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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