Showing posts with label sandbox. Show all posts
Showing posts with label sandbox. Show all posts

Tuesday, 19 January 2010

The Adventurer's Setting Musings

I've been working on a starter module for The Adventurer's Tale in the form of a small sandbox with a few minidungeons for adventurers to brave. The idea of the game was always to encourage GMs to make their own settings or adapt the game to existing ones. However, I can only resist the lure for so long. I'm going to have a short paragraph of setting info at the top of this starter module.

For this I want to start with some key points that people familiar with fantasy settings will want to know. The idea is to stay generic, but do generic as well as I can. Let's do this off the top of my head.

- The World is a mundane place. Magic is uncommon, most people have boring jobs and the novelty of local monster attacks has long since worn off on the average human. Most people have little reason to know about things that aren't happening in their immediate surroundings.

- The Otherworlds are far from mundane. These hidden, unnatural places exist outside of the natural world and range from the the glittering domain of the forest queen, elusive elf cities, weird underworlds filled with wonder and even Hell itself. Crossing points to Otherworlds are difficult to find and could take any form, but the Adventurers will find a way. These places are where the rules are broken and occasional "leaks" from Otherworlds are the source of most of the Fantasy in the otherwise natural world.

- Elves are elusive, immortal and always thinking of the big picture. Dwarfs are focused, obsessive and enjoy routine. Orcs are ugly, amoral and easily led by smarter creatures. Humans are everywhere.

- Wizards can display supernatural abilities but are rare enough that many people go their lives without witnessing it first hand. Wizards rarely gather together in numbers of more than two, a master and his apprentice. Stories of magic are told, but often assumed to be exaggeration. Likewise, stories of Otherworlds are often thought of as children's bedtime stories.

- Adventurers seek to protect their loved ones, gain riches and fame and explore the legendary Otherworlds. They will be given ample opportunity for all three.

Saturday, 11 April 2009

Dwarfs in a Sandbox Update

I'm getting very excited about the sandbox game I'm starting next week using Underworld and Overworld


There are some great resources out there for running a sandbox game. I've summarised the three most important considerations for this game below.


Create Situations not Plots

In preparing for the game I've planned out a chunk of a world where the dwarfs can roam. There are some hooks here and there but no "main plot" planned out. Most hooks come in the form of places to explore and looming threats rather than an innkeeper asking you to find his hat some goblins stole. I like the tip I heard somewhere, "plot hooks not plot hammers".
A hook can be ignored or saved for later, a hammer is going to be much more focused on pushing you in a particular direction. I'm hoping the map I've provided is already suggesting a hook or two before we've even started.


I Cannot Control the World Fully

Sure to be a contentious point. I've poured my heart into creating the world and have tried to design it in a way that will give the players a great experience, but once they step into it I'm not going to have complete control of it. It's all laid out, populated with threats and scattered with hooks and treasures. Many of these will appear when the dice decide, rather than I. If the players wander into the Underworld and are finding it too hard or too easy I have no intention of tweaking it on the fly. I also know there are some random encounters noted down that will be dangerous stuff.

By no means will I try and kill the characters but I won't tone them down the hazards when things get tough. I'm hoping I've planned such places in a way that they'll be sufficiently aware of the threat, though. One thing that always bugged me about Oblivion was that monsters would scale their power level to however powerful the player character was at that point. I'm standing on the other extreme of the scale with this game. 


A Good Map will provide Hooks

I always love a game with a great map. I want to see interesting looking locations and see some intriguing places named. I remember when I first played Link to the Past I opened up the map and decided I wanted to go and explore the Swamp Ruins. They weren't relevant to the main plot until later in the game but I still headed there and took a look around because what's not to like? Swamps are cool and Ruins are cool. 


I'm hoping the map for the starting area of my campaign will do the same.


A larger version can be enjoyed here. Good old Hexmapper.