Tuesday, February 9, 2016

Setting Essentials


I'm a recovering world building addict. If I don't watch myself like a junkie, I spend all my time on the minutiae of history and geography at the expense of giving the players meaningful choices of what to actually do. I remember one particular campaign, heavily cribbed from The League of Extraordinary Gentlemen, where I sent the party on railroaded missions designed to slowly reveal the secret history of this steampunk world I was a little too proud of, as though that were some kind of fucking reward.

These days, I see the value in leaving gaps for you or, better yet, the players to fill in later. One of my major OSR revelations was the mileage you can get out of the "implied setting" - the part of the setting that exists in the choices you give the players through lists and tables. D&D run strictly by the book comes with a strong implied setting. You can bore the players with whatever history and pretense you want, but if you're only using the tables in the books, it's going to feel like the same D&D.

I've been thinking recently about the bare minimum tools I'd want to run a setting that feels fully realized and distinct.

Class, Race, Gear
The key to overcoming my addiction has been to focus on things that most fundamentally affect player choices and actions, and there's nothing more fundamental than character creation. For my current 16th century Balkan horror campaign, the LotFP class and equipment lists were already well-suited. I'm also working on a Mad Max-style setting with four different classes (Basher, Gearhead, Hustler, Preacher) and a completely rewritten gear list.

I Search the Body
It's easy to underestimate the importance of simple things like what people carry around with them. It can go a long way towards teaching the players about the world. Here's the table for the Balkan horror campaign:

d100
Item
d100
Item
1-50
Coins or jewelry worth 5x dice roll in sp
79
Nesting dolls, innermost painted like monster
51-53
Hastily drawn map from one place to another
80
Beautiful old map showing entrances to Voivodja and demihuman enclaves
54-56
Holy symbol or water
81
Coin defaced with the likeness of Veles
57-59
Book on specific monster
82
Hand of glory
60
Vial of a saint’s blood
83
Set of gypsy tarot cards
61
Silver dagger
84
Tickets to see the Cabinet of Dr. Caligari
62
Lead-inlaid rapier
85
Fiddle. If played, will summon dancing skeletons
63
Mercury pills
86
Vial of Poison of the Seven Mortal Sins
64
Hunk of salt
87
Icon or relic from a painted monastery
65
Hunk of butter
88
Bottle of homemade plum brandy
66
Vial of elf urine
89
Turkish dates
67
Vial of virgin tears
90
Black animal mask
68
Unicorn horn
91
Human heart, beats faster near danger
69
Piece of cheese
92
Meteorite shard, causes visions
70
Side of salt pork
93
Unusually ornate pocket watch
71
New boots or clothing player wants
94
Signet ring of a local voivod
72
Flask of snake venom
95
Sack of gunpowder
73
Military orders bearing Ottoman seal
96
Instructions for summoning a demon
74
Military orders bearing Slavic  seal
97
Bag of vampire fangs
75
Military orders bearing Latverian seal
98
Baklava
76
Mirror labelled Voivodja
99
Black candle that darkens room when lit
77
Letter from one Voivodjan NPC to another
100
Key to crypt near random landmark
78
Shakespeare’s “The King in Yellow”



Monsters
I'm fully indoctrinated in the camp that advocates unique, custom monsters. Reliance on the Monster Manual can turn a party of adventurers into exterminators if players are familiar enough with the creatures. There's nothing inherently wrong with that, but right now I'm going for a specific tone of weird fantasy and horror. I've developed a monster generator to help accomplish that.

Locations
I've become a huge fan of die-drop location tables as an antidote to laboring over maps. The key is to make sure there's something gameable or at least atmospheric about every item on the table. To use these, drop as many dice of every size as you want on the map. The items are located where each die lands. Items with lower numbers on the table will naturally show up more often, so they should be the more common features.

d20
Landmark
Complication
1
Mistbound valley
Traveling gypsies, terrible secret
2
Haunted woods
Remnants of defeated Balkan army
3
Lake with misty island
Battle site
4
Watchtower
Burning farms, refugees
5
Plum orchard
Beast tracks
6
Troubled voivod’s keep
Horse tracks
7
Ottoman camp
Army tracks
8
Rebel camp
Meeting/duelling NPCs
9
Painted monastery
Battle raging
10
Lonely inn
Reward to slay some terrible problem
11
Mad scientist’s tower
Monster hunter(s)
12
Monster’s lair
Corpses hanged at crossroads
13
Wizard’s tower
Pocket plane (evil elves)
14
Ruined keep
Hermit hiding secret
15
Overgrown graveyard
Entrance to Voivodja
16
Shrine to Veles
Voivodjan emissary
17
Bandit hideout
Spy tracking party
18
Forest of impaled corpses
Traveling circus
19
Demihuman enclave
Fertility sacrifice
20
Idyllic village, terrible secret
Volcanic eruption

Random Encounters and NPCs
Now you need to populate that map. Roll d12 to check. For a simple encounter, roll once on the Encounter table. Roll d4 on a road or in settled land, d8 in the woods, and d12 at night. For a dynamic encounter, roll twice on the Encounter table and once on the Dynamic table. Roll d8 if both parties are intelligent or d4 otherwise.


d12
Check
Encounter
Dynamic
1
Simple encounter
Ottomans
Fighting
2
Dynamic encounter
Rebels
Running from
3
Thunderstorm
Gypsies
Hunting/searching for
4
Heavy fog
Bandits
Standing over corpse of
5
Snow
Stag
Talking to
6
Nothing
Boar
Arguing with
7
Nothing
Bear
Haggling with
8
Nothing
Crows
Traveling with
9
Nothing
Bats
-
10
Nothing
Wolves
-
11
Nothing
Spirits
-
12
Nothing
Dwarfs/elves/hobbits
-

And for NPCs:

d20
NPC
Personality
Motivation
1
Hunter
Boisterous
Nationalism
2
Merchant
Bullying
Hedonism
3
Gypsy
Droll
Occult
4
Farmer
Dry
Scorned love
5
Soldier/spy
Generous
Ambition
6
Noble
Arrogant
Sociopath
7
Blacksmith
Paranoid
Vengeance
8
Innkeeper
Snide
Protect family
9
Priest
Severe
Religion
10
Midwife
Impatient
Law and order
11
Guard captain
Suspicious
Fear
12
Mayor
Contemplative
Art
13
Jeweler
Sensitive
Death wish
14
Weaponsmith
Dull
Comfort
15
Distiller
Crafty
Solitude
16
Gang member
Taciturn
Anarchy
17
Philosopher/astronomer
Open
Tradition
18
Artist
Meek
Addiction
19
High priest
Confused
Charity
20
Ruler
Alluring
Wealth

I put together a booklet with all the tables I use for my horror setting, which you can grab here. Use or modify to taste.

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