Seven Sandbox Essentials, Revisited

I have believed in the value of so-called sandbox DMing for a long time. In September, 2008 I tried to codify my views on the subject in a blog post on the ENWorld gaming site. It went over pretty well. But now seven and a half years later, i wanted to revisit it. Sandbox gaming is more popular than ever — I attribute it to the ease with which one can run such a game using 5th Edition D&D — and my perspective has probably evolved.

 

What follows is the original post (with some minor editing for spelling, etc…) with my annotations in bold italic text. If you are interested in reading the original version, follow this link to ENWorld.

 

Seven Sandbox Essentials

 

The “sandbox” setting, in which players are not only allowed but encouraged to make their own fun by exploring and interacting with the setting, is, in my opinion, a fundamental requirement for satisfying, rewarding D&D play. Adventures and setting that force players along certain paths — or worse, away from certain paths — cannot hold a candle to sandbox play.  No DM’s or designer’s story has a hope against the story that the players themselves create through their actions and the consequences of those actions (with a healthy dose of DM input and dice-based uncertainty,to boot).

 

Well,that was kind of absolute — and we know who speaks in absolutes. It is interesting to see how one’s perspective on internet communications changes over time. I now cringe at the preceding paragraph, all to aware of the intended authoritative voice despite not possessing much in the way of authority besides some years running games and a few RPG sourcebooks.

 

Here are seven essential elements for a good “sandbox” setting.

 

  1. Big, but not Too Big: A sandbox setting should cover a relatively large geographic area, with room for varied terrain and environments, as well as multiple political entities.  However, one of the things that makes a sandbox game so enjoyable is the players’ ability to engage it as a whole, to see all four corners and to uncover its nuances and secrets.  Too big a sandbox makes each part indistinct — the DM likely doesn’t have time to flesh out every aspect of a whole world; nor do players likely have time, or even interest, to visit it all.  By limiting the scope of the setting and containing it geographically, the DM has the opportunity to delve into the whole setting and so do the players.  Something on the order of the British Isles works well, size and scope wise.

 

Not surprisingly, I was running a D&D campaign set in a mythic post Roman Britain at the time. That said, I actually agree with myself here. Both of my very successful convention based ongoing hexcrawl sandboxes have hewed to this rule. The Valley of Tombs and the Isle of Dread are both contained geographical regions with varied terrain types and locations.

 

  1. Lots to Do, Lots to See: As stated above, a sandbox needs to be diverse in regards to where the players can go and what they can do when they get there.  It isn’t enough to litter the place with 100 dungeons.  Rather, there should be a handful of dungeons, a handful of towns, a handful of active fortresses, a handful of mystic locations, etc…  This applies to political, religious and mercantile groups, as well. A monolithic nation that covers the whole setting won’t do.  At the very least, there should by various states or provinces with different cultures and conflicting interests.  Even better, numerous small nations or city states work well.  In addition, even if the DM chooses to have a dominant religious entity, schisms and sects within the church, with their own temples and own interpretations of scripture are necessary. Players should want to explore the setting to see what is around the next bend or over the next hill.

 

And here I think I overstated the need for such a high degree of diversity. In retrospect this advice runs counter to the previous advice. Geographical containment or not, having multiple states, multiple institutions and multiple other kinds of factions is a heavy workload that can lead a DM to never actually finishing preparing his sandbox. In my experience with the Valley of Tombs and the Isle of Dread as sandbox settings, a couple settlements and a couple factions of important are plenty.

 

  1. A Life of its Own: The setting should “live” like a real place.  The diverse locations and groups discussed above should interact and those interactions should be both internally consistent and produce movement within the setting.  Groups that are opposed might be moving ever toward open conflict. The heir to a city state might try and hasten along his inheritance.  A lowly peddler might slowly climb to the top of the mercantile heap.  A dark cult might be waiting for a soon approaching celestial event to unleash their dark master on the setting.  It isn’t that the setting ignores the players and their characters’ actions.  Rather, there’s something of a timeline or assumed evolution to the setting that the players can interact with and disrupt.  Knowing what would happen in a given situation without the involvement of the players allows the DM to better interpret what happens when they do get involved, as well as allowing the DM a plan if the PCs don’t bother with a particular setting element or subplot.

 

This advice still rings true. What’s more, I think it applies to all kinds of campaigns, not just sandboxes. In my experience, players respond to a living, breathing world and having some idea of what everyone might be doing if the PCs weren’t throwing wrenches into the works helps the DM maintain that kind of setting.

 

  1. No Scaling: The sandbox should not scale to the level of the PCs.  If there’s a “12th level” monster in the Darkenwood when the game begins, that monster remains there — barring its involvement in the above — whether the players choose to go to the darkenwood at 2nd level or 20th (or both). A scaling setting breaks verisimilitude and suggests to the players that whatever growth they have is irrelevant.  instead, the setting should include a wide array of “levels” of adventure locales, NPCs and monsters, distributed throughout the setting in a plausible and internally consistent manner.  This is not to say that the setting can’t include “zones’ that are geared toward certain levels of play, but too much of this inhibits the open nature of the sandbox. Mix it up instead.  But make sure that there aren’t too many “invisible” major threats.  Powerful creatures and characters produce legends and rumors and even inaccurate information will give players a glimpse into what lies ahead, allowing them the opportunity to make a meaningful choice as to where to go and what to do.

 

This advice is built around the issues of Challenge Ratings and the steep power curve of D&D 3.x and Pathfinder. Since 5th Edition’s power curve by level is more shallow, reminiscent of 1st and 2nd edition where lower level characters could get lucky and take on higher level threats while higher level characters might get slaughtered by even common enemies likes orcs, I view it a little differently now. I usually apply an assumed CR to a geographical locale or “zone” and then include both “easy” and “deadly” as well as typical encounters for that locale on the chart. In this way, the uncertainty of random encounters is preserved at the same time as some internal consistency is maintained for the locale.

 

  1. Wandering Monster Tables and Random Encounters: One of the key conceits of the sandbox is that players are free to go where they will, do what they wish and engage the setting through their characters without being pulled or prodded into the DM’s “story”.  This requires a lot of work on the part of the DM, creating many adventure sites, placed encounters, NPCs and organizations before play even begins.  But even with all the work done, there’s still a good chance the players will go somewhere the DM hasn’t thought too much about or had a chance to flesh out.  This is where the value of random encounter charts comes in.  With such tables, built specifically for the setting and informed by the detail the DM has done, can provide fun for everyone even during those sessions where the players simply strike out down the road.  These random encounters shouldn’t simply be a collection of monsters listed by terrain type.  Instead, the charts should include little glimpses into the setting.  What tribe are those orcs from? Who are the bandits? Where is the merchant caravan heading?  By making specific encounter charts for the setting, the DM ensures that more of the work he has put into the setting sees use.  By exposure, players are given hooks to choose for themselves to investigate and engage aspects of the setting.

 

Still solid advice. In fact, as time has gone by I have become more and more comfortable with “on the fly” DMing and relied more and more on random encounter tables for inspiration. The part about not everything being a fight is true, too. When the encounter comes up, a little creative application can turn what was likely a short fight with a couple specters into a tragic love story the PCs got to not only witness but resolve (as happened on the Isle of Dread at CarnageCon last November).

 

  1. New Blood: Characters die.  They retire.  Players get bored or want a break from the usual.  Inevitably, a player is going to need a new character, or a new player will join the group.  It may seem obvious, but it is often overlooked: the setting must allow for the introduction of new heroes (i.e. PCs) without breaking plausibility. As such settings that are mostly wilderness or wastelands with few settlements don’t work as well as those that provide a diverse selection of races and classes within the population.  As a related aspect, this means the setting must be adventurer friendly and reasonably wide ranging in regards to which races and classes are available.  While it is okay for the DM to establish some limitations to better suit the genre or setting he has in mind, too many restrictions hampers the introduction of new characters and should be avoided.

 

Both the Valley of Tombs and the Isle of Dread include gateway towns for this very reason. they are frontier locations where adventurer types come to test their mettle. The only requirement for a new PC is that they want to head off into the wilderness for fortune and glory. With the more shallow power curve as explained above, new PCs can be introduced at whatever the “starting level” of the sandbox is (be it 1st or 10th) and likely both survive and be able to contribute as they quickly close on the veteran PCs, level wise.

 

  1. Meaningful Choices and Meaningful Consequences: Most important of all, the actions of the players should have direct, noticeable impact on the setting, at least insofar as the PCs degree of influence.  Information should be plentiful enough to allow the players to choose which actions they will take, and those actions must have consequences.  Who the players ally with, and with whom they make enemies; what meta-setting secrets they uncover, and which they bury; those monsters they kill and those that they merely enrage: these all should change the setting to some degree or another.  If the players feel their adventures and explorations within the sandbox have a real impact, they will be both more inclined to engage the setting, and more thoughtful of the consequences of their actions.

 

I think this is another bit of observation that rings true regardless of the sort of campaign you run.

 

Revisiting an older piece is an interesting experience. I may do it again sometime.

 

10 Things I Learned Running D&D 5E All Weekend

I spent the weekend at TotalCon in Mansfield, MA. I visited with old friends, drank too much and absolved myself of real grown up responsibilities for a few days, but mostly I ran 5th Edition Dungeons and Dragons. I DMed six session slots for a total of 25 hours of play (that last one on Sunday went an hour long). These were not six sessions of the same couple of adventures run over and over, but rather one continuous hex-crawl exploration, a sort of table-top massive multi-player game called “The Valley of Tombs” that actually started at CarnageCon in Killington VT this past fall (that’s a total of 11 Con sessions I have run it, by the way). It was exhausting. It was fun. It was overwhelming. It was glorious. And, it taught me some things.

 

So, without further ado, here at the 10 things I learned while running a ridiculous amount of D&D 5E this weekend:

 

1: The most time consuming thing is getting everyone up to speed. With only one exception, every session had at least a couple players that were unfamiliar with 5E and who had not played the Valley of Tombs before (either at Carnage or at a previous TotalCon session). While this was no surprise, I was taken aback at just how much time it can take to get a player comfortable enough with both the system and the conceit of the game to be able to choose a character, parse its abilities and role in the party and be ready to strike out in search of adventure. And while I think I got “the spiel” down to a reasonable length by the end there, my introduction to both 5E and the Valley could certainly use some tweaking.

2: Valley Veterans are a Godsend. There were two sessions in which folks who had not previously played were entirely absent and their absence was felt. It was not simply an issue of history and lore, though having folks around that appreciated and could impart that stuff was nice, but one of logistics: veteran players were able to bring new players up to speed while I was organizing my notes and preparing for actual play. Thankfully, I had a ton of veterans by Con’s end and I appreciate everyone who sat twice or more at the table.

3: Characters should belong to players. There is something neat about picking up a PC that has some treasure, some XP and some history, but one thing I did not think about was just how profound player versus character knowledge became with a mix of veteran and new players. Some characters were chosen consistently throughout even though players came and went, which meant Gar the Half-Orc Ranger experienced the first brush with the Faerie-Eating Spider-Men, Bob could not explain that information to Jane since Fred had actually played Gar the previous session. The shared journal I have players fill out helps some, of course, but unless Gar’s player was running the journal, Gar’s perspective is lacking. I think one-and-done PCs for any player are necessary given the format, and since levelling is slow slow it should not impact the balance of the game.

4: No one cares about the Inspiration die. In the Con game format, I wanted to avoid everyone jostling for role-playing time with their Flaws and Ideals and such to gain Inspiration. Instead, I had one Inspiration Die that was meant to move around the table. If you got it (for being awesome, for making the game fun, or for bringing me beer or coffee) you could use it anytime you wanted, but then it went back into contention and the next awesome, beer-getting player got it. In reality, no one remembered it was out there. Maybe I give advantage too often or maybe the die being in one player’s possession makes everyone forget about it, but there were very few situations in which it got used at all. I will have to rethink the Inspiration Die bit.

5: Tea is my larynx’s best friend. I had a cold last week anyway, and spending all that time talking certainly strained my voice. Throw in the late night parties and I should have been voiceless by Saturday. But I took that advice of my beautiful and hyper intelligent wife and brought an electric tea kettle to the Con and was able, with judicious use of honey and lemon, keep myself able to be heard. As an added bonus, the kettle was also great for instant oatmeal and Ramen as a way to save money on meals!

6: Never Sit. Seriously. You are the head of the table. All eyes are on you. If you disappear behind that screen, you have lost them. Don’t do it. (I actually learned this at Carnage, but it is so important I had to repeat it here.)

7: If you are going to wing it, be prepared. That sounds contradictory, but it really proved its truth this weekend. In the weeks leading up to the Con, I had some trouble dedicating the necessary amount of time to be ready for this. So, it turned out that because I do not run any early morning games (you’ll remember the thing about the late night parties above) I had a few hours every day to tweak previously prepared stuff and add new material, without knowing whether it would get used. Open world sandbox gaming requires lots of material on hand, whether it is cribbed from other sources, based on random tables or created whole cloth. Otherwise, the game slows to a painful crawl. I made good use of my mildly hungover, tea-drinking time and it paid off.

8: Random results are best results. There is no better way to illustrate this than by example. During the aforementioned preparation, I rolled a treasure hoard that included, of all things, a bag of beans. I have never used a bag of beans in a D&D game before and would likely never have thrown one into the treasure mix on purpose. It happens to end up in a hoard that the PCs acquire (though they don’t know what to make of it — either PCs or players). Later, those same PCs end up in a dire situation: a few party members are trapped in a sealed room, running out of oxygen, dying the slow, ignominious death of the tomb raider while their friends tried desperately yet futilely to free them. Finally, with nothing left to lose, they decide to drill a hole in the many-ton stone block that traps their companions, stuff said hole with dirt and plant a bean from the bag. One percentile roll later, a massive pyramid erupts from the bean, destroying that portion of the dungeon and providing a way out for the doomed PCs. And, on top of it, a terrible mummy lord lives in said pyramid, thereby adding a new wrinkle to the setting. None of that awesomeness would have happened without a few random rolls.

 

Yup. Just about like that.

9: Allosaurus riding lizardmen make everything okay. My last session of The Valley of Tombs for the weekend was the Sunday 1 PM slot. Thirteen players ended up at that table (because I can’t say “No”) and I was sure it was going to crash and burn. My TotalCon legacy was going to be a baker’s dozen of disappointed players. At first, it seemed to be going that way with minor details turning into major plot points and some intra-party machinations threatening to derail things. Then, at just the right moment (i.e. with less than an hour left) the party heads to their original adventure site which turns out to be full of lizard men riding Allosauruses (Allosauri?). It made everything better.

10: The Valley of Tombs is an actual thing. When seven of nine (insert Star Trek borg bosom joke here) 1 PM slot  players chose to forego their pre-registered 7 PM games to continue their adventures, I not only realized I had something pretty cool on my hands, I was more flattered than if I had won IronGM (which I decided not to do this year since I wanted to run Valley). It isn’t perfect yet and there is a lot of work to get The Valley of Tombs into a semi-pro state, but I think it has legs. My goal over the next few months is to build it a website and develope it well enough that it becomes an honest to goodness actual “thing” at New England regional gaming cons, probably starting with OGC Con in New Hampshire in June.

 

I loved running this event over the weekend and I really do think it has potential to be a fixture for years to come. I want to thank every player that sat at the table, but most especially those that kept coming back. You guys rock.

 

The Valley of Tombs: Threshold

Here is a description of the town and people of Threshold, gateway to the Valley of Tombs. Players of the old BECMI D&D set will remember the name and the homage is intentional.

 

The town of Threshold is the gateway to the Valley of Tombs, where would-be adventures, tomb raiders and prospectors come to test their fortunes and fates against the threats of the Valley. It was established only a decade ago in cooperation between the Finder’s Guild and the Gunt minor noble house. And while it is not the only settlement in the Valley (see also Minehold and Lakehold) is is the most important.

 

The leader of Threshold is Lady Eldra Gunt. While ostensibly an elected mayor of the town, she has never been opposed in an election and in any case only land owners in Threshold, of which there are very few among the many itinerants and wanderers, are allowed to vote. Lady Gunt makes certain they are all well pleased with her policies or they do not remain long in Threshold.

 

Lady Gunt’s chief supporter is Sheriff Balthazar Grimes, a former highwayman and sell sword elevated to public office based on his readiness to do whatever Lady Gunt orders of him. As sheriff his official duty is to protect the people of Threshold. In reality, he serves as both a tax collector and shakedown artist for Lady Gunt. Anyone entering Threshold must pay a 10% tax on all wealth found in the Valley and Grimes is well known to demand other taxes, tithes and fines of newcomers. He is a dangerous man, skilled and gleefully cruel in combat, and he has the good sense to make life comfortable for the guardsmen under his command who tow the line.

 

The only other town “official” is the sage of the Finder’s Guild, an aged elf named Eraneon. He technically has a full voice in town affairs based on the agreement between the Guild and House Gunt that established Threshold, but in reality he cares very little for the goings on of the mayor and her toadie. As an elf who has lived a very long time, Sage Eraneon views any political situation in Threshold as ultimately temporary and is far more interested in exploring the Valley and delving its secrets and treasures for the Guild. Elves know only knowledge lasts forever — everything else is transient. That said, Eraneon has been known to aid successful Guild contractors in avoiding trouble with Lady Gunt or Sheriff Grimes as long as those contractors are discrete and did not bring the trouble down on themselves.

 

There are a few scattered taphouses in Threshold but only one inn of any note: The Keg and Kastle, operated by an ex-tomb raider named Holger. His prices are reasonable, his food is edible and his rooms are clean and secure. He bears no love for either Lady Gunt or Sheriff Grimes but knows better than to cross either of them, especially for adventurers who are as likely to die in some ancient barrow as they are to ever return a favor. Rumors persist of some great wealth or hidden treasure in the cellar of the inn, but no one has ever confirmed it and all Holger ever says about it is that when he retired he spent all his treasure securing the K&K.

 

There are no limit to the number of peddlers and self-styled merchants in threshold trying to part folks from their tomb-findings with shoddy wares but there is only one recognized shop in town. Operated by the grotesquely obese dwarf Garil (the shop is called simply “Garil’s Goods”) it serves as a trading post for all manner of mundane items. Garil’s prices are outrageous — he charges half again the usual rate for everything — but he is honest insofar as he will not sell low quality merchandise or cheat his customers. He is firmly in alliance with both Lady Gunt and Sherrif Grimes and has been known to turn in people who have tried to avoid their taxes by selling goods to him. It is suspected that he gets a portion of those “found” taxes.

 

Threshold sits on the bank of the river and riverboats move goods and people between Lakehold and Threshold and then on to Guntville (seat of House Gunt) one hundred miles downriver. The Threshold dockmaster is a female halfling named Middie Bow. She is a friend of Holger’s and hates both Gunt and Grimes but is in no position to oppose either since her job is assigned and she could easily be replaced.

 

Magical Monday: Zetherith’s Gold

It is time to put my previous entry, Random D&D Inspiration to the test! First thing is first — generating a random page number for each of the three core books. After excessive clattering of dice, I came up with the following:

 

Monster Manual page 285:Succubus/Incubus! That is a promising start.

 

Player’s Handbook page 134: the Hermit character background!

 

and finally Dungeon Master’s Guide page 117: underwater visibility, “The Sea” and “Navigation” and a beautiful painting of an adventuress opening a treasure chest at the bottom of a shallow sea or lagoon.

 

The above collection is a pretty good example of why I believe that random elements in both gaming and storytelling are of worth. It is not that any individual aspect of an idea must be unique or revolutionary, but rather that with the right combination of even common tropes and images (and what of the above elements is not an old fantasy trope?) you are empowered to create something new. By absolving yourself of the responsibility of coming up with a “great idea” and letting Fate decide, you are freed from your own limitations and biases in at least the most foundational aspect of creation: brainstorming. For my part, I can imagine having come up with come idea built around a succubus, a hermit or underwater treasure hunting, but not likely one combining the two and certainly not all three.

 

Let’s get to work, then.

 

The first thing to do when trying to weave these disparate results into a cohesive idea is to put them into a larger context. In this example, I have two specific things that contextualize the idea: 1) this is a Magical Monday entry, which pushes the idea in the direction of something wondrous rather than monstrous, and 2) it must be useful for my Valley of Tombs adventure setting — with TotalCon coming up fast, I can’t afford to waste any creative time and energy on anything else. With those two requirements in mind, I can start to figure out what to do with these three random elements.

 

Since this is not a Wicked Wednesday entry, I am not looking to create a villain or monster to plague explorers of the Valley of Tombs. That throws out the idea of a villain succubus or incubus, which is well enough since it is a tired idea anyway. Instead, reading the Hermit entry and thinking on the charm aspect of the succubus and incubus, I decide the following: the Hermit was once a wealthy money changer who lived in the town of Lakehold. We will call him Zetherith Ennar (random name generators abound on the internet — find one that works for you!) and say he is a half elf. He was charmed by a fiend, however, that used his wealth and influence to cause pain and heartache among Zetherith’ family and clientele. Just to buck the usual “evil woman” trope, I’ll say Zetherith  was charmed by an incubus, whom we’ll call Adoth Firefair. Eventually, the fiend tired of his game with Zetherith and decided to drain the life from the moneychanger but before he could murder his mortal pawn, Adoth was attacked and driven back to the Hells by Church Inquisitors (I am keeping this bit intentionally vague: I like having players be able to define their character’s religions and organizations, which means leaving much of the larger world in which the Valley of Tombs fits into undefined). Because Zetherith was never able to shake the magical charm Adoth had placed on him, even after the incubus was driven to his home plane, Serveris Ennar harbored an abiding and tragic love for the fiend. Moreover, Zetherith was exposed and blamed for the damage caused under Adoth’s influence and driven from Lakehold, becoming a hermit living in an ancient abandoned lakeside light house a few miles from town.

 

This is a good background for an NPC, but it is not yet much of an interactive element for explorers of the Valley of Tombs. For that part, I will take inspiration largely from the image on DMG page 117:

 

While under the power of Adoth Firefair, Zetherith Ennar continued his money changing and money lending business. Using wit and guile, he tricked many of his customers into bad (but perfectly legal) investments and gambles and invariably those people lost their wealth. Adoth Firefair knew that those who lost everything were capable of the most desperate acts and enjoyed watching chaos spread through families and the community. Each gold piece Zetherith collected this way was cursed by Adoth’s taint and the incubus convinced Zetherith to collect it all into one treasure chest. When the inquisitors came for Adoth and the townsfolk turned against him, Zetherith cast the chest into the bay of Lakehold for fear that the evil of Adoth would follow that money forever and bring misery to whoever held even one silver piece of it. While no one saw where Zetherith drowned the chest, rumors persists still ten years later of its existence.

 

Player characters coming to Lakehold may hear rumors of Zetherith’s Gold and might be able to hunt down the hermit and find out the truth of the story (Zetherith will only willingly give up the location of the gold if the PCs indicate they can cleanse it of its curse and promise to give it to the Church that drove Adoth away). The chest contains 531 gp, 2398 sp and a small collection of gems (12 worth 1d6x10 gp each). Adoth’s curse is real, however, and anyone keeping the money for themselves or spending it on selfish desires is cursed to suffer Disadvantage on any and all saving throws made against the effects of magical charms. In addition, this curse is obvious to any evil outsider that possesses a charm ability. The only way to remove the curse is to atone by giving away 3 times as much wealth as they kept or spent for themselves.


For Wicked Wednesday this week, I will roll randomly again and see what pops up!

Random Inspiration

I sometimes have trouble with the most basic step in the creative process: inspiration. Usually, if I can get an idea, or am given one, I can run with it and make it into something fun, interesting or novel. This is one of the reasons I enjoyed role-playing game writing so much: I was given an assignment and then let loose. Within the confines of that assignment, I was free to do whatever. I have found, though, that when I am writing for myself, or for a handful of imaginary blog readers, or even with hopes of sale and publication, I want for that initial inspiration. My “writer’s block” is usually less about being unable to form prose and more about being uninspired to start in the first place.

 

One thing I have always found helpful, especially in the context of gaming (whether in preparation or at the table itself), is the use of random tables. There are many great collections of random tables for everything under the sun — I have even created a few — but here, with the new edition of Dungeons and Dragons relatively fresh, there is an easier way to spur creativity without worrying too much about how to translate the results to the game’s systems. By simply using the three core D&D 5E books as the “random tables” themselves, we can create interesting mashups of ideas that are easy to include into our games.

 

While you could simply open to a “random” page of each book, that method has two problems: 1) it is not really random at all and your results, over time, will cluster toward the middle pages of the books, and 2) it does not involve the rolling of dice and that is inherently bad. Moreover, not all sections of the books are created equally and are not necessarily helpful in producing fun, playable content.

 

The basic idea works as such: for each book (Player’s Handbook, Monster Manual and Dungeon Master’s Guide) we will generate a random page (using DICE!) and draw something from each of those pages. Then, we will combine each of those things into a cohesive whole, hopefully one that is both interesting and fun. This kind of random generation helps spur creativity while at the same time avoid cliches.

 

The Monster Manual is the most straightforward of books to use, as it is almost completely filled with usable (read: inspirational) content. From page 12 to page 350 there is naught but monsters, beasts and NPCs. First, roll a d12. For any result other than a 1 or a 12, subtract one from the result and multiply by 30. Then , roll a 30 sided die and add the result for the final page number. (Example: roll a 9 on a d12, so 8×30=240; roll a 16 on a d30, for a final page number of 256 — Quaggoth!) If the initial d12 result was a 1, simply roll a d20+11 for the final page number. (Yes, this statistically makes Blights ever so slightly more likely a result than other creatures in the book. Sue me.) If the initial d12 result was a 12, roll a d20+330 for the final page number.

 

For both the Player’s Handbook and the Dungeon Master’s Guide, there are sections of the books that are primarily rules oriented or otherwise unhelpful for generating ideas. As such, the method for generating page numbers is going to be a little convoluted.

 

For the Player’s Handbook, two sections stand out as providing potential inspiration results: the section in which options for characters are presented (pages 18-161; 144 total pages) and the portion dedicated to magic spells (pages 211-289; 78 total pages).First, we will roll a d6. If the result is 1-4 we will be generating a result from the character section; on a 5-6 we will be generating a result from the spell section. In the former case, to generate the final page number roll two d12 dice and multiply the results (generating 1-144) then add 17. For generating the final page number in the spells section, the easiest method (since the total number of pages is less than 100) is to roll d100, ignoring any results greater than 78 and adding 210 to the result.

 

The Dungeon Master’s Guide is a treasure trove of inspiration in and of itself, mixing practical rules information with random charts and inspirational art. For our purposes, I want to avoid including the rules based discussions, so we will be limiting our potential results to pages 7 to 232 (227 total pages). Roll a d12. If the result is 2 to 11, subtract 1 and the multiply by 20 (generating a result between 20 and 200) and then roll a d20 and add the result. If the initial d12 result was a 1, roll a d20 (reroll any result greater than 15) and add 6. If the initial d12 result was a 12, roll a d12 and add 220.

 

Of course, you can always wimp out and head over to a website like www.random.org to generate your results without dice.

 

Remember, we are looking for inspiration on these pages, so read all of the text and look at the art! Sometimes all it takes is a throwaway phrase by the author or a tiny detail by the illustrator to inspire an entire adventure.

 

This week, for both Magical Monday and Wicked Wednesday, I will be using this method to generate the content for those columns, as well as tie them to The Valley of Tombs.

 

Wicked Wednesday: Lord Black

 

This week I present an established villain in the Valley of Tombs “Massive Multiplayer Table Top RPG” convention game I run — coming soon to TotalCon! — which is illustrative, I think, of the kinds of bad guys I find interesting in RPGs. The stats are for 5th Edition Dungeons & Dragons, but I think Lord Black can be easily converted to any version of D&D or related game.

 

Not all souls that haunt the Valley of Tombs were interred there. Long before the Valley was cut off from the wider world, some chose to rule there in life rather than rest there in death. Perhaps it was the promise of treasures both rich and powerful from ages past. Perhaps it was a kinship with the Other World that rests so close to This World in the Valley. Or perhaps it was simply the fact that few dared claim the Valley, making it appear at least as an easy mark for a would-be dominion lord.

 

The man that is now known as Lord Black was one such would-be ruler. The lesser son of a lesser house whose inheritance has been squandered by his elder brothers, he took what feeble bodyguard he could muster and led them to the Valley, which was even then so many centuries ago famed for its terrors and treasures. “If I die in my quest to be a king,” he said, “then at least I can be buried as one.” His last act as scion of his house was to slit the throats of each of his siblings as they slept.

 

The Valley is an unforgiving place even in the height of summer. In the depths of winter it is as brutal and cold as the frost trolls that come down from the mountains to hunt. The self styled Lord of the Valley lost half of his retinue in the first winter, and would have lost all had they not turned to the Wedigo’s Feast for sustenance. The hardest and cruelest survived, however, and with the spring thaw they sought their vengeance on the Valley and the few good people that inhabited its outskirts. They robbed graves and raided tombs, demanded tribute and captured slaves. By the waning of summer, the Lord Black To Be had erected a motte and bailey and called it a palace. This winter, he would not starve, even if he had to eat all his slaves.

 

It was at the autumn equinox that Madra Nocht came to see the young lord. The wicked, ageless night hag came to him in her true form, as twisted and black as his heart. She disparaged his “palace” and insulted his honor and when he tried to hew her down she cast him on his face and laughed. “You desire power,” she said, “and power I can give.” “What price?” “A small thing, just your heir.” “I have no wife, let alone an heir!” “You will one day,” she promised, “but he will be mine. You will never pass your lordship down. But if you agree, you will never need to.”

 

He agreed.

 

Who knows what twisted pleasure Madra Nocht gained from her bargain with him, who she now dubbed Lord Black. No mortal can fathom the madness of her race, ancient and vile as it is. No matter her reasons, she told the newly minted Lord Black where there were tribes to conquer and where he could find the tools to do so. She gave him keys to the richest tombs of kings long dead that she had also crowned. Over the course of years, Lord black plundered and conquered, destroyed and constructed. He slew giants and dragons and warred with centaurs and goblins. He raised towers and razed churches. Never did he take a wife, or even avail himself of any slave-girl, for he ever feared what might happen should he produce an heir. Not to the heir, mind you, for Lord Black cared nothing of any other, even a theoretical son and heir. No, he saw treachery in madra Nocht’s gifts and feared the completion of the contract would end his prosperity.

 

And so it would have remained had it not been for the Pilgrim Maid. Her name is long lost to history. Only Lord Black and Madra Nocht know it now, and neither will speak it — he because it pains him too much, and her likely because she does not care to remember such trifles. She came with a flock of pilgrims to visit the resting place of their living god. Lord Black’s knights took them as slaves and when they brought the most beautiful of them to him as his share — as they always did, and he always sent her to the dungeons — he was enchanted and sent her to his kitchen instead. In time, she went from his kitchen to his hall and eventually to his side and finally, married, to his bed.

 

Had Madra Nocht, tied of the wait, cast a spell on him or given the Pilgrim Maid a love potion? Who knows the truth besides Madra Nocht? The result was the same and within a year of the wedding the now Pilgrim Lady gave birth to a son. The child was not yet swaddled when Madra Nocht appeared to collect her due. Lord Black resisted her with the power he had gained but to no avail. Her might was greater. As Madra Nocht took the child, the Pilgrim Lady cursed him for his lies and treachery and, finding the chirurgeon’s blade attacked him. He stabbed her through the heart with his ancient sword in his rage.

 

Madra Nocht left with the child and Lord Black told all that both mother and babe had died in childbirth. Wracked with guilt, Lord Black raised a cathedral to his wife’s god and prayed for forgiveness. No answer came. On the babe’s would-be first birthday, Madra Nocht delivered to Lord Black the child’s bones, scraped as they were by her butcher’s knife. He fell into madness then, becoming a terror to his own people. Over many years, he drove them away, murdered them and tortured them. Only the hardest and most evil men stayed in his employ, making him even harder and more evil himself.

 

Finally, devoid of all holdings bust the cathedral and all followers but murderous cannibals, Lord Black died of wrath and grief in his befouled cathedral. His men dined on his flesh and then fell on their swords. Such was the end of Lord Black’s rule.

 

Or, it would have been if not for Madra Nocht. The night hag came to Lord Black’s tombs and breathed foul unlife into his butchered corpse. When he rose, he knew that he would forever haunt the Valley he had sought to rule and with an unhallowed gesture woke his servants, their dead bellies still full of his flesh.

 

Ever since, Lord Black the wight and his army of ghouls and ghasts have haunted the Valley of Tombs and sought to spread fear, death and grief to any who dare venture or settle there. He especially targets good clerics and other servants of light.

 

Game Rules:

 

Lord Black is a special wight (see Monster Manual page 300) with exceptional abilities. His statistics are per a regular wight except as follows:

 

AC 18 (Plate Armor of Radiant Resistance)

Hit Points 60 (8d6+24)

Speed 20

STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 16 (+3) CHA 15 (+2)

Skills History +5, Intimidation +5, Perception +6

All Attacks +6 to hit with a damage modifier of +4 instead of +2.

Modified CR 6

 

Lord Black wears a suit of Plate Armor of Resistance to Radiant Damage and a Ring of Invisibility, and his sword is a Sword of Life Stealing. In addition, mortal creatures killed by Lord Black rise as ghouls rather than zombies.

 

Lord Black is always accompanied by at least 4 ghouls and 1 ghast, and possibly more if he is expecting a large group or otherwise dangerous opponent(s).


Despite his hatred of living things and irredeemably corrupt nature, Lord Black can be reasoned with and may even ally with characters that can promise to destroy Madra Nocht permanently (a difficult task indeed). Her true destruction would destroy Lord Black as well, freeing his tormented soul.

New Year, New Focus

bring it

 

The tail end of 2014 was a thin one for this blog. Between end of semester class stress, the holidays and a little bout with writer’s block, I did not make many posts. As 2015 opens, I intend to get back in the groove and dedicate the time and energy necessary to keep things lively here in my tiny little corner of the internet.

 

First and foremost, I will be continuing to make 5th Edition Dungeons and Dragons a major part of this blog. Both Magical Mondays and Wicked Wednesdays will continue. Much of the work I do on that front will be based on developing content for The Valley of Tombs, my “massive multiplayer table top RPG” that should see plenty of play in 2015. Most notably, I have  six four hour slots set up at TotalCon in Mansfield, MA this February 19-22. With 24 hours of play and potentially 48 unique players, I want to have lots of content on hand. In addition I am going to be occasionally be developing content for the Valley Obsidian Portal Page, which I hope to use to build interest for the game.

 

While D&D is certainly a passion of mine and a big part of this blog, I will continue to provide the occasional unsolicited rant, non-review or opinionated screed of any geeky thing that strikes my fancy. Sometimes I will even make a cogent point or two. We live in a time when geeky subjects have gone mainstream and larger cultural issues collide with niche interests, whether it is the intersection of feminism and video games or questions regarding the less palatable views of genre titans like Lovecraft. As nerds, geeks and dweebs, we are all affected by these issues in some way or another, and they are worth talking about.

 

Finally, 2015 will be a year of refocusing on my own fiction writing. I don’t know how much of that will show up here. I don’t intend to make this blog a showcase of my fiction like I had in the past, but I will certainly be talking about it and whatever process in which I engage. I plan on writing one novel this year, but I have a lot of world building ahead of me before I can even hope to start writing. I may give self publishing short stories a try, and if I do I’ll surely be fretting about that process here.

 

Happy New Year and thanks, as usual, for reading.

D&D 5E Actual Play Part 2

 

Last time, I discussed my take on the 5th Edition Dungeons and Dragons rules themselves. What follows is a more specific discussion of running The Valley Of Tombs at CarnageCon as a persistent open world exploration adventure, a “Massive Multiplayer Table Top RPG” if you will.

 

The Valley of Tombs

 

Figuring out what to run at a convention can be very difficult. I know that I much prefer run games than to play them: for every good game I play, there are two that are boring or uncomfortable or just plain bad. Ultimately, I want to be that game that is good for other players, and in any case I love running RPGs. It’s too bad there is not career in it.

 

Last year at Carnage I ran a two part Mutant Future adventure (“Out of the Freezer/Into the Fridge”) and I found that I really liked running multipart games. At the same time, that I was trying to decide what to run this year, I was playing a lot of Skyrim and the open world, exploration based adventure design that is so fundamental to that game really inspired me to try and recreate the experience on tabletop. The result, it would turn out, was The Valley of Tombs.

 

From a player’s perspective, the Valley setup is simple: an ancient region used over eons as a resting place for the mighty has been rediscovered, setting off a “gold rush” like race for not only riches but forgotten knowledge and ancient power. Player characters are contractors with the Finder’s Guild, which serves the dual purpose of giving them a place to fence their recovered loot (*for a 10% fee, of course) and a way to connect with like minded fellow explorers. They also pay for the simple act of discovery, using a magical journal and map. The players, of course, fill in the map and write in the journal, with the goal of creating a base from which future groups of players at different events where I run the Valley can start their own adventures.

 

I was very lucky at Carnage in that I had a very enthusiastic journal keeper who also happened to be present (with her husband) for each of the five slots I ran. That they were great role players who brought a lot to the table as well was gravy.

 

Prior to the convention, I had planned on creating the entire Valley, stocked top to bottom with interesting locations and encounters. That proved to be far too ambitious a goal, however — especially with taking classes for the first time in 10 years (not to mention the usual family and professional responsibilities). Instead, I sketched out the immutable features of the Valley (terrain and settlement locations that would not be changing) and created a few dozen encounters, both location based and “wandering” encounters. In the end, I think it worked out for the best.

 

Had I assigned every interesting location a hex in advance, the possibility that the players might accidentally sidestep the “fun stuff” was there. In addition, it would deprive me of my favorite thing about being a Dungeon Master: playing to your small, captive audience of players and giving them a tailored experience. Like many of the open world video RPGs that inspire it, the Valley is chock full of things to see and do (and kill!) but those things are not necessarily nailed down to a single location. That said, the experience at Carnage has helped me devise a balanced approach to exploration and storytelling that should make the experience even more fun for future groups.

 

I am not a fan of the “adventure path” style of play that currently pervades the RPG hobby. I much prefer stories to emerge out of events that occur at the table. Certainly, prep work is necessary and story seeds need to be spread liberally over the fertile soil of player imagination (to take a metaphor way too far) but too much predetermination is counterproductive. In my experience players have more fun if they feel like they are driving the narrative with their choices and actions. These two elements — the things in the world and how the players choose to interact with them — combine with the game system itself (not least of which is the randomness inherent in the dice) to result in “story.” Sometimes a character’s story ends with her at the bottom of a pit, pierced by goblin punji sticks, and sometime it ends with her slaying the dragon and saving the prince. In an adventure like Valley of the Tombs, either story is as likely as the other.

 

Some numbers from Carnage: I ran 5 slots of the Valley, for a total of 20 hours of play. I had 12 or 13 players total. Two players played every slot and 6 players played at least 2 slots. Only one PC died (dammitall). A total of 12 adventuring days occurred, during which about 20 hexes were explored. One “dungeon” was explored, consuming an entire slot, and another (the apparent prison of “The Lord of the Pit”) was found and the key to opening it unlocked, but the players chose not to open it. Player characters present for every session earned 3000 XP.

The Valley of Tombs was a joy to run and the slots at Carnage taught me a lot about how to make it even better. I will run it a few times between now and February, when I bring the Valley to TotalCon for 6 slots — 24 hours of hexploration and adventure!

D&D 5E Actual Play Part 1

At CarnageCon in Killington VT a few weeks ago, I was finally able to run my Valley of Tombs game. This is a 5th Edition D&D game designed to feel like playing an open world CRPG (like Skyrim) with an ongoing continuity and ever-expanding setting. I refer to it as my Massive Multiplayer Table Top RPG (MMTTRPG). AT Carnage, I ran a grand total of five slots (20 hours) and I just submitted the same event for TotalCon in Mansfield, MA in February (this time, 6 slots or 24 hours of table time).

 

I thought I would talk about my experiences at Carnage, both with the 5th Edition D&D rules and with the MMTTRPG format, as well as my hopes for TotalCon and the time between now and then. This post focuses on my experiences with the 5E game itself, while the next will go into how The Valley of Tombs ran.

 

5th Edition

 

Finally having run the game for more than a single session (plus one floundering fight versus a Tarrasque very early on), I can say that D&D 5E is probably my second favorite edition of the game, after BECM (you never forget your first) and just ahead of 2nd Edition Advanced Dungeons and Dragons. It is unsurprising, then, that 5E feels very much like a blend between those two (seasoned to taste by various rules and systems found in every other edition of the game a few besides). It is possible that given enough time with the game, it will in fact become my favorite version of the game, but only time will tell. In the meantime, it is enough to say that I would rather run 5E than either AD&D or Pathfinder.

 

The primary reason is that 5E feels clean. Its systems are easy to grasp and run relatively quickly and smoothly. The core mechanics are intuitive and well integrated (with the very strange exception of the cover rules, which don’t seem to jive with the overall design goals) and it is a game that not only enables Dungeon Master input and interpretation, but demands it. There are of course some fiddly rules that take some effort to remember, it being a new edition and all, and it is easy sometimes to revert to some previous edition or Pathfinder rule. Part of the beauty, though, is that doing so will not very likely break the game and there are even a few rules from those games (gold = XP perhaps, or Pathfinder’s disease mechanics) that would enhance 5E play.

 

Character creation is easy. I found a nice little online character generator to help speed the process, but I had previously created some characters by hand with the PHB and it took about an hour to create a 20th level character: 30 minutes to create the base 1st level character and another 30 to level the character all the way up to 20. The choices after 1st level are limited, usually one or two things per level (perhaps more for spell casters), so it is a quick process to create a high level PC. That said, at least so far the game is missing a few things usually associated with creating high level PCs, like a suggestion as to how much and what sort of equipment a higher level character might have, but this is not insurmountable. The apparent default assumption of the game is that characters are not expected to possess dozens of magic items and weapons, and the math in the game is designed to flatten the power curve and reduce the importance of items on character capability. Much of this is dependent on information probably found in the Dungeon Master’s Guide (coming soon!) and that book will likely answer some questions as well as inspire a few.

 

We played without a battle mat or a grid (though we did occasionally use a little sketch on paper to illustrate relative positioning). Because the game is more strategic than tactical, it worked well. Simply asking players what their intent was and being accommodating but tough made combat move quickly and with no want for tension. Rather than counting squares, players were trying to figure out ways to gain Advantage, which suited me just fine.

 

Advantage and Disadvantage are, to me, the single most inspired aspects of the 5th Edition rules. Simply put, Advantage provides a bonus on an attack roll, skill check or saving throw in the form of rolling two d20 dice and taking the better result. Likewise, disadvantage affects the same kinds of rolls in the same way except that the the lower result is taken. Some character abilities, such as the rogue’s sneak attack, interact with Advantage or Disadvantage in specific ways, but otherwise the system is unencumbered by a large number of associated rules. One official rule I did immediately dispense with was the idea that one Advantage or Disadvantage inducing circumstance would negate any number of the opposite, and instead I went with a broader view: i.e. do all the circumstances of the moment suggest Advantage, Disadvantage, or an essentially balanced circumstance. It worked well and while players would sometimes try to negotiate for Advantage or against Disadvantage, I considered this a good thing that increased their engagement and added to everyone’s fun.

 

Related to advantage is a system called Inspiration, which basically provides a “free” Advantage based on things related to character goals, flaws and so on. Because we were using pregenerated PCs, I decided to dispense with giving Inspiration based on play acting and instead gave it for being generally awesome and increasing everyone else’s fun (whether through melodrama or humor or heroics or whatever) or for bring me, the DM, coffee or beer. Shamed as I am to admit it, I am bribable. I also use a special d30 for Inspiration and the rule is only one person can be in possession of that d30 at a time (meaning no one else can acquire Inspiration until the holder of the d30 uses it) but you can always use the d30 for another player’s roll. It worked well, except in a few instances players sat on their Inspiration for most of a session and so it did not see a lot of use in some sessions.
Overall, D&D 5E is a well designed, fun game that speaks to my style of play. It probably is not for everyone, especially since it is moderately dependent upon DM calls and it does not have the deep well of player character options that some people really like, but it is a good game. I look forward to mastering the system a little more every time I run it and finding places where rules from other games or editions enhance play.

Wicked Wednesday: Madra Nocht

Madra Nocht is a night hag who dwells in the Valley of Tombs, between the growing frontier towns of Threshold and Minehold. She is a creature of pure evil and she is as cunning as she is wicked. She is also immortal, endless and ageless. Her schemes touch nearly everything in the Valley, either as her handiwork or her allies, or something to be discarded or destroyed.

 

Her cabin is located aside a gently flowing stream. It is a small simple structure with an herb garden and a porch on which a dog sleeps. Only upon closer inspection can visitors see that only poisonous plants grow in the garden and the dog is in fact a three-headed Death Hound gnawing on too-small bones. By then it is too late, for Madra Nocht emerges from her dwelling, soul sack hanging at her side and wickedness glinting in her eyes. She may not attack the trespassers immediately — she is very likely not to, in fact — but she is a predator to be sure and is sizing up her prey. No mad beast, Madra Nocht needs pawns and servants, sport and playthings and she will take pains to determine which her visitors may be. Unlike some of her kind, she never hides her gruesome visage behind an illusion of beauty. She revels in the terror she creates and loves nothing more than the moment of horror when her victims first see her — except perhaps their last, terrified gasps for breath.

 

Madra Nocht needs not eat or sleep. She never does the latter, and is always up late into the night ranging from dream to dream in search of nightmares to empower and innocents to torture. She sees and manipulates them through her cauldron. The former, she does indulge on occasion. Usually, she limits her indulgence to children (which she has the local goblin tribes snatch from their beds for her) but she may make an exception for particularly troublesome guests. If she or her Death Dog subdues a would be hero, she devours them slowly over days, keeping them alive to watch her cook their flesh and feed their bones to her pet until the last thing they see is a fork coming into their eye. But that is a rare fate, reserved for the most egregiously uncouth Madra Nocht is an immortal and a power and she demands respect.

 

As stated, she needs servants to carry out her will in Valley, willing and otherwise. She threatens, promises and cajoles, lies and manipulates and entices. She has much to offer, from wealth for the greedy to hope for the forlorn to simple desire for survival. When that does not work, she shreds off pieces of a victim’s soul and holds it as ransom until some particular deed she might need done is complete. Attacking her is both futile and suicidal: if threatened, she simply escapes into the Ethereal Plane where dreams and nightmares live. If one can manage to kill her before she can escape, she is not destroyed: her body turns to smoke and she is trapped in the Ethereal until the next new moon. In either case, she follows such a defeat immediately with revenge. She hunts through the land of dreams until she finds her attackers and slowly, with horrifying pleasure, turns all their hopes to ash and eats away at their souls until they are but husks of themselves, at which point she commands these empty vessels to do such horrid and vile things that whatever is left of the victim goes mad with guilt and terror.

 

Game Rules: Madra Nocht is a fairly typical Night Hag as presented in the Monster Manual (page 178) with a few minor but significant tweaks. In addition to the usual night hag innate spellcasting abilities, Madra Nocht is an accomplished ritualist and brewer. She can cast nearly any spell that is available as a ritual and can brew any potion. She never uses potions herself and rarely uses ritual spells for her own benefit; rather, these are tools she uses to bribe would be servants and punish those who defy her. Also, Madra Nocht may plane shift at will between the Prime Material and the Ethereal only. She may do so as a bonus action if she is wounded and automatically does so if she is reduced to 0 hit points.

 

In addition to the normal effect of her Nightmare power, anyone affected by it becomes a sort of thrall to her. She cannot control their actions but gains the ability to read their minds, scan their memories and use their senses from afar. A victim who takes psychic damage from the ability gains a level of exhaustion is addition to the other effects and anyone reduced to 0 hit points by the power becomes a wight under Madra Nocht’s control.

 

Madra Nocht is considered CR 7 for defeating her in a single encounter or adventure, but given that she is immortal and driven by revenge, characters may gain XP for defeating her more than once (DM’s discretion) on a separate occasion.

 

Her pet is a Death Dog (page 321) with three heads (and therefore three bite attacks) rather than two. The save DC on it’s disease is 14 Constitution and it causes 2d6 permanent damage rather than 1d10. It has a CR of 2.

 

At Carnage Con, Madra Nocht used her nightmare power and threats to consume the soul of a part member in order to cajole them into attacking a group of harpies who were preying on Madra Nocht’s goblin servants. This is an example of the kinds of thing she might require PCs to do for her, rather than just try and kill them outright.