Showing posts with label awards. Show all posts
Showing posts with label awards. Show all posts

Wednesday, 20 February 2013

Making a Mark on the Map

Players love their character sheets, the filling in, gearing up, gaining levels and skills and goodies. They also love maps, filling in the blank spaces of the unknown. But what if the map of a realm - like character sheets - also told a story of their gaining power, influence, and notoriety in the world?

Below is a fairly simple way to mark up the icons for cities, towns or strongholds on a map, that records what kind of legacy an adventuring party is leaving there. Here are the icons that can be written around the place's symbol on the map (shown here by a square):
Influence: This is the sway of the party with the powerful folk of the place.
  • No crosses mean they have no pull, or are even sworn enemies. 
  • One cross means they have an ally in at least one influential figure. 
  • Two crosses mean the actual ruler of the place is friendly to them. 
  • Three crosses mean the party actually rules the place, or at least can dictate to its rulers.
Fame: This is how widely known the party is in the place, by name and appearance.
  • No star means they're unknown, except to a few they've interacted with. 
  • One star means they have become known among a section of the people.
  • Two stars mean they have become the talk of the town, at least for a while.
  • Three stars mean they have left a lasting legend that will endure for many years to come.
Roots: This is their lasting connection with the place.
  • No triangles means the party has no real investment there. 
  • One triangle means a personal connection - maybe one of them comes from there, or they settled a retired henchman down in the place.
  • Two triangles mean the party owns property there and visits at least once a year. 
  • Three triangles mean the party spends at least two months a year there and takes an active part in its affairs.
Deeds: There can be up to three backward slashes representing deeds that are "bad" to the interests of the settlement or stronghold, which might actually be morally good, and up to three forward slashes representing deeds that are "good" to their interests. These deeds may or may not correspond to the party's Fame at large, but they should be known to someone. Some deeds may be controversial, earning both kinds of slashes according to whose interests they serve and undermine.
  • One slash is a deed affecting the temporary interests of the place (for example, robbing a citizen's purse, or buying the bar out at every tavern in town).
  • Two is a deed that leaves a permanent mark (for example, murdering or saving the life of a prominent citizen). 
  • Three is an act that changes the place drastically forever, or saves it from an utter calamity (for example, causing a giant purple worm to rampage through a district, saving the city from the purple worm, or building and endowing an entire magical college there). 
I suspect that leaving their mark on the map of the world in this way can be so appealing to players that they would go out of their way to earn such "achievements," pulling outrageous stunts and displays, buying real estate, yanking the strings in court. And if  the game gets to the point of settling down and establishing a domain, it's very useful to see at a glance where your friends, roots, and enemies are.

Next post: An example from actual play.

Wednesday, 8 June 2011

In Praise of Modular

I think there's some kind of message in the selection of Mike Curtis' Dungeon Alphabet to win the first Three Castles Award, the closest thing old-style roleplayers have to an Oscar. Or at least I choose to interpret it thus.

The award went, not to a fully implemented roleplaying game or setting, but to a creative aid with supreme versatility across many different games and settings. It beat out a field including two "system" products (LotFP and B/X Companion) and two "setting" products (Stonehell and Majestic Wilderlands).

If there's a message here, it's a congenial one for me, because I'm getting less and less excited about writing out a whole role-playing game as a vanity project for my houserules. As more and more of these retro-inspired labors of love keep coming out, I keep hearing - and feeling, myself - the same reaction:

"It's got some neat stuff I'll pilfer for my own game, but I wouldn't play using the whole thing."

So, why not just pack the neat stuff up, and set it out on the front doorstep for pickup? That way you don't have to worry which of seventeen and a half retro-clones your stuff is going to compete or be compatible with.

I've been on a break from creating new gaming material, between my usual computer being in the shop, and my game going on a long hiatus that hopefully will be broken this week. I've used this break to reflect on what's gotten the best reaction out of my creations. Without a doubt it's the material that people can plug into their own game - the one-page rules supplements in particular. I also have some encounter tables waiting in the wings, and like my NPC and trick tables they're also modular like modular furniture.

Or clothes that help you learn that light blue goes with dark blue.
Yep, modular is the way to go. Who needs yet another explanation of what a roleplaying game is or how fast you can move down an unlitten corridor? All I'm saying is, smart money's on Vornheim next year.