan entirely inside the editor frame otherwise you will have difficulty exporting the result as there are no save or export functions - 5/10 " Simple, perhaps too simple"

        Dungeon Painter (http://pyromancers.com/dungeon-painter-online/)

        Dungeon Painter
        A free web app tile based editor, this one has a much better interface and more tiles are available in the default set.  The learning curve is a little steeper but the results are exponentially better.  Still has the feel of an unfinished project about it as some tile sets don't appear to be populated (wooden floors and roofs).  The export to jpg/png and export to pdf functions don't appear to work, but it is possible to upload to a server (which generates a png) and then use URL to access the png for saving to a local drive.  There are other tilesets which can be used depending on the genre of game you're mapping for and your artistic tastes.  All in all a great little tool which sets the bar for me.  8/10 "Very useable"

        Dunjinni (http://www.dunjinni.com)

        Dundjinni
        Although it is not possible to buy Dunjinni (the online store remains closed until further notice) it is possible to use the free demo version to knock out a quick map.  This can then be further embellished by adding in any items in a bitmap editing tool which you can find in either the Dundjinni forums or in the CSUAC (User Art Collection) available from www.halegaming.com.  Unfortunately the demo app has the Save and Export functions disabled so you may have to resort to screen capture (as I did).  7/10 "Still worth trying"

        Other Noteable Offerings

        Tiamat (http://www.rpgobjects.com/tiamat/index.php)

        TIAMAT
        Fans of Ed Bourelle's Skeleton Key Games map tiles can use TIAMAT which is a tile layout web application.  Obviously I was unable to test the software with the sample tavern map I used with the other apps because there are no editing functions.  The map I made took literally 5 minutes to put together, but with 3,216 different tiles to choose from, you could easily spend hours pouring over the gorgeous tiles.  Although the app is free to use, exporting them is done through the RPG Objects storefront, you will need to set up an account and each map export costs $2.00 (RPG Objects are giving away 1 free export a month as an incentive).  8/10 "So many tile options..."

        BattleMAPR
        BattleMAPR (http://battlemapr.com/)

        This free web application is limited to an 8x10 grid and has a very limited tile set and you can only only uses 3 layers per square.  Once you've set up an account you can add your own tiles, but there is a submission and approval process so it's not instantaneous.  Development seems to have stalled at the moment and I hope that the coders pick up work again soon as this is a veery noble effort and I really like the clean no nonsense interface.  4/10 "I will follow your progress closely young Jedi"

        Pymapper (http://www.pymapper.com)

        Pymapper
        This is a free Windows application (and alledgedly Mac OSX and Linux using a Python interpreter) and is like a cross between TIAMAT and Dungeon Painter/Dunjinni.  It's predominantly a tile layout system for use with the WotC D&D tiles, the idea being that you can build a library of the tiles you have and then design using only those tiles.  The tiles are double sided and therefore you sometimes have to choose between one side or the other.  Fortunately there is an "unlimited" mode which allows you to use multiple copies of the same tile.  The interface is slow and a little clumsy as the tiles often don't snap to where you've dragged them, but it's better than nothing.  The tiles themselves are quite low res scans of the original and I'm not sure how good they'd look when printed out.  One big issue is that the tiles do not include any transparent "objects" like tables or chairs so if you want to dress your battlemap beyond the WotC offerings you are still going to have to hunt down the images in the CSUAC or in the Dunjinni forums.  6/10 "Almost a real contender"

        Apologies if I've missed out any other tools, or if you know of any you want me to try out, just drop me a comment below.

        Other Posts in this Series: