For those of you with both Points of Lights, and Blackmarsh know that there are common elements like the Grand Kingdom, the Ochre Empire, Delaquain, etc throughout the different setting. While never spelled out in detail they are all could be considered part of the same setting. In the first Points of Light each of the three lands (Southland, Wildland, and Borderland) are also separated in time that when put together open a window into the larger history.
+Ethan Gundry asks whether has anybody had any success merging all the Points of Light settings, along with Blackmarsh? A while ago I combined the Blackmarsh and Southland map along with the work I done with the Wild North merge with Blackmarsh. The result was this.
But do I have a "master" map that combines everything? Do I have a master document like the old Greyhawk Folio? Yes I now have a master map, no I don't have a Greyhawk Folio style master document. Keep in mind the focus on the Points of Light/and Blackmarsh is usability. That each individual setting stands on it own as a useful backdrop for a campaign. Making them into the equivalent of region supplement defeat that purpose. But still I want the option to exist to combine them so I keep the few background elements I write about consistent.
So what the deal with the master maps. Well I drew a lot of maps over the years and I have a bunch that not part of the Majestic Wilderlands or any other setting. For example this giant map I made for what I call the Eastgate region.
At the heart of which is the City State of Eastgate
Both originated in 2008 before I got my license from Judges Guild. I took all the content I made for the Majestic Wilderlands and stripped out the Judges Guild IP which included drawing new maps. I started writing the initial draft of the Majestic Wilderlands when a fortuitous set of circumstances led to me to securing a license to use enough of the Judges Guild IP to publish the Majestic Wilderlands supplement. Having that license meant I could use my original notes as is saving me a lot of work.
But the above work didn't go to waste as I used some of what I created for Blackmarsh.
So back to Ethan's question about combining the maps. A year ago I was sketching out some map on paper to get a feel for how mountainous and hilly regions really looked like based on Earth's geography. I decided to draw a outline map as an experiment to see how real I can make it look. The result was this.
And I figured if I am spending the time doing this I might as well incorporate the Points of Light/Blackmarsh maps use the above as a future reference.
Here is the annotated version of the above.
At this time I am not going to flesh out all the blank spots as I want to leave the possibilities open for further Blackmarsh style projects. The thing I am currently working is the circle marked Beyond the Borderlands basically my answer to the question of what lies beyond the Cave of Chaos in B2 Keep on the Borderlands.
I am also working on the tweaks to the Wild North to make it fit along the north edge of Blackmarsh. This is the map for that. Basically everything below Row xx26 has been tweaked while everythiing above is pretty much the same as the version from Fight On #3.
Hope this answers your question Ethan. Appreciate asking it as it gave me the idea for this blog post.
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Wednesday, January 31, 2018
Tuesday, January 23, 2018
Making a campaign human centric with the least amount of violence to RAW
+Joshua Macy has a complaint that not uncommon, all the players in his campaign made non-human characters. Let's face it, non humans are cool kids of fantasy roleplaying. Most races have interesting backstories, memorable characters, and of course the racial abilities. Sometimes all three like with the Drow.
Starting with DnD 3.0, later edition attempted to rectify this by giving Human their own racial abilities. Typically extra flexibility by granting a feat or two, increased ability of the player's choice, or more skills. But still it seems lacking and rather bland.
The primary way I fixed it was to grant a 15% XP bonus for humans that works the same as the XP bonus due to having a high prime requisite. Read below the fold for my reasons why.
Starting with DnD 3.0, later edition attempted to rectify this by giving Human their own racial abilities. Typically extra flexibility by granting a feat or two, increased ability of the player's choice, or more skills. But still it seems lacking and rather bland.
The primary way I fixed it was to grant a 15% XP bonus for humans that works the same as the XP bonus due to having a high prime requisite. Read below the fold for my reasons why.
Monday, January 22, 2018
Why Middle Earth is working for me, the Cubicle 7 supplements
There are two main things that "sold" me on Adventure in Middle Earth by Cubicle 7. The fact that magic is presented as subtle in the core books, and the quality of their supplements.
First most of the AiME contents is repackaged from their The One Ring (TOR) equivalent. What differs are the short sections of either AiME rules or new stuff like NPCs, Creatures, and items. The rest is duplicated from the original TOR version. Luckily the TOR stuff is excellent. But I have to put it out there so you are not surprised in case you decide to buy the TOR supplement AND the AiME supplement. The Moria Boxed Set will be the first Middle Earth product that new to both TOR and AiME. For the rest TOR is generally ahead on the release schedule but AiME is catching up.
Rhovanion Region Guide
First most of the AiME contents is repackaged from their The One Ring (TOR) equivalent. What differs are the short sections of either AiME rules or new stuff like NPCs, Creatures, and items. The rest is duplicated from the original TOR version. Luckily the TOR stuff is excellent. But I have to put it out there so you are not surprised in case you decide to buy the TOR supplement AND the AiME supplement. The Moria Boxed Set will be the first Middle Earth product that new to both TOR and AiME. For the rest TOR is generally ahead on the release schedule but AiME is catching up.
Rhovanion Region Guide
TOR and AiME have a class of supplements that can be characterized as a region guide. Both games have a referee hex map that divide broad areas of Middle Earth into regions. One reason for this is that the hex map works hand and hand with the journey rules. Another is that it offers a useful way of organizing the geography for supplement like this one.
This is a section of the referee's map for the Wilderlands in Rhovanion.
The reddish area are the place that are most dangerous to travel in as the party found out last week when they were attacked by a swarm of black squirrels in the middle of the Heart of Mirkwood.
The Rhovanion Region Guide has three major section. The first covers the regions along the river Anduin, the second covers the regions of Mirkwood. Dale, Lake-town, and Erebor are not covered although the TOR supplement for these areas have been released. The last section are new adversaries found in these region. It includes NPCs like Gorgol, son of Bolg, and the more general like Hunter Spiders. Seventeen new foes are added plus numerous NPCs in the various region writeups.
Out of all the supplements this is perhaps the most useful.
Each region is given a general description. Has a section called combat scenery which is advice on where typical encounters take place. A description of the wildlife, and inhabitants. This is followed by a list of notable inhabitants. For example the East Middle Vales describes; Beorn the Shape-shifter (from the books), Turin the Tinker, Gelvira Pot-stirrer, Ennalda the Spear-maiden. The last three are original characters created by the author. Turin is a useful contact about the what going on. Gelvira runs a inn at the Old Ford which can be used as a home base by the PCs. Ennalda is a spear-thane of Beorn and is likely the person the PCs will interact most with if they associate with the Beornings.
Then the section goes on to describe notable places within the region. Which for the East Middle Vales is The Carrock (from the books), The Old Ford, The Isle of Strangling Tree, Beorn's House (from the books), The Grey Heath, and The Cleft of Storms. All of these provide interesting places to explore or have roleplaying possibilities.
Man it looks packed
It is and it isn't. While there are a lot of things described it isn't like my mini-region in Scourge of the Wolf where I provide a capsule description of a dozen settlement within a 25 mile radius. Each hex in the above map is 10 miles not quite the howling emptiness of Greyhawk's 30 mile hexes but large enough that even with what I described for the East Middle Vales you have to spend a day or so travelling to each site. And if you go outside of that, you are talking journey of a week or longer.
When you look at the below map for the East Middle Vales keep in mind that you are travelling two hexes (20 miles) per day by foot. That the only two "settlement" are The House of Beorn and the Old Ford with perhaps the Carrock when the Beornings meet there. Where are the Beornings? Read the description from the book.
While most Beornings live in isolated farmsteads, there are a few… well, towns would be an exaggeration. Call them villages, or steadings, clustered around trading posts or river crossings; one of the largest has sprung up in the vicinity of the Old Ford.
I will talk about the other supplements in the next post.
Tuesday, January 16, 2018
Why Middle Earth has been working for me
Since the beginning of summer I been running a Middle Earth Campaign using Cubicle 7's Adventures in Middle Earth. My friend Tim's blog post reminded me that I haven't blogged on the campaign in a while.
One of the initial reason I was attracted to Dungeons and Dragon in the late 70s was due to my love of not only Lord of the Rings but the history that was revealed in the Return of the King appendices.
DnD offered me a way to take that love and actually turn into something more concrete than scribbles on a paper. Because Tolkien's history described realms rising and falling, naturally I was open for the players to do the same. Leading to me to be the referee that let players "trash" his campaigns.
The disappointment of Iron Crown MERP
As the hobby and industry expanded I looked for material to help me with this. I found it easier to use things that were grounded in the medieval side of fantasy. Then layered the level of magic I liked on top of it, Harn and Ars Magica I found particularly useful.
During this time Iron Crown published their Middle Earth Roleplaying System or MERPS. I really wanted to like this RPG and their supplements but they paled compared to the quality of Harn, Ars Magica, and Pendragon material I had. Everything except for Pete Fenlon's maps which were great.
The main problem with the game and supplement is that they didn't feel very Middle Earth to me. Yeah they had the names, characters, and locales but they lacked that spark that Tolkien infused the books with.
Over the years I collected two dozen MERPS books which remained unused until I gave them to a friend who really like the game and Middle Earth in the early 2000s.
During that time Decipher released the The Lord of the Rings Roleplaying Game. Then Cubicle 7 released The One Ring RPG. I looked at both and felt they were more interested in having the referee tell Middle Earth stories to his players rather than helping the referee bring Middle Earth to life as a place for the players to experience.
I know a subtle point but to me the distinction is important. When I referee I am not into telling my stories. My goal is to bring a setting to life so that the players felt they actually visited another place and did interesting things that were fun.
Adventures in Middle Earth
Then came along Adventures in Middle Earth also by Cubicle 7. I wrote a review of the first book in this post. Because it was rested on the foundation of DnD 5e, I knew that there was a limit to the amount narrative mechanics it could have. After reading it, I was intrigued because of how they reworked the classes, eliminated DnD style spell, and turned feats into virtues More than just a Middle Earth RPG, it was a very much a low fantasy RPG using the mechanics of DnD. And completely avoids the issues I had with MERPS which to me always felt like DnDish fantasy, routed through Rolemaster, dressed in a thin Middle Earth outfit.
So I wanted to run it to see how it played, and so started a campaign. I started buying the supplements. It is in the supplements that Cubicle 7 kills it. It doesn't matter if it is the AiME version or the ToR version they make killer supplements for ANY Middle Earth campaign. And the stats are presented with light enough touch that they are easily adapted to your RPG of choice.
And their initial focus on setting the RPG in Wilderlands is brilliant. In the Return of the King appendices we know shit went down in the Wilderlands, both Dale and Erebor were attacked by the forces of Sauron. We get a paragraph of details and that it.
This means that a Middle Earth campaign can be set during the time period of the Lord of the Rings where the players are truly the heroes that matter. The members of Fellowship of the Ring may have ultimately ended Sauron and the war but dozens of other locales has their own struggles and victories. To be specific the various ToR and AiME products are all set between the Battle of Five Armies and the beginning of the Lord of the Rings novels.
The actual supplements are some the best adventures and campaign guides I seen outside of Harn, Pendragon, and Ars Magica. They range from regional supplements, books of adventures, to a pendragon style grand campaign spanning decades. And when they expanded to other reasons like Rivendell, Rohan, and Bree, the authors done a great job of opening enough of a crack that what the players do matter but still make the events of the novels plausible. For example Rohan regional supplements (Horse Lord of Rohan) and the associated adventure book (Oaths of the Riddermark) all focus on helping Thengel, the father of Theoden, the King of Rohan from the novels.
Next up is a Moria boxed set which I can't wait to see. It been a while since I bought into a RPG line wholesale and Cublicle 7 has earned my dollar.
The Campaign
I will blog more about what I am doing in my AiME campaign but I want to point out one thing. The biggest difference I am noticing is the pacing of in-game time. At first the alternating cycle of fellowship phase and adventure phase seemed seem too much like a straight jacket akin to the metagaming mechanics that other games use to in a vain attempt to create a "narrative" in the campaign.
But then I found it makes for a great way of abstracting the downtime between adventures. I am always a fan of what most hobbyists call down time activities. For example in my Majestic Wilderlands Thursday campaign one player is always using the magic item creation rules, while another is busy lining up trade deals.
What make AiME fellowship rules nice that they are not all meat and potatoes activities (trade, crafting, training, etc). About half of them are what I call pure roleplaying focused on interacting with NPCs. Here is a partial list.
Added to this are version regional undertaking. For example a couple of sessions back the PCs made friends with a group of Woodsmen living next to the Old Ford across the Anduin. That settlement has a special undertaking called Guard the Old Ford. Which offer the possibility of earning a bit of rare coin from the tolls levied on travelers.
Wrapping it Up
Again I am having a great time and now that I have several months under my belt I will be posting on some of the interesting things I learning running a Middle Earth campaign.
One of the initial reason I was attracted to Dungeons and Dragon in the late 70s was due to my love of not only Lord of the Rings but the history that was revealed in the Return of the King appendices.
DnD offered me a way to take that love and actually turn into something more concrete than scribbles on a paper. Because Tolkien's history described realms rising and falling, naturally I was open for the players to do the same. Leading to me to be the referee that let players "trash" his campaigns.
The disappointment of Iron Crown MERP
As the hobby and industry expanded I looked for material to help me with this. I found it easier to use things that were grounded in the medieval side of fantasy. Then layered the level of magic I liked on top of it, Harn and Ars Magica I found particularly useful.
During this time Iron Crown published their Middle Earth Roleplaying System or MERPS. I really wanted to like this RPG and their supplements but they paled compared to the quality of Harn, Ars Magica, and Pendragon material I had. Everything except for Pete Fenlon's maps which were great.
The main problem with the game and supplement is that they didn't feel very Middle Earth to me. Yeah they had the names, characters, and locales but they lacked that spark that Tolkien infused the books with.
Over the years I collected two dozen MERPS books which remained unused until I gave them to a friend who really like the game and Middle Earth in the early 2000s.
During that time Decipher released the The Lord of the Rings Roleplaying Game. Then Cubicle 7 released The One Ring RPG. I looked at both and felt they were more interested in having the referee tell Middle Earth stories to his players rather than helping the referee bring Middle Earth to life as a place for the players to experience.
I know a subtle point but to me the distinction is important. When I referee I am not into telling my stories. My goal is to bring a setting to life so that the players felt they actually visited another place and did interesting things that were fun.
Adventures in Middle Earth
Then came along Adventures in Middle Earth also by Cubicle 7. I wrote a review of the first book in this post. Because it was rested on the foundation of DnD 5e, I knew that there was a limit to the amount narrative mechanics it could have. After reading it, I was intrigued because of how they reworked the classes, eliminated DnD style spell, and turned feats into virtues More than just a Middle Earth RPG, it was a very much a low fantasy RPG using the mechanics of DnD. And completely avoids the issues I had with MERPS which to me always felt like DnDish fantasy, routed through Rolemaster, dressed in a thin Middle Earth outfit.
So I wanted to run it to see how it played, and so started a campaign. I started buying the supplements. It is in the supplements that Cubicle 7 kills it. It doesn't matter if it is the AiME version or the ToR version they make killer supplements for ANY Middle Earth campaign. And the stats are presented with light enough touch that they are easily adapted to your RPG of choice.
And their initial focus on setting the RPG in Wilderlands is brilliant. In the Return of the King appendices we know shit went down in the Wilderlands, both Dale and Erebor were attacked by the forces of Sauron. We get a paragraph of details and that it.
This means that a Middle Earth campaign can be set during the time period of the Lord of the Rings where the players are truly the heroes that matter. The members of Fellowship of the Ring may have ultimately ended Sauron and the war but dozens of other locales has their own struggles and victories. To be specific the various ToR and AiME products are all set between the Battle of Five Armies and the beginning of the Lord of the Rings novels.
The actual supplements are some the best adventures and campaign guides I seen outside of Harn, Pendragon, and Ars Magica. They range from regional supplements, books of adventures, to a pendragon style grand campaign spanning decades. And when they expanded to other reasons like Rivendell, Rohan, and Bree, the authors done a great job of opening enough of a crack that what the players do matter but still make the events of the novels plausible. For example Rohan regional supplements (Horse Lord of Rohan) and the associated adventure book (Oaths of the Riddermark) all focus on helping Thengel, the father of Theoden, the King of Rohan from the novels.
Next up is a Moria boxed set which I can't wait to see. It been a while since I bought into a RPG line wholesale and Cublicle 7 has earned my dollar.
The Campaign
I will blog more about what I am doing in my AiME campaign but I want to point out one thing. The biggest difference I am noticing is the pacing of in-game time. At first the alternating cycle of fellowship phase and adventure phase seemed seem too much like a straight jacket akin to the metagaming mechanics that other games use to in a vain attempt to create a "narrative" in the campaign.
But then I found it makes for a great way of abstracting the downtime between adventures. I am always a fan of what most hobbyists call down time activities. For example in my Majestic Wilderlands Thursday campaign one player is always using the magic item creation rules, while another is busy lining up trade deals.
What make AiME fellowship rules nice that they are not all meat and potatoes activities (trade, crafting, training, etc). About half of them are what I call pure roleplaying focused on interacting with NPCs. Here is a partial list.
- Gain a Cultural Virtue
- Gain an Open Virtue
- Gain New Trait
- Heal Corruption
- Influence Patron
- Meet Patron
- Receive Title
- Open Sanctuary
- Recovery
- Research Lore
- Secure a Supply of Herbs
- Tend to Holding
- Training
Added to this are version regional undertaking. For example a couple of sessions back the PCs made friends with a group of Woodsmen living next to the Old Ford across the Anduin. That settlement has a special undertaking called Guard the Old Ford. Which offer the possibility of earning a bit of rare coin from the tolls levied on travelers.
Wrapping it Up
Again I am having a great time and now that I have several months under my belt I will be posting on some of the interesting things I learning running a Middle Earth campaign.
Monday, January 15, 2018
The many maps of the City State of the Invincible Overlord
Sales of the City State of the Invincible Overlord color map has been good, with 100 copies sold so far. I ordered another copy of the map for myself to see what it would take to assemble into a single map.
The above is a photocopy of the original no name city map drawn by Bob Bledsaw. I used to double check the original printing. The offset printing process required the original handdrawn map to be photographed to the paper size which causes a small loss of detail.
I started by dabbing some two way glue on the overlapping areas. Once it turns clear it act like sticky tape. I can carefully pull apart the two maps and adjust the alignment. Once I got it right. Then I use clear packing tape make a solid join. After I got all four maps together and taped I took it to Staples and got the map laminated. I was happy with the result but look forward to the day RPGNow gets posters added to the paper sizes they support for print on demand.
While doing this, I was reminded of how many times I dealt with different version of the CSIO Map.
So I pulled them all out and took pictures with my lovely wife Kelly Anne.
The one on the right is the color map joined together and laminated. The one in the center is the original map I got in 1980. As you see the color map is slightly longer but the same width. The one on the left is the map for the Necromancer Games version of City State. I didn't draw that one but did proof it for the cartographer.
Around 1986 my CSIO map was getting worn as you can see in the first photo. And the setting was developing into the Majestic Wilderlands. I was studying for a geography minor so had access to light table and a set of technical pens and rules I had to buy for class. So I put the original map on a light table, a piece of vellum on top and proceeded to draw.
Here a closeup of that map
Then around 1993 I bought a copy of CorelDRAW 4 as well had access to a HP 12" by 12" drawing tablet. When I drew the hand drawn map, I drew just the ink line (walls, buildings, shorelines). Had it photocopied on a blueprint copier and then added the color detail.
I still had the master I photocopied off so I had it reduced to to fit the table and used it make a rough sketch of where everything was located. Then built the map up layer by layer to the below result.
This was my first major map drawn using CorelDRAW. Which after much practice led to the below.
At some point I will modify the Majestic Wilderlands version of CSIO to this style.
Hope you enjoyed this. Those of you attending Gary Con (and later North Texas Con) will be able to purchase the maps at the convention from Jon Hershberger and the Black Blade Publishing crew. In addition to the map themselves I am sending the following cover sheet to use in the packaging.
Monday, January 8, 2018
OBS Community Content Program is terrible (with one exception).
While I talked about the issue of One Bookshelf's Community Content before, +James Raggi's reminded me to that people still are largely unaware of what going on.
A few years ago Wizards and One Bookshelf (DrivethruRPG and RPGNow) got together and created a community content program that on the surface offered the following deal
We will allow you
- To use anything from Forgotten Realms
- The published DnD 5e Book
- Use any content posted to this program including templates and art.
Provided that
- You give additional 20% cut of the revenue over what you would get for an OBS listed product.
- that you can only post the content you create for this on this site,
- that the only rules you use are DnD 5th edition
- that the only setting used is Forgotten Realms
- That you adhere to some content guidelines.
Now most folks zeroed in on the additional 20% cut. But I never cared about that. If I really wanted to release a Forgotten Realms products for profit my chances of securing a license from Wizards was effectively zero. So the cut seem reasonable especially I don't have to go through any lengthy approval process.
But there is a huge downside that really kills this for anything but a very narrow range of products.
From the license you agree to when posting a work to the DM's Guild or any other community content program.
5. Rights You Grant to OBS
(a) No Reversion. Due to our licensing arrangement with the Owner and the collaborative nature of the Program, you are granting us broad licenses in your Work and your User Generated Content included in your Work, and the rights to your Work will not be reverted once it is published in the Program. You will have the ability through online tools at OBS websites to stop public display and sale of your Work on OBS marketplaces, but not to stop the sale of works of other authors in the Program even when such works use your User Generated Content that you originally created in your Work and thereby became part of the Program IP for other authors to use.
(b) Exclusive License to your Work. Effective as of the date you setup your Work through the Program on OBS’s website, you grant us the exclusive, irrevocable license for the full term of copyright protection available (including renewals), to develop,
license, reproduce, print, publish, distribute, translate, display, publicly perform and transmit your Work, in whole and in part, in each country in the world, in all languages and formats, and by all means now known or later developed, and the right to prepare derivative works of your Work.
(c) Exclusive License to all User Generated Content in your Work. Effective as of the date we first make your Work available through the Program, you grant us the exclusive, irrevocable license for the full term of copyright protection available (including renewals), to all User Generated Content included in your Work. You agree that the User Generated Content is available for unrestricted use by us without any additional compensation, notification or attribution, including that we may allow other Program authors, the Owner and other third parties to use the User Generated Content.So pretty scary right? But I still think it fair for something based on another person's IP but then this one phrase.
and the right to prepare derivative works of your Work.This in conjunction with the use of Exclusive license kills the use of Community Content for any original settings or content. If I had released Scourge of the Demon Wolf on the DM' Guild first, by the terms of this I couldn't prepare a Swords and Wizardry version with different art, layout, and trade dress. Because that would be a derivative work of the 5e release.
Granted I am not sure what would happen if I did the reverse. Release the Swords and Wizardry version first and then the 5e version on the DM's Guild. Likely I would just kicked off and the product listing dropped. Anyway by that point you need the advice of a IP attorney anyway.
The prudent course is to avoid the use of any Community Content unless your work only makes sense for what they offer.
The One Exception.
The Community Content program vary in what they share. Broadly they all offer access to a set of rules. Some also have setting. The one expection is if you want to write something for a setting. For example if you want to write something for the Third Imperium then the TAS program will work for that. Unless you know Marc Miller well enough to secure your own 3PP license for the Third Imperium or get a work approved at Mongoose or another 3PP licensee this is the way to go get Third Imperium material published. The same for the DM's Guild and Forgotten Realms or Ravenloft.
Some, like Cortex Plus are rules only. My view that these are bad deals taking advantage of their fanbase.
Conclusion
As mentioned in my previous post on the topic, the problem is bad enough that for the first time the Traveller 3PP community felt the need to make the first Traveller retro-clone, Cepheus. Unfortunately fans of Cypher, Cortex and other don't have that option. My opinion is that OBS and the publishers are unjustly enriching themselves for the community content programs that only offer access to rules. That the no derivative content clause is predatory especially for novice authors and that publishers and OBS should be ashamed for including it.