Showing posts with label majestic wilderlands. Show all posts
Showing posts with label majestic wilderlands. Show all posts

Friday, September 20, 2019

Evocative Maps

While Google+ was a thing I posted this map from my Majestic Wilderlands campaign


The party talked to the dragon Mori (center and up) and succeeded converting her to their cause. In turn she explained what she knew about the forest. But rather than write a description, I described it visually with the above map. Figuring that it was more effective in visually conveying the highlights of what could be found.

Recently I did another for the current Swords & Wizardry campaign I running using my Majestic Fantasy rules. In this case it is about the Valley of the Dead Queens northwest of Viridistan.

As with Dearthwood, the characters were able to have a long discussion with allies knowledgeable about the region. I felt it was easy to convey the information visually. In the valley you can see the towers of the Dead Queens along with the Obsidan Tower and the Serd Worms.

Keep in mind the scale of the Majestic Wilderlands is 12.5 miles per hex not 5 miles hex. So the maps are larger than the original counterpart. Which is why villages are now castles or towns. 

Below is how the above looks on the main map I drew for myself.


Finally here is the first poetic map I drew. It was for the last GURPS campaign I ran in the Majestic Wilderlands

And the written summary It is written from the point of view of the rebel giving the information.

Wednesday, July 31, 2019

Fantasy Medieval Style Law. Part 2

The Arrest
As Sigurt and Thil enter Lado's shop, the one of the two Greene men following them runs to tell Aldus and Marcus where Sigurt is. Unfortunately for Sigurt, the Greene has gathered everybody and ready to move. Several minutes later everybody arrives at Lado's shop.

Lado was successful at covering his discomfort at the arrival of Sigurt and Thil and managed not to tip them off that something was amiss. Their conversation about provision was interrupted by a loud insistent knock at the door. When Lado answered he see Marcus with his posse backed by a City Guard patrol standing nearby.

Marcus presents his writ and then turns to Sigurt and Thil announcing he is here to arrest Sigurt for the murder of his brother. Sigurt puts his hand on his weapon but Thil noticing the posse and the guards stops the Northeron. Thil examine the writ and finds it in good order. Sigurt and Thil get in to a heated argument until Thil pointed out the dozen or so armed individuals outside in the street. Thil will take Sigurt's gear and get back to Corbin to see what can be done. But for now they are out numbered.

To everybody's relief, Sigurt surrenders after giving his gear to Thil. Marcus, the city guard, and his posse take Sigurt to the nearest Jails and has Sigurt locked up. The writ is signed by the Jailor indicating that the arrest has been made.

The Trial
Aldus and Marcus Green return to Alderman Mallory and present him with the signed writ. Aldus requests that Sigurt be tried at the next assizes for the murder of his son. Alderman Mallory agrees and issues a Writ to compel Sigurt to appear before the commission of oyer and terminer when it assembled in 18 days at the monthly assize to answer for his crimes. Aldus pays the Alderman another two shilling for this writ.

Rob's Notes: Eastgate as a freetown is not allow to try capital crimes. The king holds monthly assize in where felonies can be heard and adjudicated. In this fantasy kingdom, the Grand Jury is a group at the assize that issues indictments requiring the named individuals to appear at the next assize. Indictments can be presented to the Sheriff or Aldermans to secure a writ to arrest the named individual to force them to appear.

The Commission of Oyer and Terminer, actually hears the case and renders a verdict. To have the commission hear a case the plantiff has to secure a writ in order to be put on the schedule or docket.

It is quite possible that the indictment step is skipped as in the case of Sigurt. In which case, if a suitable authority, like an Alderman or a Sheriff, issues a writ to put the case on the docket.

In the 18 days that follows these things happen.

Both the Greenes, and the Adventuring Party gather witnesses who would swear an account of the events that led to the death of Micheal. The Adventuring Party has a hard time of it due to the Greenes better connections. However they manage to find a merchant who was present during the incident who happened to be a rival to the Greenes.

Sigurt sits in jail and one of the adventuring party makes sure that he has food, water, and clothing each day. Medieval Jails provide minimal food and water. The expectation is that the family will keep the prisoner supplied. Luckily none of the jailers wants to mess with the Adventuring Party after the first visit so Sigurt is able to get everything that the party delivers until the assize.

When the day of the assizes arrives, Sigurt and the other prisoners to be tried are escorted by the city guard to the commons where the tents and the commission's benches are set up. It is cloudy day with rain drizzling off and on so everybody is in a foul mood and ready to get this over with.

At first the trial goes badly for Sigurt as the Greene line up an array of witnesses swearing that Sigurt instigated the fight with no provocation. And other testifying to Micheal's good character. However prior to the trial Thil managed to find out that one of the commissioners was a knight whose son got in trouble because of Micheal's rowdy ways. Thil's investigation and persuasion abilities (along with a few quiet Charm Persons) allows him to highlight Micheal's rowdiness.

At the conclusion of the trails, the commission finds Sigurt guilty of manslaughter not murder and fines him double weregild (400 shilling or 4,800 sp) for Micheal's death. The Greene family wanted death is not happy with the verdict. The party pays Sigurt's fine and quickly leaves Eastgate on their long delayed expedition to the Barradine Ruins. It unlikely the Greenes will be able to exact any type of vengeance unless the party returns to Eastgate.

Wrapping it up
I deliberately made the resolution more peaceful than would likely be the case. Odds are that Thil and Sigurt would have made a scene at Lado's shop. Either fleeing through the back of Lado's shop or attempting to take on the posse and the guard. Each with their own negative consequences.

But the scenario path I opted for allowed me to illustrate each part of how medieval style justice would work in a fantasy RPG campaign. The key to Sigurt paying a fine and not hanging from a noose is Thil clever work in discovering that others were negatively by Micheal. Thus painting the incident as one where a crime has been committed, manslaughter, but caused by Micheal's history of drunkenness. However because the Adventuring Party had no local ties it was a uphill battle at every step.

Tuesday, July 30, 2019

Fantasy Medieval Style Law. Part 1

Recently I created an example of how fantasy medieval legal system would work. I talked about this in a series of posts about building a feudal setting called Of Overlords, Kings, and  Barons. Of course there is a Harn Article on the subject called simply Law.

The Incident
The PCs are sitting in the Rusty Keg tavern in the City of Eastgate enjoying a meal and a drink after concluding a deal for a map that will lead them to the Barradine Ruins, their current focus. From two tables over, Michael Greene and his friends start mocking one of the party's member, Sigurt the Bold a Northeron. He is a member of the Greene family a local merchant family who works the northern trade routes. Northeron raider are one of the more serious threats that the family has to prepare on their trading voyages. As a result there is little love for Northerons from Micheal or his family.

Michael is drunk and starts making loud comments about SIgurt. His friends join in as well. Finally Sigurt had enough and walks over and just clocks Micheal after deciding that he can take on the whole lot if need be. Micheal jumps on top of Sigurt and the fight is on. Micheal's friend are about to jump but stops when the whole adventuring party stands up. The fight is between Micheal and Sigurt.

A few blows are traded by Sigurt has the upper hand being a veteran warrior. Unfortunately a few rounds in, Sigurt's player rolls a critical hit. Not only Sigurts puts Micheal down but also kills him.

The Aftermath
The tavern goes silent. Corbin, the leader of the party, decides that it is best not to stick around. He gives the barkeep 50 gp for the trouble caused. Then the party leaves and returns to the Wyvern Inn where they have rooms.

The barkeep, who also the owner of the Rusty Keg, goes over to Micheal Greene's friends and tell them to pick up Micheal's body and bring him to a back room. Then the barkeep start questioning Micheal's friend who are they and who is Micheal. Eastgate is large enough that not everybody is recognized on sight. However the Barkeep has heard of the Greene family and is well aware of their status as a merchant family. So the barkeep grabs his son and tell one of Micheal's friends to take his son to the Greene house.

A 1/2 hour later, Aldus Green and his eldest son and heir Marcus Greene arrive at the Rusty Keg. Sad and angered at the death of his younger son, Aldus tells Marcus to start questioning people as to what happened. While a lot of the patrons have left a few remained who saw everything. Between them and Micheal's friends, Aldus and Marcus gets a general description of the party, and along with the name of the person who they met, Lado Thorne a chandler local to the ward.

The Investigation
Aldus and Marcus secure a cart from the Barkeep and transport Micheal's body back to their house. It is almost midnight when this is done. Because it is night time Marcus gather a guard wakes up a handful that work for the family. Picking those who have brawled or can fight. They march through the street towards Lado's shop.

Along the way, a City Guard patrol stops them and asks their business., Marcus explains that his brother was killed and they were on their way to Lado's shop to question him about the identity of the killers. That they intend no violence. The guard corporal in charge of the patrol knows from experience that tempers are high. So he tells Marcus that he may go but only if one of the guard accompany to act as a witness.

Marcus agrees knowing that his family hasn't done anything formal yet. So the guards are well within their authority to order Micheal and his posse to turn back. But the guard corporal knows about the Green family and their status. Since the purpose of the posse is to question Lado it fine as long as it doesn't get out of hand. After Marcus leaves with his posse and the assigned guard.. The corporal sends a runner back to the ward's barrack to let the Sergeant and Lieutenant know that a murder took place and that the Greene family has sent out a posse.

Marcus, the guard, and the posse arrived at Lado's house. After pounding on the door for a few minutes, Lado open a window and ask their business. He becomes a little frightened at the posse below, he calms down a little when he see a guardsman with them. He lets Micheal and the guardsman into his shop and they begin to talk.

As a rule most proprietors including Lado keep quiet about their customer's business. However when Lado learned that Micheal Green was killed in a bar fight after he left. He quickly identifies the adventuring party to Micheal and to the guardsman as a witness. He also happen to know through the dinner conversation with the party that they are staying at the Wyvern Inn.

He doesn't tell Marcus what his business with the group was about. Telling Marcus that his father can talk to Tomas, the guildmaster of the Chandlers if the Greenes want to know. However that discretion doesn't extend to protecting his customer from a murder investigation.

The Writ
It been a long night so far with no end in sight, Marcus leaves Lado's shop. He tells the city guardmen that the Greens are going to keep watch on the Wyvern. The guardsmen acknowledges and asks for an escort back to the barrack. Marcus does this as well as send his own guard and one of other employee to watch on the Inn for the remainder of the night. Afterwards Micheal returns home and spends the remainder of the night comforting his mother.


Rob's Note: Aldus doesn't authorize Marcus or any of those who work for them to go into the Inn and grab the party as the Inn is the property of a innkeeper who in good standing with the innkeeper's guild. Innkeeper are expected to protect their guests and safeguard their property as one of their responsibilities. With a writ from a Alderman, the Greenes have no recourse to wait until they secure one. However if Sigurt or the party steps out of the Inn then they are fair game.


In the morning the party wakes up and has breakfast and plans the day's shopping in order to prepare to leave for the Barradine Ruins the following day.

At the earliest possible hour, Aldus Greene and his son Marcus head over to Alderman Angus Mallory's house. The Mallory family have long been friends of the Greens. The Mallorys own one of the largest weaving establishments in Eastgate and the Greenes often ship their linen and wool to distant ports.

Aldus reports the murder and has his son Marcus swear to the particulars. Alderman Mallory is more than willing to accept their sworn oaths and issues a writ authorizing the Greene to seize Sigurt's person and transport him to the nearest jail to await a hearing. The writ further allows the Greene to call on the CIty Guard as the accused is reputed to be a member of an adventuring party. Aldus pays the Alderman two shillings (24 sp) for the writ.

While the party is eating breakfast and planning their day. Aldus and his son Marcus are gathering every guard and employee they have along with sending a runner to the ward barracks to ask for a patrol to be on hand.

This takes time so the party conclude breakfast and break up to go shopping and prepare for the expedition. The two men that the Greene station see this and start to follow Sigurt. Sigurt is in the company of Thil the Cowled, a mage, and their job is purchase rations and other consumables for the expedition. Ironically they head over to Lado's shop.

Sunday, June 30, 2019

The Majestic Wilderlands has gone gold!

It did take ten years but the Majestic Wilderlands has finally achieved Gold status on DriveThruRPG.

As thanks, I am offering the Majestic Wilderlands for $1 over print cost. And half off for the PDF for the holiday week.

PDF Discount $2.99
Print Discount $4.99

The supplement is compatible with Swords and Wizardry and other editions of the worlds first and most popular roleplaying game.









Monday, August 6, 2018

How much detail at the start of a campaign?

One thing many referee wrestle with is how much detail to give about the setting? The short answer is that as much as they need. Yet that not helpful because the execution can be challenging. Why? It not a one size fits all. Different players have different level of interest even within the same group.

What I been doing for the past five or six years is regardless of the system I am using I try to come up with a concise list of classes/templates, and races/cultures. I pitch possible areas of the setting where they can start at along with various initial situation. Through a back and forth conversation we arrive at a consensus.

Then I do a informal pre-game interview with each player to gauge want they want to play and their level of interest. From that I give them what they need to generate the character, write up a background giving what their character know from their point of view. Both presented as tersely as possible.

Example from a recent campaign
  • a halfling knight riding a pig as a mount from Limerick Shire. 
  • A cleric of Hamakhis, a death god, who left temple and the demands of his father to become a pirate on the high seas. Still wants to serve Hamakhis and eventually gain enough power to become the next Vecna (i.e. my setting's equivalent). for the greater glory of Hamakhis.
Two of the players had a greater interest in their character background.
  • A merchant adventurer striking out on his own from his merchant house. He is not one good terms with his father. This was followed by a two page write up of what he knew about the economics, merchants, and trade details of the region. Most of it was traveller style lists.
  • The second player wanted to play a full blood Viridian, a demonic race that part of my Majestic Wilderlands. He is essentially a underground mage. He was bought by his master and trained as a artificer, a type of magic user in my setting, eventually winning enough of his respect to win his freedom. They parted on friendly terms and have a patron client relationship. He got a page on how the underground magic society of black magic, demonic sorcery, etc of Viridistan the City State of the ex World Emperor (killed by PCs two decades ago in real time). 


I tweaked each of their backgrounds so they had reason to cooperate on their broad goals .

Beyond that all I gave them a concise write up of the larger world. i.e. City State of the Invincible Overlord to the east, Desert to the south, and so forth and so on. Try to limit to a paragraph or two.

Basically a even more concise version what I wrote in my Majestic Wilderlands supplement throwing everything that a inhabitant of Viridistan Region would not know.

Oh and there were maps accompanying all this just because I like doing that sort of thing.




Friday, April 6, 2018

Details on Faeries for the Majestic Wilderlands

Two years ago I made a post how I got a handle on how faeries work in my setting. The basic issue is that there are multiple interpretations of why faeries are what they are in myth and legend. This means in order to roleplay faeries there is no definitive source for the referee to use. Many of the major ones didn't click with me until I came with the approach I outlined below. I like it because it preserve the mercurial and seemly random nature of faeries but provides a consistent starting point for an encounter.

I collected the Faeries entries from the legendarium I am working on for my Majestic Fantasy RPG and posted it as a PDF here.

FAERIES
Magic in the Majestic Wilderlands is the force of creation made manifest. Before the creation of the Abyss and the Chromatic Crystals, the inherent level of magic was low. In order to be harnessed as a spell, it was laboriously gathered in a ritual and infused into a scroll, charm, or magical device. After the creation of the Chromatic Crystal, someone with a disciplined will could cast a spell without the use of a device.

Over the centuries magic did not turn into a science or craft because it was influenced by an individual’s emotional and mental state. What worked for one individual, often didn’t work for another. This susceptibility of magic to emotion had another consequence, the creation and evolution of faeries.

Faeries are creatures, and monsters born out of the ambient level of magic that flow throughout the Wilderlands. The emotional life of elves, men, and even plants and animals give birth to these creatures including the faeries that developed sentience. The nature of their birth has left all faeries with a singular drive to recreate the emotions that give them life. This typically manifests with the faeries using their abilities to recreate the circumstances of their birth. Using magic, to manipulate the environment and those around them into playing out certain stories and emotions, over and over again. This can led to dangerous situations when emotions like anger, hate, and fear are part of the faerie’s nature.

The key to dealing with the Faeries is to understand the emotions and stories that gave them birth.

The Elves and the Faerie
When the Wilderlands was created there were two sentient races; Elves and Men. The Elves were born as the glory of the Wilderlands, as a shining example of the potential of life. They were given great gifts however the price was that their fate was tied to the Wilderlands. One reason is the innate magic of the Wilderlands sustains their immortality and other gifts. Because of this, the elves feel kinship with the faeries, and in general will help them fulfill their nature. For the faeries that have the negative emotions as their nature the elves will still help them but try to do it in isolated locations far from the other races of the Wilderlands. Many elves realms have a large population of faeries.

Sunday, February 11, 2018

Talking about Authentic Medieval Roleplaying

I been doing a series of podcasts with Brendan Davis, Nick Seidler and Adam Baulderstone.

The first was with Brendan as gamemaster and featured a trap dungeon.

The second was me using my Majestic Fantasy Rules (based on Swords and Wizardry) to run an adventure set in a fantasy medieval setting.

The live stream is here and the podcast where we discussed it can be found here.


Friday, February 2, 2018

Livestreaming the Majestic Wilderlands


Just a heads up that I will be refereeing tonight a one shot adventure and it will be livestream.

The link

The adventure will be Deceits of the Russet Lord, an original adventure I been working on as the follow up to the Scourge of the Demon Wolf.

It will be run using my Majestic Wilderlands rules which are a combination of my supplement and Swords and Wizardry.

Overview
Nestled in the western eaves of Dearthwood is the Shrine of Saint Caelam the Dragonrider a popular pilgrimage destination. The monastery that runs the shrine are habitually late on delivering their tithe to the Bishop. This time are even later than usual. His excellency is fed up with the continual delays an is sending the player characters to resolve the issue and collect this season's due.

But meanwhile others feel their due is owed as well and their payment is far bloodier.

Sunday, November 26, 2017

First question on the City State of the Invincible Overlord Map

+simontmn ask
I always thought the Cryptic Citadel was one big building, this shows it as a small circular building surrounded by a courtyard?
On the original it is a judgement call. 


A case could be made for it to be a big giant building due to lack of interior detail like plants or roadways like the one leading to the lower entrance.

But then I got the no-name city photocopy.


Notice how the walls are shaded like the city walls. Despite the lack of a interior crenelation this to me meant the inside is a courtyard not a building.


Product Launch
The launch went well. So far 100 kickstarter backers have claimed their coupons. Plus I made 18 sales enough to put the map at #9 on the Bestselling Titles and #3 on hottest small press. I appreciate the business and the numerous good compliments. When some reviews, good or bad, appear I will make a post linking to them.

If you are interested in getting this map for yourself you can buy it here on RPGNow for $8.

In addition to the City State of Invincible Overlord, Revised, and Guide to City State (1976) it was pointed out by Falconer that one can use the Initial Guidelines Booklet I as well. The Initial Guidlines Booklet I is what Judges Guild sent out after the selling the maps at Gen Con IX. 

Then there also the Necromancer Games version of the City State of the Invincible Overlord which fleshes out the entries and includes the Wraith Overlord Sewer Supplement


Sunday, October 1, 2017

City State of the World Emperor

Right now I am running two campaigns, the first is on Wednesdays and is using Adventures in Middle Earth with +Tim Shorts and +Chris C.. The second is on Thursday nights and involves several friends I made back when I running boffer LARP events; Josh, Mark, Adam, and Jeremy. The second campaign is using Swords and Wizardry and my Majestic Wilderlands Rules.

It centered around the City State of the World Emperor or the City of Spices or Viridistan. Currently the year 4475 BCCC, (Judges Guild stuff was set in 4433 BCCC) the last Viridian Emperor is long dead, the civil war that broke out in the wake of his death had wound down a decade ago (in game time) thanks to the decisive action of the PCs in an earlier campaign. Viridistan is ruled by a council (formed by yet another PC group back in the mid 80s) and is basically a powerful merchant republic.

Our cast of character for the current campaign is


  • Tamaril Lenore - an aspiring merchant (Merchant Adventurer from the MW Supplement) and gifted singer and player of the lute. 
  • Alexander Hexation - one of the few surviving full Viridians (in hiding) and trained as a Artificer (can only cast ritual but can make magic items like scrolls for battle magic). 
  • Valgard Neuroth - a cleric of Hamakhis the god and judge of the dead. The party is damn lucky to have this guy as one of the possible adventure sites I seeded was +Greg Gillespie excellent Barrowmaze. The party just managed to shut down the Pit of Chaos so he even more potent in the megadungeon.
  • Rodney a Halfling trained as a knight and uses his stable of warboars as his steeds.
Right now the party averages about 5th level and just aquired a small merchant ship. It is because of this that I adapted the trade rules from Adventurer Conqueror King for the particulars of my Majestic Wilderlands. Once I get the kinks out I will be posting them for people to use. 

One of the prep I did for the campaign is started work on the Majestic Wilderlands version of Viridistan. 

The original map.

In the early 90s just before I started using CorelDRAW I worked on a hand drawn map of the above. The below is as far as I got.


One of the main differences is that due to how I presented the Viridian as a demonic race there were no temples in Viridistan when it was under control of the Emperor. The various temple in the present of 4475 are basically the equivalent of a storefront church that you see in the downtown of various communities.

Currently this is the status of the new map I been working.


Now that all the city blocks are in place next is to draw in the coastlines and transfer the numbered buildings from my original. Unlike many RPG cities, CSWE had the referee place all the building themselves. There was a little underscore where the assigned number could be written.

Once I transfer the number, I can start dividing up the various city blocks into individual buildings. The main difference between my take on the City State Invincible Overlord and the original CSIO is how each CSIO city block is divided up. The building sizes are more realistic and there are lot more alleys.

Hope you enjoy this little peek into what I do to run my campaigns. 


Friday, July 28, 2017

A RPG Potpurri, Using Roll20 VTT, ICv2 News, and Adventures in Middle Earth

In the fall of 2016, life circumstance shifted and for the first time in years I had an extended period where I wasn't involved in a regular campaign as a player or referee. Since then things picked up and now I am refereeing two campaigns, and playing in a third. Along with refereeing at a local games once every other month or so.

The key for me is using Virtual Tabletops like Fantasy Grounds or Roll20. With the different work schedules and driving distances involved it hard together with my friends and other folks to game face to face. It started back in the early 2000s as a way for +Dwayne Gillingham+Tim Shorts, and I to continue to game together despite Dwayne moving from post to post while he was in the military.

Since then I met several good friends on-line like +Ken H, and +Chris C. who became regulars, Since they are scattered across the northeast of the United States the only way for all of us to game on a regular basis is by using a VTT.

Unlike MMORPGs, VTT or Virtual Tabletop compliments face to face tabletop roleplaying. By using Voice over Internet, text chat, built-in RPG utilities, and a whiteboard that anybody can draw on, the software successfully allows people play tabletop roleplaying using the internet. It does have issues but they are the same issues that accompany any use of the internet for group collaboration,  familiar to anybody who had to sit through a phone or internet conference at work.  But it does brings some advantages especially if you use miniatures like I do. The easiest to use is Fog of War where a map displayed and the referee can selectively reveal different sections. The key thing to remember is that VTTs work alongside face to face gaming. You can easily run a campaign that regularly uses Roll20 and then once in a while get together for a face to face session. You are using the same material, the same techniques, and for the most part the same prep for both.

Since I been using VTTs so long, I assembled a set of tools that help me during a session. First off I have a bit of an unusual setup for my computer where I have three monitors. The central one is oriented normally, while the outer two are in portrait modes. I do this primarily for writing where I can see an entire page at once on the right monitor. An entire page at one on the left, And have some other program running in the middle. Here what my setup looks like during a session of Roll20. This one is a slice of the Barrowmaze which the party stumbled on during my OD&D/Majestic Wilderlands campaign on Thursday.

I have a old D&D 3.X utility called DM Genie on the left because it time keeping utility is still very useful. I have NBos' the Keep on the right to keep notes on and keep things organized. And in the middle is the web browser on the Roll20 site. We are using a VoIP program called Discord which is my current goto app for this stuff.  You can see the fog of war in action in the area that look a darker gray compared to the rest of the map. Those areas are unrevealed and look black to the players.

Adventures in Middle Earth
While my Thursday campaign is using my Majestic Fantasy rules (based on Swords and Wizardry), Wednesday using Adventures in Middle Earth which is based on DnD 5th edition. It is perhaps the best 5th edition third party supplement out there and it been outstanding to play. Overall it is low fantasy take on the 5th edition rules and has a very different feel despite most of the mechanics being the same.

Periodically the ICv2 gaming news site does a survey and releases the top 5 rankings for retail stores. And lo and behold Adventures in Middle Earth popped in this spring at #4. Congrats to Cubicle 7 for their success.

The only downside is that the rules have the minimum for open content and uses "everything derived from the SRD is open content everything else is product identity" without clearly marking anything. But it does get the creatives juices going about the possibility of low fantasy gaming with classic editions of DnD and 5th edition.

For those interested Enworld keeps a  history of ICv2 rankings. All we need to get one of the many excellent OSR RPGs to pop up in there. Cubicle 7 has been giving AiME a lot of support as well as you can see from here. Also note that The One Ring sourcebooks have been proving useful as well. Although keep an eye on the AiME release schedule as the AiME book duplicate a lot of the ToR setting information. To Cubicle's credit the AiME version it not just the ToR version with 5e stat blocks but obviously a refined and often better organized than the original ToR verison.

Wednesday, July 26, 2017

More Majestic Wilderlands maps.

I seem to be doing a lot of them recently. This is a result of me getting close to finishing the map of the Main Campaign Area. The players are establishing themselves as merchant and managed to buy a ship. So I made a map centered on the Trident Gulf to use to plan for voyage and to act as a reference. For good measure I also started a political map.

The Main map

 The Political Map

This is for my campaign circa 4475 BCCC. The Majestic Wilderlands supplement reference how things were in 4436 BCCC. Those with the book can see there been several changes. Mainly the Council of Viridstan and the Dragon Empire.  Both entities came into being as a result of PCs doing their thing during their respective campaigns. The Council of Viridstan originated from the Fantasy Hero campaign I ran in college during the late 80s. While the Dragon Empire resulted from a GURPS campaign I ran in the early 90s.

The odd extension of the Dragon Empire around the Tiethoir River was one of the last things we did in that campaign. I took GURPS 3rd edition Mass Combat rules and combined with a little bit of Harn for the logistics and cost. The last couple of sessions saw +Tim Shorts and +Dwayne Gillingham play William the Conqueror and the Normans. The whole thing was to allow Duke Draco-lindus (Tim's Character) and his allies to gain a power base outside of the thumb of the Invincible Overlord of City-State.

Proved useful when Duke Draco broke away from City-State and reestablished the Dragon Empire.

As an experiment I mapped the progression of the last phase of the war. I experimented using colored transparent fills instead of just using borders like I did with previous historical maps I made,




Monday, June 26, 2017

Thoughts on Tabletop Roleplaying, Complicating Sandbox Adventures

Last post I mentioned how I decided to complicate the Scourge of the Demon Wolf adventure. To do this, I decided to introduce a red herring,  some bandits who were faking wolf attacks. To tie them into the situation, I added the body of a local tinker that they robbed and killed. Then the bandits made it to look like a wolf attack.

Then I asked myself would there be anybody else involved with the bandits?  Having one of the Beggars clans in the area fencing the bandit's goods would be a good addition. To further tie this group in I decided that the Beggar Clan chief's son was killed by the Demon Wolf. Plus they have more information about the the mage's conclave than what the villagers know. From stuff I established in previous campaigns I also  noted that the villagers would not be on friendly terms with the Beggar Clan adding another complication to the situation. That where I stopped, I learned that once you get up to four or five distinct aspects to a situation the players get confused.

Now I was ready to plant rumors about wolf attacks. The day of the game arrived and sure enough the players went down the road. They stopped at a crossroads inn and heard about the attacks and decided to investigate. It wasn't the only rumor they heard but it was the one closest in geography.

When faced with multiple interesting choices players are more apt to pick something that closer than further away. It not an absolute however. They could and will opt to pursue something further away if think that would be better for their immediate goal.

I don't remember much about that first adventure other than the fact they encountered every group involved.  That they went from the summoning site to the conclave, talked to the mage at which point the final series of events started happening.

The thing to remember I did not write this in any amount of detail. I had two pages of note which you can download from here. And some paper character sheets with the NPCs and the Demon Wolf written up.

What filled in the details was my conception of what life in a medieval village was like, life in a bandit camp, etc, etc. This is part of what I call my bag of stuff. Nothing in there is as detailed as you find in a published work but I internalized it so I can pull stuff out of my memory and combine it with other stuff to create interesting situations for my players. Finally it has the virtue of being able to be done on the fly.

Sunday, June 11, 2017

A new area of the Majestic Wilderlands mapped

Though out the history of the tabletop roleplaying the myth and legends of Japan has fascinated many hobbyists. For many there was a strong desire to player Samauri, and Ninjas. Have one's character wield a katana or throwing shurikens. Especially when I stated out in the late 70s and early 80s, I had numerous players wanting to play these types of character in my Majestic Wilderlands. So I carved a section called it the Karian Islands.

Flash forward 30 years, my friend +Dwayne Gillingham is running a campaign playtesting his RPG called the Crit System. He using his own take on the Majestic Wilderlands as the setting. As it so happens the campaign has taken a detour to the Karian Islands. So I thought to myself, I better make a map for it. Many characters were from there but I never had a campaign where the PCs visited it. So I looked at my notes and overview maps and started drawing.

First some background.

Karian Isles
Comprised of two archipelagos; the Silver Skein Islands to the south and the Isles of Dawn to the north. These islands were originally occupied by the Karians, humans with a culture similar to the early Japanese. They were contacted and incorporated into the Ghinorian Empire early in its expansion.

When the Empire collapsed one of the last pretenders to the title of the Imperial Prince of Ghinor fled to the islands to regroup. He married a local princess to win the loyalty of the Karian nobles. He left and was killed while trying to reclaim the throne. The princess was pregnant and gave birth to a son who was proclaimed as the new Imperial Prince.

Legends grew of the last pretender and some claimed he was the divine son of Mitra. His Karian successors adopted the legend as their own and assumed not only political leadership of the islands but religous leadership as well. Over the past thousand years their culture has grown more inward. They have developed an elaborate code of honor and social system.


Finally the main map itself. Remember each hex is 5 leagues with a league taking 1 hour to walk. A ship with average winds can make about 10 leagues (2 hexes) every four hours. Or 60 leagues (12 hexes) a day. Those of you with the Judges Guild will notices a lot of differences some due to the increased map size and other due to the different background I use.

Enjoy!


Monday, June 5, 2017

New Maps of the Majestic Wilderlands

So I been running a Thursday night game using my Majestic Wilderlands rules. The group is currently based in Viridistan, the largest city in my campaign.



They are stomping around the region, which prompted me to make a regional map. Note that it is the most densely populated areas of the Wilderlands hence the extensive amount of cropland. Which is marked as a textured yellow brown fill.


Each small hex is 2.5 miles or 1 league, the distance a person can walk in an hour.
Each large hex is 5 leagues. For comparison a ship with sails can travel 12 of the large hexes in 24 hours or 2 per four hours.

The larger view



The Legend Key


Enjoy today's map fix.

Thursday, May 25, 2017

Joining the OSR Extravaganza with 15% off.

Normally I don't participate in OBS general sales events like GM Day because I found they don't generate any more sales over just leaving it up at list price. However the OSR Extravaganza is different as it targets you folks directly. But because I don't have my join sales option turned on, I am not listed by OBS.

Doesn't mean I can't run my own sales. So if you head over to RPGNow you will find the PDFs are marked off 40% individually and 15% off of the bundle price. So if you been wanting to pick up the Majestic Wilderlands or Scourge of the Demon Wolf, this is a pretty good price break.

As for Blackmarsh the PDF is free and the print copy is only a buck and change over cost at $5. So no discount on Blackmarsh.

Remember the Basic Rules for the Majestic Fantasy RPG if you want to see the rules I been using the past few years. They work with both the Majestic Wilderlands, Blackmarsh, and Scourge of the Demon Wolf

Sunday, May 21, 2017

Thoughts on Tabletop Roleplaying, Generating Sandbox Adventures

In the previous post I talked about how I developed Scourge of the Demon Wolf. How does one get started with this type of adventure?

Sourge of the Demon Wolf  was developed during the course of one of my GURPS campaigns around 2000. I knew the players were planning to travel along a specific road from the events of the last session. There was a small chance that something different would have occurred but given their goal the odds were high they were going to do. Remember that once a sandbox campaign gets going,it gets easier to predict the players are looking to do for the next session.

PC Route
What does it suggest to you?

Thinking of ideas I was inspired by a movie called the Brotherhood of the Wolf about the Beast of Gevaudan. Now I have a basic situation, a monster terrorizing the countryside. What the monster? A wolf of course, but abnormally powerful wolf. Where was the wolf doing this? That was easy for me as a lot of that region were medievalish manorial villages. So I picked one near the road the PCs were travelling on.

Why is the wolf on a ramage? Here I diverged from my source of inspiration and picked something more suited for my campaign. To make the wolf more powerful I elected to have the wolf possessed by a demon. How did get it possessed by a demon? By a botched summoning! Who botched the summoning? A mage's apprentice greedy for power. Where was the apprentice's master? He was one of several living in a mage's conclave in the wilderness.


Now I turned to who the demon wolf was terrorizing. I knew it was a fantasy medieval villages. So I came up wtih a reeve, a village priest, and added two characters for local color. A old guy who "minded" the local tavern and Yoluf a trapper that could act as a guide if the players hit it off with the Reeve.

To connect the village to the mage I had the apprentice be sloppy and left much of what she used for the botched summon out at a site in the wilderness to be found.

At this point I could have run it. But the situation would have been straight forward to resolve. If the PC elect to pursue the reports of wolf attack, they go to the village, do a bit of roleplaying, go out into the wilderness, maybe fight some wolves, find the summoning site, realize that mages are involved, find out about the local conclave and then head there. Another alternative they could just resolve it by main force and figure out a plan to kill every wolf in the area including the Demon Wolf.

So in the next post I will explain how I complicated it.

Monday, May 15, 2017

The Basic Rules for the Majestic Fantasy RPG

While writing the first book of my RPG project, The Lost Grimoire of Magic, I realized that too much of it was devoted to rules that will repeated among all the supplements. So I worked on a basic set of rules summarizing the system as a whole. So I got it down to 47 pages, and just as important should read as a coherent whole.

You can download it from the following link
Basic Rules for the Majestic Fantasy RPG.

Any comments and suggestions are appreciated, I have a forum thread opened up at this link.

Some highlights

  • Designed it be highly compatible with Swords and Wizardry
  • More generous with attribute bonuses but not as generous as the d20 SRD. Instead there a -1/+1 per three attribute points instead of per 2 like d20. 
  • Four Classses: Burglar, Cleric of Mitra, Fighter, Magic User.
  • Four Races: Dwarves, Elves, Halflings, and Man.
  • Man gets a +15% XP bonus on top of their prime requisite bonus. I played with the exact number over the years by gauging the reaction of players in choosing Man over the other races.
  • For abilities, and spells, I jettisoned situational bonuses for the most part in favor of 5th edition's advantage and disadvantage. My opinion that is much easier to grasp by players than remembering whether you get a -4, -2, +2, or +4 bonus that it worth including. Plus the original edition never been big on stacking up modifiers anyway so I feel the loss of having a +1, +2, or +4 bonus (or minus) is not a big deal.
  • Incorporated the ability system from the supplement. Basic resolution is still 15 or better on a roll of a d20.
  • Any character can do any ability just that some are better at certain abilities than others. All classes have ability bonuses they can use. Rogue classes like the Burglar are built around ability bonuses.
  • A short equipment but many pieces of equipment have one or two rules associated with their use. For example using a mace give you +1 to hit versus chainmail armor. The use of Shields have been fleshed out.
  • The ritual rule allowing clerics and magic user to cast spells as a ten minute ritual plus a cost component has been carried over from the supplement.
  • Magical Immunity works a bit differently from Magic Resistance. Basically Fireball, Lightning Bolt work as they do direct damage by creating something, Charm Person, Sleep, etc are effected by Magical Immunity. The resolution has been made into a d20 roll with the same odds as the original percentage based rolls.
  • Spells note whether they are effected by Magical Immunity or not. In addition all uses of percentages been changed to d20 rolls with the same odds. Just saying if it going to be in 5% increments make it a d20 roll. There been some tweaks to specific spells like Sleep effecting 4d4 hit dice of creature max 4 HD effected.
  • The combat system uses 1d6 individual imitative. A new wrinkle is that fighters get to add their to hit bonus.
  • I allow two actions per combat round which can be summed up as a half-move and an attack. As a side note this  is the oldest section of the rules dating all the way back form when I ran ADnD 1st in 1979, 1980. 
  • My stab at easy to use grappling rules. You successfully hit, your opponent is now grappled, if the opponent doesn't break free the next round, you have a number of options including damage.
  • Combat stunts, the general idea is that you can opt to do something else other than inflict damage with a successful to hit roll. However the downside the opponent gets a saving throw which means high level or high hit dice is likely going to save. But if you are desperate it may be the best option in that round. 
  • No Monsters or Magic Items which will be presented as part of the various supplements. However anything from any version of Swords and Wizardry will work with these rules.
  • Finally I kept an eye on how interdependent the rules are so you should be able to swap in how other handle things easily. For example initiative will work with group initiative, the combat system can be replaced with the one in the B/X rules. You can ignore my spell in favor the original edition text, etc, etc.
Hope you find this useful for your campaigns and appreciate hearing your thoughts on these rules.


Friday, May 12, 2017

Thoughts on Tabletop Roleplaying - Sandbox Adventures

In the last post I talked about my background in refereeing. As result of my experiences I found that I had to lot to write about sandbox campaigns. Stuff that people could get and use in their own campaigns like Points of Light and Blackmarsh. On my blog I worked on a series of posts about How to make a Fantasy Sandbox. One thing I didn't write about as much is what happens session to session, like the adventures I ran during a sandbox campaign.

Scourge of the Demon Wolf is an adventure that represent what players typically deal with in my campaigns. One that allowed me to publish Scourge was that it was self-contained enough to written up so it was useful for other campaigns. Most of my sandbox adventures are highly situational based on the circumstances of the PCs involved. But occasionally something like Scourge happens and I can set aside my notes for further development.

What makes Scourge a sandbox adventures? First off it is a situation that has the potential for adventure. The situation is driven by the interactions between the various NPCs. For Scourge it starts when an ambitious apprentice foolishly summons a demon. To the apprentice the ritual appeared not to have worked. So the apprentice returned the conclave where she was studying. But shortly after a weakened wrath demon from the Abyss emerged. Without the proper completion of the ritual, the Wrath Demon floated around as a spirit and possessed a nearby wolf pup. Thus the Demon Wolf was born.

The area in which this occurs is a typical rural fantasy medieval setting. There is a village owned by a Baron and has a Bailiff and Reeve that work together to manage it. There is a crossroad hamlet nearby with a inn. More unusual is a conclave of mages living in a small compound just half day into the wilderness. There are also bandits that prey on caravans and a group of wandering beggars that occasionally travel through the area to smuggle stolen goods. Finally there is itinerant tinker that wander the area making a few pennies by selling small goods and doing repairs.

The Demon Wolf goes on a murderous rampage, people die, the Baron sends his huntsman who is outwitted, and finally in a second round of attacks the baliff of the village dies. The villagers refuse to bring in the harvest until the creature is killed. The Baron can't have this so sends the PCs to deal with the situation once and for all. There also a number of other hooks including the thieves guild sending somebody to find out why the bandits or beggars are not paying a cut of what they steal.

This is the setup.

How did this get written up? Most of the time author get an idea; write, refine, edit, and then finally get laid out as a book or PDF and published. This works for a lot of published adventures. But they suffer from the same problem as a movie or a novel, it hit or miss whether the hobby winds up liking it. Sure experience helps but still a roll of dice whether something catches on?

Is there a better way of doing this? Or rather there is something we can do more. What I didn't mention above is playtesting. Because writing for RPGs is about writing for games, playtesting is part of the process. However how do you playtest? You get your draft into a semi-finished form and try it out a couple of times. Then use the feedback to tweak it from there.

The problem I have with that process is the initial draft especially for adventures. Normally people lay out a rough draft from start to finish and use that as a starting point. A lot of the structure of the adventure is baked in. What if you took advantage of the fact that RPGs are a active form of entertainment and just started with a initial situation. You have NO idea how the adventure is going to conclude when you start the process. Would it be a more useful adventure for others to use in their campaign?

By the time I decided to publish Scourge I ran it two times already. Once for GURPS and once for D&D 3.0. So I had a some information of on the things that PCs were likely going to do. But now I was going to publish it, I resolved that the final product would be in part a record of what the players do and not do in the various playtest sessions. And see if this really made for a better adventure.

By the end of the process I have ran it over 8 times through my home region centered NW Pennsylvania and twice in other locations in the United States notably Morningstar Games in Savannah Georgia. By the sixth time I ran it I started writing, and was incorporating notes from the 8th and last time I ran the adventure.

What did I wind up writing about? I wrote about the region, the locale, and the NPCs. The playtest helped pare down what I needed to write about. Then I consolidated common events caused by the PCs and wrote them up. I included notes about where things diverged. I made sure I included a one page summary to get the referee up to speed.

The stuff I pared away I reformatted into a sourcebook. I laid the book out into two sections, the adventure and a small regional sourcebook that fully fleshed out each of the locales in the adventures. You can run the adventure with what in the first half. Then use the second half as part of your ongoing campaign.

So how did sell? OK didn't burn down the RPG hobby by any means even by OSR standards. But creatively it was very sastifying and currently repeating the process for a couple of other adventures.

Any downside? Yes time, it is very time intensive to do this. Not good if you need regular cash flow as a business. You couldget a pipeline going where you are playtesting all the time so when the first adventure is finished there always one more behind it almost done. Then you have to think of travel expenses for face to face. The rise of vritual tabletop software should make this easier. You could schedule periodic sessions and really rack up the playtest hours. But you are still going to need to do face to face as not all hobbyists can be found on-line.

For me using my hobby time to develop this, it took me three years to rack up the eight playtests. Although in the third year, I slacked off the writing a bit too much I have to admit. Today I can probably do eight playtest in a year with two run face to face at a game store and/or convention and the others run on-line. 

Next time I will be talking about the creative process I used to develop the initial setup. 

Wednesday, May 10, 2017

Thoughts on Tabletop Roleplaying - Why?

I run campaigns where the overall direction is set by the players. At the start of the campaign I setup the initial circumstances based on what the players want to focus on. Circa 1980 when I first started using Judges Guild Wilderlands of High Fantasy, I pretty much threw things out there and hoped for the best. Later I learned to talk to them beforehand about their goals. Note that is not a elaborate or formal process just something I know to ask as part of the back and forth banter that goes on before the start of any RPG campaign.

What set my campaign apart initially was the fact that I had no problem with the players trashing the setting I created. Kill the King, Sheriff, High Priest or local merchant? Sure no problem. But player better think it through and come up with a decent plan because it will be a challenge and there will be consequences.

In addition another thing that set me apart that the result of the previous campaign became part of the background of the setting for next campaign. At first it was just a novelty because the Wilderlands were a big place. But as time went on, more and more of the Wilderlands were affected by something the PCs were doing. And many places were affected by multiple parties  especially the City-State of the Invincible Overlord.

The original Wilderlands of High Fantasy were pretty light on the details of the world. It had local detail in abundance but not much on at the level of Kings, and Emperors. Over multiple campaigns set in the same setting, I started developing a consistent background of my own. Eventually around 1988, with my originals wearing out, I used what I learned in cartography as part of my geography minor to hand draw an brand new set of maps for my own use. I expanded the scale slightly from 5 miles per hex to 12.5 hexes. Adopted some ideas on cartography from Harn and from then on the Majestic Wilderlands started to come together.

By 1988 I switched to GURPS. Rather then going off on a completely different tangent with the Majestic Wilderlands, I adapted the stuff I was doing with AD&D to GURPS. Sure there were differences as combat was deadlier, and more detailed. Character capabilities were more detailed and more flexible due to the point based system that GURPS used. But by and large players still explored dungeons to find weath and magic items, and still were trying to knock off kings, emperors, and merchants.

Because of the flexibility of GURPS occasionally a focused campaign was run where everybody was a mage, or where everybody was a member of thieves guild.

One of my favorites was one where everybody was a member of the city guard and characters started out with half the normal number of character creation points. The tactics and gear the players developed as a result of that campaign I still use today. If you have my Majestic Wilderlands Supplement the Knight Killer Crossbow (page 4 in the link) was a result of that campaign.

Another favorite was another low point character creation campaign where everybody was part of s small neighborhood in City-State. The highlight was the PCs successfully coming up with a plan to take out a vampire with blankets, pots, pans, and rope. And they succeeded.

Finally in the 2000s I started using OD&D for my regular campaigns. I already had some experience with the system from the various hexcrawl formatted settings that I wrote like Points of Light and Blackmarsh.

After reading Matt Finch's Old School Primer a bunch of things came together in my head that didn't happen when I first used AD&D. I saw how I could do with OD&D everything I was doing with other RPGs like GURPS  but without the overhead of the more detailed mechanics. I still enjoy playing those RPGs but OD&D worked out as the better choice for the time I had. I started using it and eventually wrote up what I did in the initial sessions as the Majestic Wilderlands Supplement.

This is why I run the campaigns I do when it comes tabletop roleplaying. Next I will talked more about the nuts and bolts of what I do namely how I setup and use sandbox adventures.