Showing posts with label Worldbuilding. Show all posts
Showing posts with label Worldbuilding. Show all posts

Saturday, January 28, 2023

Getting a Sense for 24-Mile Hexes

I'm considering doing some mapping on 24-mile hex scales, and wanted to get a sense of just how big that was.  Previously I had imposed a ~24-mile hex grid over parts of France, but that doesn't really tell me much.  But the same technique was easy to apply to more familiar country:


One could reach most of these same conclusions from just looking at numbers - distances between cities, areas of states.  But it's still interesting.

Pennsylvania is something like 85 or 90 24-mile hexes - enough area to be a Kingdom by ACKS' standards.

Massachusetts is maybe 16 hexes, somewhere in the large duchy to small principality range.  The projection might be messing with this a bit, I think taking MA's land area and dividing it by the area of a 24-mile hex I get closer to 20 hexes.

Lake Erie is something like 16 24-mile hexes - enough area to be a merfolk duchy.

Even Rhode Island is good hex or two (or three by the numbers).

It's only about four hexes from DC to Richmond - about a week encumbered on foot at 60' speed or with a cart with plenty of draft animals.

Megacity Ruin Hexes

New York City proper basically occupies a whole 24-mile hex; it's 32 miles from Yonkers to the southwestern tip of Staten Island, 25 miles from that tip of Staten Island to JFK airport, and 18 miles from JFK to Yonkers.  And that's ignoring Newark and most of Long Island.  Washington DC proper is 70 square miles (about two full 6-mile hexes) and is maybe a 6th of the DC metro area.  The DC beltway and the ring-road around Boston both have radii of about 10 miles, and there's plenty of 'burbs outside those rings.  In a post-apocalyptic setting, one could readily fill an entire 24-mile hex with terrain type "ruined city" and it wouldn't be crazy.

Culture Distances

New York City is 13 hexes by land to Richmond or 14 by sea to Norfolk, and 14 hexes by sea or 8 by land to Boston - and those were distances great enough for significantly different cultures, accents, and modes of life to emerge and persist for a long time, even starting from a shared language.  This checks out if you look at France too - Paris to the middle of Brittany (which was unified with the French crown in 1532 but where only half of the population spoke French in 1900) is about 10 hexes, and Paris to Zurich is about 12 hexes.  From the southwestern tip of Flanders to the northeastern end of the Netherlands, the whole region where Dutch is the primary language, is only about 240 miles - 10 hexes.

Philadelphia to Pittsburgh is 11 hexes across a mountain range, well up into that "cultural divergence" distance.  Hence the Westsylvania movement.  Pittsburgh to Chicago is another 19 hexes - enough distance for at least one complete divergent regional culture (and likely a dialect if not a whole new language) in between them.

This 10-hex cultural divergence distance is also interesting from the perspective of kings of people, not of places - if every 10 hexes or so of forest and hills you have a culture shift, then the natural size for a kingdom of a people, of a culture, is about 10 hexes by 10 hexes of such terrain.  Which is on the low side for a kingdom in ACKS, but it's in the right range.  It's possible I've accidentally picked odd boundary situations (though I'm not aware of a big natural barrier between Brittany and Paris...).  At this size, you can march your army from one side of the kingdom to the other and back in about two months.  "Two weeks from the center to the border" might be a reasonable heuristic.  Beyond that you start getting into empire - you can conquer them and extract tribute, but they'll retain their own culture for a long time (longer than the campaign will run, in any case).

These numbers are also kind of in the right ballpark for a couple of other thing sin ACKS.  A kingdom in ACKS tends to have a single Class II market city, which has a trade range by road of 144 miles (6 24-mile hexes), which is a little short but means that the whole trade range (by road) is probably within the kingdom if the city is centrally located.  These sort of 10-hex distances are also towards the outer limit for supplying your army from a centrally-located capital city in Domains at War: Campaigns without having forward supply bases, too - the base range is 96 miles (4 24-mile hexes), but this is multiplied by 4 on roads or by 3 through "settled" territory.  Assuming a ring of settlement around the central market and then diminishing population density and road construction at the frontiers, we might reasonably expect to get x3 supply chain length for a good portion of the way but then logistics break down at the edge and we end up a little short of x3 overall.  So it's the area you can definitely project power into with no prep.

...  it's about 290 miles from London to Dublin as the crow flies and that's sure a culture-border that has persisted over centuries.  London to the south edge of Scotland is about 275 miles by land, 11 hexes.  London to the edge of Cornwall is only about 7 hexes and the Cornovii have mostly lost their own language (though it took a thousand years from when the Saxons arrived) and have a dialect of English, while London to the edge of Wales is a mere 6 hexes - but there's some rough country in Wales, and the English language didn't start making inroads into Wales until the Industrial Revolution, which is well after the period we're interested in modeling cultural dynamics for.

(I eagerly await corrections from my readers in the UK)

I don't really have a good theory of these sort of culture-distances along nautical routes yet.

Nautical Matters

At 72 miles per day (three hexes), it would be four days by sail from NYC to either Norfolk or Boston with favorable winds.  Those numbers don't seem totally crazy - the Everglades Challenge is a motorless small craft race from Tampa to Key Largo, which is 275 or 300 miles (11-12 hexes) or so, and the winning time in 2013 (which mostly had a favorable wind out of the north) was around two days of near-constant sail with very little sleep.

The continental shelf is also interesting, 2-4 hexes of shallow ocean off of the coast before the bottom drops off and it gets deeeep.  It might be merciful to have separate encounter tables for littoral vs pelagic ocean with different weights for dragon turtles.

Saturday, May 2, 2020

The Ecstasy of Gold

ecstasy, noun: an emotional or religious frenzy or trance-like state.

Once upon a time, I held an ounce of gold in my hand and reflected on it for a couple of minutes, and I heard its song.  This post was prompted by hearing that song again recently (well, that and worrying about inflation).

I think there's more to the valuation of gold than the economists think.  I think it speaks to people on a primeval level, once you've tasted it.

It is one thing to have been told that gold is dense, and to know it numerically.  It is another to feel its weight in your hand.  Physics gives an inherent gravitas to it, a seriousness.  It isn't easy-come-easy-go; the effort of picking it up forbids it.  You can't light cigars with it or "make it rain" at the club.  In your hand it has the feeling of a solidly-made tool, of a good hammer or your grandfather's fixed-blade hunting-knife.  It feels durable, permanent, faith-worthy.  But it is a faith which demands works, the bearing of burdens.  It is a faith that demands care, that your purse is kept well-mended and free of holes.  An old-style faith, of the keeping of covenants.

The color is that of warm sunshine; neither the pale cold sun of winter nor the killing white sun of the desert.  It is a life-giving color, the color of grain ready for harvest, of baked bread, of beer, of calories against the cold, of abundance, and of the weather under which crops are abundant and one relaxes in simple contentment.  To laze in the sun is not an instinct exclusive to man, but shared with the animals (particularly cats, among man's companions).  Gold calls to mind this universal experience.  Gold-worship is sun-worship writ small.

Can you impart these feelings to your players, through verbal description?  I dunno.  Maybe.  Seems worth trying.  It certainly makes a lot of sense of the willingness to go into dark holes in the ground and fight terrible things to get it.  I do think maybe D&D cheapens the value of gold by making it the standard currency, and one could make silver the standard and have gold replace platinum to boost its impact.

I could also see a fantasy coinage scheme where you name your coin-types celestially; gold suns, silver moons, copper planets, iron stars.  If you wanted a more supernatural take on it, you could make gold literal fragments of the sun god, which would explain why magic research consumes it in great quantities.  This could also be spun to provide in-world justification for "1 XP per GP".

Wednesday, April 22, 2020

Bug-Orcs

Much ink has been spilled over the ethics of killing orc babies.  I have a solution.

Pig-men just aren't viscerally disgusting enough anymore.  Man has never met a mammal so horrible that he wouldn't rub its belly if he thought he could get away with it.  Make mammal-beastmen neutral; they're self-interested and short-sighted but at the end of the day we can come to understandings with them.

Bug-men though.  Fuck 'em.  If you've ever woken up with termites on your face, or felt despair after months of failing to get rid of the moths in your pantry, you'll get it.  How can such tiny, stupid, horrible things best us?  Imagine if they were 100 kilos and clever enough to use equipment, but just as totally food-and-reproduction focused and utterly ambivalent about inflicting suffering.  Locust-men carpeting the plains in a crawling horde once every hundred years, leaving a barren wasteland.  Towering termite-man cities of baked mud, ancient when man had yet to discover fire, filled with a million pale blind crawling things, stripping forests bare and then burrowing beneath human cities to steal the wood.  Wasp-men with paralytic venom, ovipositors, and a -4 penalty to reaction rolls.  Flea-men leap from ambush to drain your henchmen dry, and take mammals as livestock for blood, not distinguishing between sentient and animal.  The ant-men are more discerning in their slavery, subjugating farmers as they once did aphids, and eating those who fail to produce enough.  The mosquito-man shamans work plague magic.  The bee queens allow passage through their acres of flower fields, but kill any who try to enter their hives.  Beetle-ogres strong enough to lift elephants wander the countryside eating cattle and peasants alike.  Roach-goblins come out of the sewers at night to steal and eat grain, pets, and infants.

Bugs are super cthonic.  They burrow in the earth and live in the darkness and shun the light.  If bugs had gods, what sort of gods would they be?  Deified queens for the communal insects, perhaps.

And then the question of orc babies becomes more like "If you're playing an Alien RPG and you find alien eggs, do you burn them?  If you're fighting the zerg, do you kill the larvae?"  Of course you do.  If they got their mandibles on a daycare, they sure wouldn't hesitate.

Sunday, September 15, 2019

A/X: Wilderness Level

Koewn's mention in last post's comments of OSR spell-point systems that give more recharge in the wilderness, because it's a more fantastical place than civilization, got me thinking.  I agree with the general premise, that wilderness ought to be fantastical, and civilization ought not to be very fantastical (if nothing else, this helps keep the economics grounded).  But giving more recharge in the wilderness than in civilization would throw the wilderness resource game very far from the B/X roots, which I think are mostly solid but need some elaboration.

Concurrently, thinking about wilderness as dungeon - we have dungeon levels, as a measure of both distance from the surface and of danger, but the danger of wilderness regions is not handled so clearly.  In ACKS we have both the wilderness/borderlands/civilized distinction, and then terrain type also heavily influences number of lairs and encounter chance, and some terrain types are arguably more dangerous in practice due to differences in their random encounter tables.

So I'm thinking maybe we impose Wilderness Level, as a measure of danger, supernatural power, and expected treasure, in regions.  Reorganize the wilderness encounter tables so that more dangerous creatures appear at higher numbers, and then switch from d12 to d6 + wilderness level.  Maybe apply it as a modifier to encounter chance and number of lairs too (instead of having that be by terrain).  So untamed plains are about as dangerous as untamed mountains, in terms of their inhabitants.  And then you can have Tamed Mountains that are reasonably safe without having to recall the implicit rule in ACKS that causes encounter roll frequency to vary with civilizedness.  Just make it explicit and simple by analogy with dungeon level.

Then, to link it to civilization, spellcasting resource management, and base construction, building and maintaining temples, wizard's towers, etc reduces wilderness level in the surrounding area (possibly at wilderness "room" or biome scale?  Or temple per room plus shrine per hex?).  These work by siphoning magic from the wilderness, which is inherently chaotic and dangerous, and laundering it through deities, rituals, etc, into a form which is not fundamentally inimical to human life, which can be safely used and controlled by spellcasters.  Imposing a schema (mathematical or extraplanar for arcane or personified deity for divine) on the raw, schema-less magic of the wilderness limits what you can do with the magic, but it also limits what the magic can do to you.  Human magic is legible; wild magic isn't.  So regions of civilization are safe, sane, and stable because existing temples and guilds spend a lot of time and cash operating "heat sinks", and the total throughput of these heat sinks limits the total number / power of wizards and clerics available to civilization.

A couple of interesting things fall out of this:

This helps explain why barbarian/beastman hordes pillage temples; this returns the land to wilderness, by eliminating their protective influence.  Also justifies centrality and necessity of religion in daily life.

Likewise, a temple which "appeases" a volcano operates by drawing off the wild magic which might cause eruption, spontaneous generation of fire elementals, etc.

If you're out in the wilderness and you're tapped out but you need one more fireball, go ahead, tap into the raw wilderness magic.  What could possibly go wrong?  Lycanthropy?  Animal body parts?  Extra head?

Elves - native to wilderness level 1 rather than wilderness level 0 like humans and hobbits (I dunno about dwarves yet).  Better at wild magic use?  Spellsinging from Heroic Fantasy is very much on theme; if wizard magic is like baroque and cleric magic is like gregorian chant, the elf is improvising jazz.

It's normally weird that lower HD beastmen have better witchdoctors and shamans (eg goblins get d6/d8 level spellcasters, but ogres only get like d4 level spellcasters).  But if ogres are the product of a wilder and less schematic environment, then it makes sense that they don't really do spells (and instead rely on ambient raw magic to maintain 4HD) whereas weaker beastmen, more common right on the edge of human civilization, are exposed to more schematism and might have deities but less embodied magic to draw on.

I could see something like Vinge's zones of thought as a useful analogy- at low wilderness levels, your horse is animal sentience.  With prolonged exposure to high wilderness levels, your horse becomes a fairy tale horse and might start talking.

Saturday, January 21, 2017

Microsandboxing

Someone asked a question about sandboxing on /r/rpg recently, and now I have the wilderness on the brain again.  I have some complaints about existing mapping doctrine.  In the standard ACKS doctrine, civilization is basically required to be mapped (for the domain game if nothing else), which is an awful lot of work for very little payoff because you're not adventuring there.  Really all you need is populations/market classes and travel times between points of interest in civilization, because the travel itself is minimally dangerous; random encounters are likely to be civilized folks, and there are roads and signs and farmers that you can ask for directions.  There aren't really any strategic choices to be made in civilized travel that benefit from the degree of detail that hexes bring.  Consequently, hexmapping civilization is a tremendous waste of time for the mid-levels, and frankly you could run a reasonable (simplified, population- rather than land-focused) domain game without it too.

In the West Marches approach, by contrast, civilization is left unmapped (which is great), but there is an onus to have functionally-infinite wilderness.  This likewise is neither efficient nor realistic.  It isn't efficient because anything that you build that the players never reach in the course of a campaign is probably wasted (sure, you can reuse it later maybe, but how many of us actually do that consistently?).  It also isn't realistic because civilization expands to fill the area that can support it.  The wilderness may be big, but there's always some civilization on the other side if you're willing to travel far enough (or lower your standards for civilization a little).

Ultimately I think the "non-state spaces" notion present in James C. Scott's writing (Seeing Like a State, The Art of Not Being Governed) presents a promising opportunity.  Non-state space enclaves within a state are (relatively) tiny, self-contained wilderness sandboxes that are easily reached from civilization.  I've talked about Mount Rainier before, and it's a good example - one could easily take a couple of hundred square miles around a large mountain, map it in detail, fill it with hill tribes and yetis and a dragon or two, and have a small, self-contained sandbox.  There's civilization on both sides of the Cascade Range (well, if you count Eastern Washington...  I kid), but there's still wilderness in the mountains.  In the historical D&D context, Dearthwood from the City-State of the Invincible Overlord springs to mind.  It's a forest practically up against the City-State's gates, and it's full of orcs.  This is a classic non-state space, and would make a perfect tiny wilderness sandbox conveniently close to a large market.  That was probably the whole point of Dearthwood, from the very beginning (with the trolls of the Mermist Marshes, a little further away, comprising a higher-level microsandbox).  The Isle of Dread is another good example; it's big enough to play for a couple of sessions, like a good-sized dungeon, but it's bounded and therefore manageable.

Obviously the non-state enclave isn't the only type of wilderness.  Borderlands between civilized areas can be bigger, and then there are places like the Russian steppe and the American Old West that are just huge.  But these are unmanageably big, both to DMs who would use them and to players who would traverse them.  If I have learned two things from running the Megadungeon Full of Rats, it is that tightly theming can stimulate DM creativity but bore players, and that tightly-scoping is really important.  My initial intent with the Dungeon Dimensions was not a full-page dungeon of rats; it was many small dungeons, each tightly-themed and linked.  In retrospect, that might have gone better, but I got carried away with the first level.  I think loosely-themed, tightly-scoped, small-scale wildernesses offer a lot of opportunity in this regard.  Having two or three such microsandboxes available offers choices and ability to alleviate boredom with a particular theme by handwaved safe travel through civilization.

So what are some decent ideas for wilderness microsandboxes?  Big enough to take some time to explore, small enough to be manageable to DM and to be easily reached from civilization, and evocative?
  • The Lonely Mountain
  • Mirkwood
  • Swamp of the frogmen
  • Tropical island chain with walled port-city and cannibal natives in the uplands
  • Wasteland
Such wee sandboxes are also relatively easy to drop into an existing campaign.

Of course, there is the distinct possibility that this is what the actual practice of sandbox wilderness play has been all along, everyone knows it but doesn't talk about it much (because talking about the West Marches is much sexier), and I'm a little slow on the uptake where grand ambitions and practical limits are concerned.  Much as I learned in a recent Autarch thread on having players draw their own maps (or not, as it turns out...).  In which case, this is a perfectly useful post for the "OSR Lessons Learned" file [1][2][3].  In the same way that the typical, practical OSR dungeon is not Dwimmermount or Stonehell, the typical, practical OSR wilderness is not the Wilderlands of High Fantasy.

Thursday, August 25, 2016

Five Cities for Five Gods

While considering the post-apocalypse, Iron Heroes, and the fantastical South, I realised that Babylon is actually a really good fit.  Civilization is young and rough, the city-state is the standard political unit, and civilized life is centered on The River, with deserts to the west, mountains to the east, water to the south and swamps along the coast, and jungle a bit further off.

Babylon, in turn, led me to an old post on five old-testamenty gods, and reflections on idol-stealing and holy cities.

So!

The settled realm of man is defined by the River.  In its floodplains agriculture took root, and cities followed.  The plough, the wheel, the forge, the sword, and the sail are recent inventions, and the saddle, stirrup, and crossbow are yet unheard-of.  There are five great city-states along its length, one where man met each of his gods.  In the northeast, Ur-Hadad, first among cities, sits below Eagle's Gate, the pass in the mountains through which the chariots of the steppe-nomads first thundered out of man's harsh cradle.  Here were erected the first ziggurats, atop which were burned offerings in thanks for the River's bounty and the weakness of its previous inhabitants.  Caravan trade from Punjahar, Leng, and the Dragon Kingdoms meets the River here.  Every few generations, fresh hordes from the steppe arrive here too.  Such conquerors are greeted by the priests and people of Ur-Hadad as holy men, come to do Hadad's work to the soft folk of the River Cities.

Upriver of Ur-Hadad is found Ur-Kothar, beneath the Smoking Mountain.  The soil there is rich with ash, and bears figs in abundance.  Here man learned to smelt and shape copper, lead, and bronze from the dwarves, who are few in number in this age, and learned also to sacrifice to the mountain for its wealth and its continued mercy.  The city's walls are the highest and strongest in the Five Cities, hewn from black granite which scorches those who would climb them.  The men of Ur-Kothar are known for the order of their ranks and the weight of their armor; these too the dwarves taught them, though no man has yet matched dwarven skill in armory.  These skills they put to regular use against nomads and bandits from over the mountains.

Downstream from Ur-Hadad the River joins a great fork, and here is Ur-Moloch.  Though metalworking was learned in Ur-Hadad, it was in Ur-Moloch that coin first clinked.  Debt, poverty, and wretchedness were invented here shortly thereafter.  Ur-Moloch is physically and culturally central to the Five Cities.  Its palaces are the most opulent, its artisans the most skilled, its merchants the shrewdest, its administration the most complex, and its delicacies the finest, but its slums and open sewers are also the foulest; the two sides of the coin, as they say.  Here much treachery is plotted, and if rumors are believed, sorcery too.

Upriver from Ur-Moloch, on the other branch of the fork from Ur-Hadad, the River rises into the foothills well west of Ur-Kothar.  Here the climate is milder, and date palms grow abundantly.  Among the palms is Ur-Astarte, where man made the acquaintance of cats ("domesticated" would be untrue, then as now) and where the amazons and their hunting-lions rule.  Often their prey are monsters and beasts from the deep desert to the west.  Fine bows of laquered horn are made here, and Ur-Astarte's palm wine and healing herbs are also prized.  Its terraced gardens and hunting-parks are a wonder to behold.

Last, downriver from Ur-Moloch at the River's delta and mouth, is Ur-Dagnu with its stilts and its raft-neighborhoods.  Here man learned from the lizardmen of the marshes to sail and fish, and to live in awe of Dagnu's abundant catch and terrible sea-monsters.  Here still man does battle with the frogmen, who worship some foul deity and are long enemies of the worshippers of Dagnu, reptile and mammal alike.  To Ur-Dagnu come occasional ships from Kalanda, Nishapur, and other countries of the Philosopher Apes, but the coast between has few harbors and little fresh water, and is plagued with leviathans and homarids, so trade is risky and infrequent.

Sunday, August 21, 2016

The Wilderness Machine

Reflecting on my attempts to automate the wilderness (eg hexstocking), I realize that there was a failure of...  ambition, almost.  And definitely some failures of engineering, which made greater ambitions untenable.

If I'm going to automate, I should go whole-hog for a level of complexity which would be utterly unmanageable by a human, and design the system for that from the beginning, rather than just doing what a human DM would do given an abundance of free time and a dearth of creativity.  Does a submarine swim?
  • Stock lairs in hexes according to terrain type.  Dwelling-type may be chosen from the random dungeon types table, if reasonable for monsters of this type to live in a hole in the ground.
    • Actually, looking at the end of this where I'm considering migration, the more-correct solution is to start with an empty wilderness and run like 10 years of immigration and migration beforehand.
  • For each lair, construct a "hunting range" of other hexes into which its monsters frequently wander.  Hunting range primarily based on monster speed, movement type, diet, and hex types.  Range concretizes some of Trilemma's nonmechanical difficulty elements.
    • Sentient monsters taken prisoner can serve as wilderness guides throughout the range of their lair
    • Monsters unlikely to pursue parties beyond the edge of their range
  • Construct per-hex random encounter tables, based on the lairs whose hunting ranges contain that hex.
    • Do not attempt to manually query these tables.  The user interface for this is "Machine, give me a random encounter for hex 0423" -> "Goblin warband from the village in hex 0625, with n champions, m goblins on wargs, 15kcp and a sword +1 interacting with 4 wild boars from lair in hex 0321".
      • Actually though, I should drop lame-ass animal lairs and assume a reasonable, dense distribution of mundane wildlife (eg herd animals, normal-sized hawks, rats, ...).  If it isn't going to ever kill a wilderness-level PC, I don't need to track it as a monster.
    • Favor monsters from lairs that the players have met before.  This both encourages narrative recurrence / campaign capital development, and is generally reasonable in terms of shared movement habits - if you reuse the same game trails and they reuse the same game trails, you're likely to run into each other again.
    • Optionally, vary encounter tables with time of day, weather, season.  Bears hibernate in the winter, big cats hunt at dusk and dawn, giant bats are nocturnal, humanoids don't like hunting in the rain, ...
      • Cut the day into 4-hour blocks - dawn (4-8), morning (8-12), afternoon (12-4), dusk (4-8), first watch (8-midnight), second watch (midnight-4)
  • Likewise, vary probability of random encounter by individual hex, day/night, weather, season, ... instead of just terrain type.
  • Manual update with results of encounter -> "goblin warband from village in hex 0625 destroyed"
  • Monthly, check for monster migration. Monsters migrate based on monster-density in their hunting range, terrain types, season.  Monsters can also migrate in off the edges of the map (bounded area being simulated), and migrate off the edge of the map (though maybe known lairs do not migrate off-map).  Monsters less likely to migrate if they have a village, dungeon-lair, or lots of treasure.  Maybe also kill off some lairs during monthly rollover.
    • Changing ranges might be a better approach, with lair migration only if no workable range is achievable that includes that lair hex.  On month rollover, greedy search from each lair for a set of hexes which generate an amount of population support sufficient for the lair and which minimize exposure to predation.  If no satisfying solution found, the lair migrates.  Perform updates in ascending order of speed; fast predators can reactively update their ranges in response to slow prey migration.
    • Or each lair has a fixed amount of time/effort/utilization available to it, and this can be assigned to hexes to derive population support from them or to travel through them, with environmental factors and presence of predators making this less efficient.  Utilization of each hex also determines on a per-hex basis the weighting of the lair in that hex's random encounter table - you're more likely to have an encounter with wyverns in their hunting grounds than in the hexes under their flight path between hunting grounds and lair.  High utilization also means greater familiarity with the hex among captured sentients.
And then you feed the machine a big-ass hexmap, press go, and run an illegible Western Marches, where regions emerge from complex monster behavior over varied geography but don't have names and don't stay the same.  A really illegible approach would do away with hexes entirely, and make rollover a continuous rather than discrete process, but that's a lot more annoying for a computer (you can only approximate continuity, via very granular time or space), and this is probably crazy enough already.

The obvious question is "would this be fun to play in?"  And that I do not know.

Sunday, August 7, 2016

Simple Domains: Bonus Resources

In Civilization, "bonus resources" are tiles that contain unusual natural resources, like gold ore, fish, wheat, and so forth.  In ACKS, these might raise the Land Value of a given hex.  In the Simple Domains subsystem, this turns into an adjustment to monthly income and taxes.  I assume here that a resource is limited to a single six-mile hex, and that it boosts that hex's production from an average roll of 6.  Marginal resources like bog iron raise it by 1 point, average resource sources like a typical iron mine raise it by 2 points, and excellent resources like a gold mine raise it by 3 points.

Given the population density assumptions of Simple Domains, each point of LV in a hex is worth about 400gp/mo of domain income.  If you're a vassal, you owe about 100gp/mo of that in taxes, and keep the remaining 300gp/mo.  So in the best case, as an independent ruler with control over a +3 resource hex, you're earning an extra 1.2kgp/mo.  In the worst case, as a vassal with control over a +1 resource hex, you're earning an extra 0.3kgp/mo and paying an extra 0.1kgp/mo in tax.

In the interest of simplicity, keeping track of +1 resources probably isn't worthwhile; about 22% of hexes as rolled will have +1 land value, with a counterbalancing number of -1 LV hexes, so in total around 70% of hexes fall into this range.  About 10% of hexes have a +2 resource (and 10% have a -2 penalty), and only about 4% have a +3 resource (and another 4% have a -3 penalty).  I'm more than willing to assume that the majority of the world's penalty hexes are unsettled, to not keep track of them in domain play (until someone decides to go settle a desert...).  Even just having 15% of hexes be bonus hexes might be annoying to track; that would mean that an average 16-hex county would have 2-3, which leads to increased paperwork.  Just tracking +3 hexes might be best; an average county probably won't have one.  On the other hand, the gains for a count from one +3 hex are pretty marginal; given that his income is around 50kgp/mo, 1.2kgp/mo extra might not be worth going to war over.  Maybe lines or clusters of +2 or +3 hexes in (for example) prime floodplains farmland would make these worthwhile objectives for warfare?  But then you're back to the tracking problem.  Ugh.  Maybe tying land value directly to hex/terrain type, since that's state that is already tracked?  Desert and glacier at -3, floodplains at +3, and then infrastructure projects (clearing forest, irrigation) can change the type of the hex?  This is Civ's solution before even adding bonus resources...

At the end of the day, the correct solution for Simple Domains is almost certainly a per-domain modification to average land value - this immutable domain is Rich, with an average land value of 7 instead of 6, and produces an extra 400gp/mo per hex (or 300 for you and 100 for your liege, if a vassal).  So a Rich Vassal County has 16 hexes, earns an extra 4.8kgp/mo, and pays an extra 1.6kgp/mo in taxes.  That's enough money to be worth keeping track of (a >10% increase in income), with little enough paperwork.  Boom, done.

Probabilistically, a +2 or +3 average land value would be quite rare for any domain larger than a barony, so I probably only need to worry about having Rich (+1 LV) and Poor (-1 LV) modifiers.

Thursday, August 4, 2016

ACKS and Apocalypse

I stumbled on Hill Cantons' posts about AD&D's implicit post-apocalypse setting again recently.  I conclude that one of the difficulties I have had with ACKS is that my settings want to be post-apocalyptic, lawless wastes dotted with city-states ruled by tyrannical despots.  ACKS' implied setting, however, is of an empire in decline, where order has yet to break down.  The apocalypse is a thing that happens in play, via domain pillaging and Cataclysm rituals.

I'm sure ACKS' demographic guidelines can handle starting from ruins, but I may need to push them a little.  The real troubles in play are likely (and have been) market class and making any sense of "how does anyone survive here", which heavily-armed patrols on the civilized encounter tables answer historically.

Thinking about it further, Simplified Domains are actually perfect for this sort of world.  They reflect a very centralized, "everyone lives near a walled settlement that you can flee to" settlement pattern.  They're self-contained, with no "radius of civilization" projected around large markets (I mean, there is a "radius of vassals", but that's easier to deal with and leads to fewer incongruities, like "well this trackless wasteland is technically within 25 miles of town, so I guess it's civilized and there are peasants here").  They have very clear garrison numbers and suggested ruler levels, which though lower than what AD&D would suggest are workable.  They resort to feudalism only when administratively necessary, which is fine by me because I tend to associate feudalism with high-medieval rather than post-apocalypse.  Feudalism is order; order has collapsed, now all is despots, with one layer of treacherous, non-hereditary crony-"counts" beneath them.  I think if I worked up stats for independent counties and duchies and tweaked the troop types a bit (towards "mobs of light infantry in Mad Max-style black leather with spikes, armed with mismatched Iron Heroes-looking weapons and supported by cavalry on wasteland beasts, with city-states fielding rangers and paladin-armigers" instead of "pikes and cavalry"), I'd be in good shape to throw a bunch of city-states and bandit camps on a map and start running.

Actually Iron Heroes is also a pretty good basis for the general aesthetic I want in a game, now that I think about it, though I could take or leave dangerous magic...  maybe steal DCC's casting rules?  Hell, you people keep asking me about patrons for Sorcerers, those DCC guys have threads and whole books of 'em just waiting for conversion.  Anyway.

Looking at it briefly, I'm pretty sure an independent simple duchy would actually have a class III market under current assumptions, which is adequate for most mid-level operations.  I also like that the max level from domain XP for dukes is 13th, which means that they're about the top of the food chain.  It is also true that an independent simple county would have a class IV market, which is perfect as a base for low-level adventuring.

One additional advantage of such a setting for ACKS is that political legitimacy is relatively easy to come by, for PCs.  You don't need to worry about heredity, swearing fealty, de jure claims, and justified war; political power flows from the tip of your sword, by which you maintain internal order and deter external threats.

Wednesday, June 8, 2016

Game Trails

Speaking of wilderness navigation again, one handy feature definitely worth considering in otherwise-trackless wilderness is game trails.

It's not much, but it's better than nothing
Game trails are paths produced by wildlife between sites that they commonly frequent, typically including lair, water source, and feeding grounds.  This, combined with their relative ease of traversal, make them a wonderful feature for adventurers.  If you're lost and dying of thirst, you can follow the trail and hope you get the water end instead of the lair end.  If you're in good shape and looking for treasure, you can instead look for the lair end.  Additionally, the trail's usual denizens tend to leave spoor - shed fur in the spring, droppings, chewed up trees, footprints, and suchlike.  This is a great opportunity to drop clues about what's living in the area.

Mechanically, following a game trail has the same effect on wilderness movement speed as a road (though they are much too narrow for wheeled vehicles, typically single-file, and may wind instead of running straight), but doubles (at least) the chance of a random encounter per unit time, with the odds heavily weighted towards the trail's creators.

A minimal game trail generation algorithm would probably take each lair on a hex map and link it to its nearest water source.  If we're willing to complicate things a little more, flying monsters do not leave trails, and arboreal / brachiating monsters may or may not.  Burrowing monsters that can rely on groundwater, like giant ants, probably don't either, nor do sealed or undead monsters that do not hunt (ghouls probably do, though), nor do aquatic monsters.  Social or sentient monsters with multiple lairs in the area may produce linked trail networks between their lairs.  Predatory monsters may also link their trail networks to the trail networks of their prey species.  Depending on the scale you're using for wilderness movement and the monster density of your hexes, the details of trail network structure may be irrelevant - I could see having a "game trailed" modifier for hexes, which when traversed give the party the choice between fast, risky movement and slow, safer movement.  On the other hand, game trails are likely to be relatively safe from non-monster natural hazards, at least compared to bushwhacking - nothing's going to build a game trail over a quicksand pit.

Wednesday, December 2, 2015

Bundle of Holding: Magical Society: Ecology and Culture: Review

Or, "how many colons can I reasonably put in a post title?".

There is a new Bundle of Holding, Worldbuilding III.  I picked up the base bundle, as it contained two of the Magical Society series, of which I have generally heard high praise.  I read the first, Ecology and Culture, this evening.  This is relevant to a project I am considering to automate worldbuilding at a large scale (in the Dwarf Fortress worldgen tradition, starting with plate tectonics and ending with a hexographer map with stocked 6-mile hexes).

This book is not well-proofread.  The most glaring issue is the repeated misspelling of "arctic" to "artic", though the replacement of "band" (as in, "band together") with "ban" is also recurrent.

Their treatment of geology is adequate for fantasy worldbuilding.  I was somewhat disappointed with the ecology section (granted, I totally skipped the substantial treatment of magiotrophic organisms due to differing cosmological assumptions about the nature of magic), and am not sure if placing ecology and biomes between geology and weather was the correct organizational choice.  I'd've probably gone geology, weather, ecology, biomes, in a causal ordering.  Overall this part of the book was decent and I learned some stuff.

The cultures section is strongly reminiscent of Guns, Germs, and Steel, which was an OK book but has attracted substantial criticism.  Several assumptions, including the ever-upward Progress of Civilization from hunter-gatherer to pastoral to agrarian to urban (with each better than the last, minus a brief note on magic forsaking advanced societies) and the assumption that war is the near-inevitable result of contact between civilizations, are very GGS.  Overall a very instrumentalist, geographically-determinist account of culture - every piece of culture is viewed as an adaptation to an environmental or social stressor.  It's not bad advice, but it's also not very interesting.  I would have liked to see a treatment of alternate social value-structures, but so it goes.  I guess it might be accurate to say that this felt like a fairly shallow treatment of culture to me, with cultures generated likely to be "us in funny hats"; details (food sources, clothing types, deities, taboos) altered but ultimately pretty similar in value-system and ways of thinking to oneself and one's players (which does raise the Tekumel/Rokugan Problem - if the natives are too foreign, I'm going to have a hard time running them.  But I have had good fortune with players being interested in strange philosophical groups in my past games).

Anyway, I'm glad I did not pay full price for this book.  A decent overview of earth science for DMs, but hardly the 4.5 stars it has on rpgnow.  You could probably do about as well with a copy of Guns, Germs, and Steel and a couple of hours on wikipedia.  The only thing this book does is save you time.

Saturday, November 14, 2015

DaW: Mercenaries of the Vale of Traitors

Last session, the players in my Midnight Vikings ACKS game received a grant of (terrible, unsettled) land from the Troll Lord in exchange for having slain a dragon in his realm.  On their way out of his capital, they decided to hire more mercenaries, which left me in a bit of a quandary.  The normal mercenary availability table just doesn't quite fit a part of the world where horses are rare and most sentients-at-arms are orcs.  So I cooked up some custom setting-appropriate units using Domains at War and this very helpful post on the forums.

Norsemen:
Reavers: 2/4/6 Loose Foot, AC 4, HD 1-1, UHP 6, ML -1, 3 battle-axe 11+.  Wages 12gp/mo, availability as Heavy Infantry.
Norse warriors equipped with a chainmail byrnie and a battle-axe in both hands.  Traditionally used for crewing longships and raiding coastal settlements.  They are capable sailors and possess the Seafaring proficiency.  Reavers are probably best used to chase down and kill enemy light infantry, which cannot withdraw from them (because the reavers are fast) and probably cannot match them in melee.  Reavers may also be useful for harassing slow heavy infantry like dwarves.  They don't really have the morale or AC for a slugfest with fast melee infantry like orcs or for holding the line against cavalry, though.
Veteran Reavers level into the Jutland Barbarian class.  Their stats are as follows: 2/4/6 Loose Foot, AC 4, HD 1, UHP 8, ML 0, 3 battle-axe 10+, wages 24gp/mo.  Veteran Reavers can scale walls and cliffs without siege ladders ("In your monastery, killing your monks"), and are hard to kill - after a battle, only a quarter of their casualties are killed or maimed, while the remaining three fourths are lightly injured (instead of a 50-50 split for most units).
Huskarls: 2/3/4 Formed Foot, AC 5, HD 1-1, UHP 6, ML 0, 2 spear and shield 11+ melee (with bonus damage on charge) or 2 spear 11+ ranged.  Wages 11gp/mo, availability as Heavy Infantry.Norse warriors equipped with spear, shield, and chainmail and trained for defensive and field engagements.  They also possess the Seafaring proficiency.  Pretty basic heavy infantry with accompanying tactics; form a battle line for bonus morale, advance towards the enemy in a shield wall (to avoid disruption by his ranged troops and accompanying breakdown of formation), spear-charge, and then slug it out (ideally with another element of the army turning the enemy's flank).
Veteran huskarls level into Fighter, and have the following stats: 2/3/4 FF, AC 5, HD 1, UHP 8, ML 1, 3 spear and shield 10+ melee with bonus damage on charge or 3 spear 10+ ranged, wages 23gp/mo.
Skoglanders: 2/4/6 Loose Foot, AC 2, HD 1-1, UHP 6, ML 0, 3 greataxe 11+ or 2 longbow 11+.  Wages 14gp/mo, availability as Bowmen.  Upcountry tree-cutters, hunters, and inexperienced bandits armored in leather with great timber-axes and flatbows.  Skoglanders are effective missile troops (as longbowmen), but more lightly armored, stronger in melee, faster, and cheaper.  Fairly standard archer tactics; strongest before melee is joined, deploy in front of the heavy infantry, disrupt the enemy's units to delay his advance or put holes in his line that your heavy infantry can later exploit, and withdraw through the friendly heavy infantry line if under attack.  Not sure how to best use them later in the battle.
Veteran skoglanders level into Explorer, and have the following stats: 2/4/6 LF, AC 2, HD 1, UHP 6, ML 1, 4 greataxe 10+ or 3 longbow 9+, wages 26gp/mo.  Veteran skoglanders are also difficult to spot; when in obscuring terrain, they gain an additional +2 to AC against missile attacks (for a total of +4).

Skami:
Skirmishers: 2/4/6 Loose Foot, AC3, HD 1-1, UHP 6, ML -1, 2 spear 11+ or 2 javelin 11+.  Wages 6gp/mo, availability as Light Infantry.  Tribesmen from the far north practiced in hit-and-run raiding and equipped with crude ring mail, spears, and javelins.  They are trained in winter survival and the use of skis, and maintain their strategic mobility (ie, overland movement, not combat movement) in snow.  Their javelins are effective at disrupting the shield walls of enemy heavy infantry.
Veteran skirmishers level into Ivory Kingdoms Barbarians (weird, right?  But it actually makes sense with their tech level, weapon selection, and mobility focus), and have the following stats: 2/5/8 LF, AC3, HD 1, UHP 8, ML 0, 3 spear 10+ or 3 javelin 10+, wages 18gp/mo.  Veteran skirmishers are very fast for infantry (2/5/8) and hard to kill.
Hunters: 2/4/6 Loose Foot, AC1, HD 1-1, UHP 6, ML -1, 2 handaxe 11+ or 2 shortbow 11+.  Wages 8gp/mo, availability as Slingers.  Skilled hunters from the far north, proficient in the use of skis and winter survival (maybe I should make Skiing a general proficiency like Riding...).  Equipped with a shortbow, a hand-axe, and a quiver of arrows, and clad in furs.  They are effective with standard archer tactics; they're basically Bowmen with worse equipment and lower wages.
Veteran hunters level into Ivory Kingdoms Barbarians, and have the following stats: 2/5/8 LF, AC1, HD 1, UHP 8, ML 0, 3 handaxe 10+ or 3 shortbow 10+, hard to kill, wages 20gp/mo.
War Mastadons: 2/4/6 Formed Mounted, AC8, HD 19+2, UHP 6, ML +2 Unpredictable, 5 lances and tusks 6+, 6 tramples 0+ on a charge, and 2 composite bow 11+.  Wages 630GP/mo per mastadon and 6 crewmen, availability is 1d3-1 in Class I markets and 33% chance of 1 in Class II markets, with 5 mastadons per unit at company scale (only one per unit at platoon scale).  Great hairy mastadons in ring-mail barding, with an armored war-yurt containing six archers and lancers on their back.  As indicated by their unit HP, you don't have to kill the mastadon, just the guys guiding it.  Terrifying for the enemy when they charge, terrifying for their allies when they retreat.


Orcs:
Orc Pikemen: Straight from the book.  Wages 9gp/mo, availability as Slingers.
Orc Crossbowmen: Straight from the book.  Wages 6gp/mo, availability as Slingers.
Orc Boar Riders: Straight from the book.  Wages 33gp/mo, availability as Light Cavalry.

Iron Faces:
Iron Face Glaives: 2/3/4 Formed Foot, AC5, HD 1+1, UHP 10, ML 0, 3 polearm 9+.  Wages 17gp/mo, availability as Longbowmen.  The Iron Faces are disciplined, veteran orcs from the East.  They served the Great Dragon in his wars against the Wolf Khans for many years, but fell out of favor after a defeat and fled to the Troll Lord's lands, where they serve as mercenaries.  Their heavy infantry are equipped with standardized glaives, banded mail, and fearsome helmets that cover most of their faces (hence Iron Faces).
Iron Face Archers: 2/3/4 Loose Foot, AC5, HD 1+1, UHP 10, ML 0, 2 scimitar 9+ or 2 composite bow 9+.  Wages 27gp/mo, availability as Horse Archers.  The Iron Faces adopted the composite bow from their Wolf Khan opponents, and their archers, equipped with banded mail, composite bow, and scimitar, are rightly feared for their range and accuracy.
The Iron Faces do have boar cavalry (porcelry?) units, but they are typically not for hire, being the personal guards of Iron Face leaders.

Dwarves:
Dwarven Spearmen: 1/2/3 FF, AC7, HD 1, UHP 8, ML 0, 3 spear and shield 10+ (with bonus damage on charge) or 3 spear ranged 10+.  Wages 30gp/mo, availability as Heavy Cavalry (for the time being, as Gnupur the Shaven has been hiring as many dwarves as he can for his crusade to reclaim the mountainhome.  Their base wages without competition are 20gp/mo and their availability would be as Longbowmen).  Dwarven heavy infantry with plate, shield, and spear.  Slooow but hard to kill, excellent for holding a fixed position or fortification.
Dwarven Crossbowmen: 1/2/3 FF, AC6, HD 1, UHP 8, ML 0, 3 hand-axe 10+ or 3 arbalest ranged 10+.  Wages 39gp/mo, availability as Cataphracts (again, their base wages are only 26gp/mo and their base availability is as Medium Cavalry, but Gnupur is hiring aggressively).  The dwarves take an unorthodox approach to ranged combat, with their plate-armored arbalestiers holding their own in the main battle line.

Sunday, October 25, 2015

Theological Disputes and Legate Factions of Midnight ACKS

I've commented previously on how Midnight benefits from heretical legates.  Since this is rapidly becoming relevant to my current game, and one of my PCs has Theology, here's the data dump.

Structure of the church: The church is currently fragmented and disorganized.  There used to be a Speaker for Darkness, whose word was divine law, but Naxander the Conqueror killed it and received the Dark God's blessing.  When he died, he did not leave a clear successor for the position, and now the princes each vie not only for temporal power but also the support of the church factions, hoping to be acknowledged as the Speaker.   Some legate factions support the princes, while others believe that the next Speaker must come from the ranks of the legates themselves.  A few believe that the Speakership is permanently lost.  It is commonly believed that pilgrimage to the City of Black Ice is a requirement for Speakership; currently the City is held by a militant brotherhood of legates, but should a prince take the city (despite the logistical difficulties), that would greatly contribute to the legitimacy of their claim to Speakership.

Monolithicity: The orthodox position is that the Shadow is the only Shadow and brooks the worship of no other gods.  However, many of the primitive far-northern tribes that Naxander the Conqueror led out of the north have attributed deific status to him, in their tradition of ancestor-worship.  These "dualist" sects claim witnesses to miracles surrounding Naxander's death as support for this belief.  Some trinitarian orc sects even claim there are three divinities - the Shadow, the Conqueror, and an orcish messiah yet to come.

The End of Days: Most orthodox "accelerationist" human sects hold that when the Shadow has devoured everything, it will break the interplanar veil and release the trapped souls of the dead to afterlives of its choosing.  It follows then that acts in service of the Shadow (sacrificing all the mans, absorbing all the magic items) accelerate this process, and bringing about the End as quickly as possible is a good thing because it will put the spirits of the dead at peace.  Some scholastic, gradualist sects, however, believe that intelligent life converts "potential" trapped in the land itself into harvestable energy, and question whether or not just sacrificing all life would provide enough energy to shatter the Veil.  These sects promote fertility and economic investments aimed at producing large, stable populations, with the intent of guaranteeing the End eventually after depleting all of the residual magic of the soil and sun (a process accelerated by having more people).  Many gradualist heretics have found favor with the Princes, as sacrificing all the peasants weakens the army and leads to being crushed by one's rivals.  Finally, orcish variants of the End of Days include "we kill all the humans and reign over this, our destined dominion" and "we kill all the humans and the Shadow transports us, Its chosen people, to some other world to conquer and despoil in Its name."

Divine Revelation: Some orthodox sects accept only the recorded words of the Speakers as canon ("Canonists"), while others believe that the Shadow grants divine revelation to chosen prophets beyond the Speaker ("Revelationists") or anyone at all ("Individualists").  This leads to any number of contentious minor theological differences (whether you can eat fish on wednesdays, the type of dagger appropriate for sacrificing halflings, and so forth) depending on which version of the canon you're using.

For its part, the Shadow doesn't seem to care much about any of these matters; everyone still gets the same number of spells per day.  On the other hand, perhaps it is just testing its followers, weeding out the weak.  The joy and terror of evil gods is that sometimes they're just messing with you.

A few sample sects:

The Militant Brotherhood of the Monolith: Guardians of the City of Black Ice, super-orthodox.  Currently backing no candidate for Speaker (believe it will be obvious when the Shadow chooses, all current claimants therefore impostors), violently monotheist accelerationist canonists.

The Whisperers: Cultists who spread the worship of darkness in human lands before Naxander came.  When he did, they came out of the woodwork and set up shop in places where they already had influence.  Often cooperate with other Whisperer organizations in neighboring towns, tend to have a established political bases.  The shrine legates in Ostergot are of this faction.  Typically believe that the next Speaker must be a legate (and question Naxander's claim to Speakership), belligerently monotheist, moderate to lip-service accelerationist, and belligerently revelationist.

The Skami: A collective term for the tribes that Naxander brought south, the Skami have formed a sort of priestly class in many of the large cities that they conquered.  They are often in conflict with their local Whisperer organizations for power; while the Whisperers have economic / peasant support, the Skami can draw on their settled tribal warriors.  They usually favor either their local Prince or a powerful Skami kinsman for Speakership, are mostly dualists, lean pragmatically gradualist (gradualism offers many fruits for the decadent priest-nobility as well as the favor of the Prince, but they typically don't really grok the metaphysical arguments about gaian potential and the Veil, and sometimes it's politically useful to sacrifice a bunch of those Whisperer-loyal peasants), and are also often pragmatically revelationist.  The Skami are weak in the Vale of Traitors, as the region maintained much of its own native nobility and autonomy, but are strong in Verlath the dragon's realm, where their tribes displaced or enslaved many of the Norse natives.

The Scholastics: While the Whisperers got their start via the Shadow's whispers and messengers, the Scholastics began as wizards who experimented too greedily and too deep, and glimpsed the coming darkness with prophetic certainty.  Though few in number and often considered illegitimate by other legate branches, they do get spells and turning, and those sufficiently politically adept often hold high favor with the Princes.  No consensus on Speakership, monotheist gradualist individualists.  May warrant a custom class or something (because to be honest, these are the guys the PCs are going to want to ally with and henchrecruit, and also the ones who make the least sense in plate).

The Udareen: The orcish holy women hold beliefs just as heretical as the Scholastics, but have an army to back them up.  Believe that orcs are the Chosen People; the next Speaker will be an orc, trinitarian accelerationist (with favorable orc End of Days) individualists (but divine revelations by non-orcs are invalid).  Tolerated by non-orc Princes who value their hordes, a common enemy for the other legate factions.

Thursday, October 15, 2015

1.5 Mile Hexes

I used to think that people who did sub-6-mile hexes were lunatics!  But it turns out with the right tools, it's actually pretty satisfying to map this way.  Here's a thing I've been working on.

Vale of Traitors, 1.5mile hexes, open in new tab or window to enbiggen


Saturday, October 10, 2015

Quality Links

I've been pretty busy between crunch at work and prep for my Midnight ACKS game, but there have been a number of really good posts that came up on my radar this week.

First off, Koewn's analysis of ACKS' stealth mechanics is fantastic.  I was considering (am still considering, actually) an ACKS assassin that trades plate for something else, and this has reasonably convinced me that they don't need Naturally Stealthy (-1 to enemy surprise rolls) to be effective at sneaking at low levels.  Honestly, reading his analysis, I'm pretty convinced that ACKS' stealth system is fine and we've just been Doing It Wrong; I actually kind of like that a 1st level thief is ~18% more likely to surprise a target than a common man.  As Koewn points out, this is about on par with the incremental improvement in combat ability that fighters get, with a 1st-level fighter being better but not massively better than a common man. The question remains, though: what to give assassins?  I'm thinking Poison Use (some combination of bonus to saves against poison, bonus to proficiency throws to produce poisons, no chance to poison self when using poison), but I haven't set on anything yet.

Second, Trilemma has a pair of solid posts on knowlege and preparation and DM-player bandwidth.  The first is a good statement of the general philosophy behind his prior (excellent) posts on useful dungeon description and monstrous effects on terrain, as well as explaining the importance of intel in old-school gaming, the prevalence of monsters with crazy immunities, and (indirectly) why vancian casting was awesome.  In a way, it explains a lot of the mechanical oddities of the Old School that fell by the wayside as cultural, playstyle elements of the Old School (which made those mechanical elements sensible) faded due to dilution, and in identifying those cultural elements provides a path forwards/backwards, depending on how you look at it.

Trilemma's second post, on bandwidth, is particularly relevant to me at the moment, as I am engaged in world creation and trying to get data to my players.  It's also somewhat interesting because "the bandwidth problem" was something parts of my group have been talking about for years, but never thought to write down.  I have the good fortune of having a player this campaign who really likes lore (at one point he explicitly asked me for more lore, and I was taken aback; not a problem I've ever had before!), but my approach is still mostly a combination of a (written lore), c (no lore), and d (players propose reasonable lore).  Some but not many things are fixed (written lore), many things that aren't relevant to the game just don't exist (no lore), and if my players propose something that makes sense, it's on me to either find a good a reason it isn't true, or to adopt it.  I imagine this is probably true of most campaigns, that they follow hybrid approaches.  Still, interesting stuff to think about.

Finally, today from the Hill Cantons, two solid posts on building and running dynamic sandboxes [1, 2]!  Since I'm running a dynamic sandbox at the moment, these are extraordinarily relevant to my interests.  The first article discusses having a campaign news cycle and dynamic encounter tables, while the second focuses on his Chaos Index world engine and campaign-scale event charts.  The campaign news cycle is probably not reasonable for a setting like Midnight, where news is sparse and literacy is sparser, but dynamic encounter tables are something I've been playing with lately.  ckutalik proposes a "New Development" slot on one's random encounter tables, where something related to a world event or past PC actions shows up when rolled.  I've been thinking about having an encounter queue instead - when the PCs take an action which generates Consequences, those consequences go in a queue.  When you roll "queued encounter" on the table, you pick something sensible from the first couple of things in the queue and that's what they find.  This means that consequences can linger in the queue for quite a while, but will probably find the PCs eventually.  I've also considered having multiple queues on a per-area basis; failing to assassinate the duke might queue a squad of royal guards in his domains, and bounty hunters in each of several nearby domains.  Things like that.

From the second post, I could see setting up a Shadow Index, where certain actions increase the grip of the Shadow on the world and that alters things cosmologically (again, ideally I think I'd want per-area or -domain indices, so that some places can be deeply shrouded while others are 'points of light').  I've been running some loosely-defined world engines for various plots that are afoot; when the players decide to engage the ghouls hunting the farmers of Ostergot, the mushroommen of the Monastery Caverns grow and multiply, and when they fight the mushroommen, the ghouls spread.  Event charts are something I should consider; my plan currently is to use politics as the primary event-driving factor for the campaign, but the occasional natural disaster or similar would not be amiss.  My thought is to set up a network of high-power NPCs who have various relations with each other, and in any given unit of time some may undertake actions (declaration of war, assassination, charm / domination, slander, ...) against others, the consequences  of which trickle down to the PCs.  Event tables would be a simpler way to handle this, though, with "assassination attempt on X by Y", "raiding of X's domains by Y", and "warfare of X against Y" as table items with fillable variables as sensible.  Maybe I'll do that instead.

Anyway, good posts, well worth reading.

Monday, August 17, 2015

ACKS Midnight

Matt's back in town and wants to play some ACKS, and I've been reading War of the Flea and want to run something Midnight-like. The conclusion is obvious.

As noted previously, there are two (well, three) problems with Midnight as a setting.
  1. No clear (or even plausible) victory condition.  How do you kill a god, anyway?
  2. Monolithic, zealous evil.
  3. Barter economy is a real pain in the ass.
We can solve 1 and 2 in one shot by changing some setting assumptions.

ACKS' default setting assumption is a crumbling lawful empire, besieged by beastmen without and cthonic cults within.  If we turn that on its head, we get a wavering chaotic empire, harassed by elves at the borders and heretics within.  My target model is basically Wars of the (evil, supernaturally-enhanced) Diadochi.  A Chaotic Alexander the Great, tutored by Wormtongue instead of Aristotle and tainted by the Shadow, thundered forth from the North and conquered the realms of light, then died and willed his empire "To the strongest!"  So the empire is split between a handful of Night Kings who, while nominally united in service of the Shadow, often war among themselves as well.

Yes, the Night Kings are scary (near max-level with permanent blessings of an evil god), and they have lots of orcs.  But not even the Shadow's favorites are safe from death, as Nega-Alexander showed.  And the empire is only a few decades old, at most - the economic and legal impacts are less severe than in standard Midnight (solving the Barter Problem, and potentially making things like travel easier).

One level beneath the conflicts between the Night Kings, you have more competing factions - different doctrines within the Order of Shadow, orc clans, the traitor princes, and potentially a to-be-named set of schools of sorcery and accompanying dark archmages.  These factions compete and ally with each other for control of territory and resources, while within them individuals compete for status and power.  As a doctine, "To the strongest!" does not lend itself to stability.  Some ambitious individuals, and some of the more liberal factions, might be persuaded to cooperate with rebel scum in order to achieve their ends (for a while anyway).

So those are the high-level changes I'm planning to make in order to make Midnight slightly more reasonable.  Zooming in a bit, geographically, I think I'd run in a region like the Dornlands / Highhorns / Icewood.  Lots of forests to hide rebel freeholds in, mountains with dwarven ruins (including possibly a Moria-analogue megadungeon passage beneath the mountains), a ruined Maginot Line-equivalent near the north end of the region, towns along the rivers, and the largest city on the coast in the south, where the a major river meets the inland sea.

I am confronted with a difficulty - open table vs closed.  A game involving political factions, world engines, and building rebel camps (in light of Midnight's situation, I'd like to try something like this approach to domains, instead of ACKS' families-by-the-numbers) is necessarily pretty stateful.  On the other hand, the wilderness exploration component has promise for a Western Marches-type approach.  Might be something that changes over time - notably, the Hill Cantons started as a Western Marches-type game, and gradually evolved into something very different.  I guess at the start it's probably safe to assume a relatively open table and WM-like playstyle, with world engines running in the background ("Well last session the PCs knocked over an outpost of the Blood Howlers orc clan, which will delay the Howlers' attempt to wrest control of Durbinford from the antipaladins of the Order of the Gauntlet.  The Overlord's approval of the Howlers also drops.") and overt player-facing political considerations at a minimum for the time being.

Hmm...  what else.  Houserules TODO list.
  • This is the correct time and place for Divine Elves, who rely on their fey nature for inherent magic.  Nobody liked clerics anyway.
    • Divine elf ranger (fighting 2, hd 1, thief 1, divine elf 1-2)
    • Divine elf sage / druid (arcane 4?, divine elf 2-3 theurgy class)
    • Dwarves, also being fey, can keep craftpriests I guess.  Their spell list might need upgrades for maximum dwarfness.
  • Dworg Berserker (I don't plan to generate a full race for dworg, but something like fighting 3 / HD 3 and a few minor abilities like language and inhumanity are what this is going to end up with)
    • Might be something players 'unlock' based on actions in-world, which is a great excuse to not worry about this for now.
  • Hobbits? Eh, they're a prey species, and not native to this part of the world anyway.
  • Zaharans need a new name, but ruinguard is a totally reasonable class for this setting (from a Haradrim / Easterling group equivalent) and fills the fighter/wizard role that the elves vacated.
    • Might be unlockable.
    • Possibly also need a nightblade equivalent
    • Sorcerer-Priest of Shadow would be nifty for NPCs
  • I have not yet developed a thief and skills replacement with which I am happy.
  • Domain rules redux
    • Consequently, hijinks redux, blocking on thief rebuild
  • Economy rules modifications
    • Capturing weapons, armor, and trade goods should be a good thing; possibly a bonus to XP-for-treasure from these things.
  • Merge saving throws
    • One complaint I've heard from new-edition players is that there are too many save categories and they don't make sense.  I want to try Swords and Wizardry's approach, of one saving throw progression and your class gives you a bonus to certain (descriptive) types of saves.
  • Some ideas from a Heroic Companion draft I read a while back 
    • Critical hits
    • Less-deadly poison
    • Honor?
All that, plus building a sandbox full of dynamic factions ought to be a piece of cake, right?...

Saturday, November 1, 2014

Unpleasant Weather

I am dissatisfied with existing weather-generation systems for RPGs of D&D's ilk.  So I built one!  Note that I am not a meteorologist; this is intended to be a simple system which generates 'close enough' results for gaming purposes, not a high-fidelity weather simulator.

In any given day, the weather is in one of three states: high pressure, low pressure, or in flux.  High pressure is clear, unseasonably cold, and dry; low pressure is unseasonably warm, wet, and cloudy, sometimes with light rain or snow, or afternoon thunderstorms in the summer.  Flux occurs during the transition between the two and is stormy and windy, with heavy clouds.

On day 0, roll a d6.  One through three, the weather begins as high pressure; four through six, it begins as low pressure.

Each day of normal weather, roll a d8.  On a 1-7, the state remains the same; if it was high pressure today, it is high pressure tomorrow, and if low pressure today, low pressure tomorrow.  On an 8, a front rolls in tomorrow and the state changes to flux.  The front is detectable some hours in advance, as winds pick up and clouds are visible moving rapidly from the horizon.  After 1d3 days of stormy flux, the pressure switches; if it was high pressure when the one was rolled, it is low pressure after the flux, and if it was low pressure, it becomes high pressure.

Weather typically blows in from the west on worlds where the sun rises in the east (at least in my experience), unless there are mountains in the way.


This satisfies several design goals.  First, it is more-or-less consistent with real-world experience in several ways.  If the weather was cool and dry today, it probably will be tomorrow, but sometimes you get violent storms and things change.  Weather is also in expectation stable for about a week, which is more-or-less accurate for the microclimate in which I find myself living.  Things average out to moderate weather, but the result is never just "lukewarm and boring" ("Climate is what you expect, weather is what you get.").  Second, it does not require a table lookup or percentile roll, nevermind several.  Third, it does not go into unnecessary detail; three states are easy enough to remember and sufficiently different for gameplay purposes.  Fourth, it is easy to tweak to suit local conditions.  You could vary the die size rolled based on stability of various types of air masses (ie, maybe during a high pressure you roll a d10 but during a low pressure you roll a d6, so warm air is less common and marked by more frequent storms).  You could make a 2 through 4 on the d8 "precipitation and no change in dominant pressure" during a low pressure.  You could vary the pressure change probability seasonally, so during summer you use a d12 instead of a d8, leading to less frequent storms and better adventuring weather.  You could change flux duration, add minimum times between fluxes, or any number of other minor tweaks.  Much as one might build a random encounter table for the Valley of Storms, so one might alter the weather parameters.  None of that extra complexity is necessary to using the core of the system, however.

By contrast, 3.x's weather system fails in all of these regards.  It fails to make weather today relevant to weather tomorrow; the only consistency comes from the fact that "normal" (ie, no-op) weather is probabilistically dominant.  It requires a percentile roll and table lookup, sometimes followed by another percentile roll.  It expresses its temperatures and wind speeds in terms of degrees and miles per hour, which are hardly practical units for adventurers to measure in the field - one might argue that the intent is to use the temperature categories, but when you start adding things like Heat Wave and "temperature drops x degrees at night", it becomes fairly clear that you're supposed to be tracking it numerically.  Finally, its ultimate sin (and a telling reflection on 3.x's design philosophy) is that the effects of the weather are expressed purely in terms of combat (and perceptiony skill checks, but those are almost inevitably just a precursor to combat).

Sure, weather does effect combat, sometimes in unexpected ways.  The English won the Battle of Crecy in part because the French (well, Genoese mercenary in service to the French) crossbowmen had wet crossbowstrings due to an earlier downpour; while the English longbowmen had unstrung their bows, the crossbowmen had not (perhaps were not able to due to the construction of their crossbows), and so were unable to offer more then desultory fire.  Alright, in lousy or just humid weather crossbows take a -4 to hit, bows a -2, and thrown no penalty (assuming visible targets otherwise within range).  Shorten encounter distance during precipitation or fog by a small constant integer factor.  If the ground's muddy or snowy, speed is reduced and attempts to knock people down are easier.  Alright, done with effects of weather on combat. 

On to the fun stuff!  Effects of weather on exploration.

During a high pressure, seeing distant smoke is relatively easy, while during a low pressure it is more difficult because the humidity keeps the smoke down.  During flux, spotting smoke is nearly impossible due to wind dispersion and precipitation, and building a fire in the first place is going to be difficult.  Cloudy or stormy weather may make identifying one's mountaintop reference points more difficult if the peaks are above the clouds.  The party's mercenaries are probably none too happy about the extra maintenance they will need to do on their gear, and cold, soggy (or worse, moldy) rations add insult to injury - while hardly a calamity, a penalty to any morale roll provoked during wet weather may be in order.  Speaking of which, wet weather might render some rations inedible, forcing a reevaluation of the supply situation (likewise in hot weather, the water supply becomes less stable).  The effects of heavy rain on the wizard's spellbook are potentially punitive; also true for the party mapper.  Heavily-burdened mounts, pack animals, and especially carts may become hopelessly mired in mud or deep snow, and in general overland movement rate will suffer.  Precipitation can wash away or obscure tracks while it is falling, but after it stops the mud and snow take and hold tracks, making tracking easier.  If you like, say that mud persists for one day per day of rain.  If some sort of endurance system is in place (next post, perhaps), wet weather makes it harder to keep warm, both because you get soaked and because there is little dry fuel for fires.

In other words, adventuring in persistent rain is not a good time.  Probably the only good reason to do so with all other things being equal is a situation in which you are operating at a disadvantage in an area occupied by strong and coordinated resistance, where the shortened encounter distance means you can close with and defeat in detail enemy detachments before help can arrive.  Flying predators (eg wyverns) might also be effectively grounded by a powerful storm, or impeded by low-visibility conditions like fog.  Ambush predators might have their lairs flooded out or otherwise damaged by storms and be forced out into the open (conversely, flooded streams and rivers might be effectively impassable; sufficiently powerful floods might alter the flows for some time, or carve new watercourses, rendering maps out of date).  Humanoids are likely to try to stay in shelter during storms, while some monsters may prefer to hunt in the rain.

And this is all saying nothing of freak weather like lightning storms or tornados or blizzards!  This is bog-standard mundane weather that anyone hiking in the woods (or to and from class) in temperate climes will get to deal with sooner or later, and yet it already introduces quite a few things for PCs to consider during their forays into the wilderness (especially if the wandering monster table varies with weather).

And now I'm off to go bicycling in the cold drizzle...

Sunday, October 26, 2014

On Terrain and Scale

I read an interesting wargaming post last week, which combined with recent consideration of wilderness games has caused me to reconsider the importance of wilderness terrain.  In previous campaigns I have been guilty of speaking primarily in biomes; you're in a desert, or a swamp, and maybe there's a multi-hex feature like a river but for the most part sub-hex detailed terrain has not made it from my brain to the players.  This is problematic.

Part of it is probably a scale problem, and part of it is an improvisation problem.  Obviously I cannot reasonably subhex-map every hex through which the party passes; as a result I must improvise and then record those improvisations for later consistency (hills don't tend to just disappear).  But improvisation is difficult when one lacks a good sense for the thing one is improvising; I suppose this is probably why Tao does research the way he does.  This task is made more difficult by man's alterations; how common are glades in pristine woodlands?  What does unaltered topograhy look like, without roads carved through it and sections flattened?  I honestly don't know.

The problem of scale is that I don't really know how big things are in terms of six-mile hexes (~24 square miles).  Fortunately google maps can help with this one a little.  Turns out the parts of Pittsburgh with which I am familiar, centered somewhere between Downtown and Oakland, fit right about in a six-mile hex.  Frick Park to Downtown (or "dahntahn", as they say) is about 5.8 miles on foot.  The literal topographical Squirrel Hill is two or three miles across, and something like a mile and a half north-south, rising to a height of about 350 feet over the nearby lowlands. A bit of a ravine (now highway) separates it from another similar hill to the south, and another ravine (now train tracks) separates its western edge from a (possibly artificially) flat area of University of Pittsburgh to the west, to the north and west of which is another hill of similar size.  If we figure each of these hills is 3-4 square miles, we can fit six or eight of them in a single "hills" hex, with watercourses, smaller hills, and flat areas in between.

In conclusion, compared to the relative walking range of the average semi-sedentary college student, six-mile hexes are big.

For another point of reference, the portion of Mount Rainier which is permanently snow-covered is about 35 square miles, or a hex and a half.  The Wonderland Trail, which forms a ring around Mount Rainier, is 90 miles long; assuming something like 20% backtracking (possibly a bit low), that's about 12 hexes of distance, sufficient to enclose a ring five hexes across (including the hexes containing the trail).  Most of the campsites on the trail are between 3000 and 6000 feet of elevation, while the mountain's summit is around 14000 feet of elevation, so there's an average gradient of about 4000 or 5000 feet per six miles within the ring.  It looks from the google maps that the foothills radiate another couple of six-mile hexes beyond that ring.  Further, it takes most groups who hike Wonderland about ten days, which is fairly close to what ACKS would predict for a heavily-encumbered party on well-maintained trails through hill terrain.  The PCs, of course, will be lacking in the trail department, and as a result may also suffer penalties for being in forested terrain in addition to hills...

In conclusion: Mountains are big!  I will never again be afraid to take a hexmap and plop down a big zone several hexes across labeled "Mount ???".

Mountains are also useful because you can see them from a long way away.  For the sake of simplicity of mental arithmetic, let's say you're looking at a mountain which is 10000 feet taller than you.  Sqrt(10k) is 100, plus a negligible amount for your height, times 1.22 means you can see it from 122 miles away, or 20 6-mile hexes (given no other mountains in the way, or, as happens more often in Seattle, atmospheric interference).  Obviously you would need to be closer to identify the mountain as Rainier, and not every mountain is as big as Rainier, but if you're in the suburbs of Seattle on a sunny day (ha!) you can use it to get your bearings pretty well.  This nicely addresses one of my issues with running a Western Marches-style game where the players don't get to see the hex map - how do you provide meaningful landmarks?  There are only so many times I can describe "a peculiar tree" or "a big rock that looks like a thing" before I will start to forget what they mean - single-hex visibility landmarks do not seem like a scalable solution across large numbers of hexes.  But big, recognizable mountains, which my players can name...  those sound workable.

Aaaand now I want to go hiking.

Wednesday, October 22, 2014

Trilemma

Holy cow.  Ars Ludi linked to Trilemma yesterday, and this guy knows what's what.  Good posts I've read so far:
  • Useful Dungeon Descriptors accurately expresses my difficulties with random room contents tables, and takes a clear stance in favor of informed dungeoneering and informative dungeon design.  Monstrous Effects on Terrain applies the same ideas to the wilderness.
  • Non-Mechanical Difficulty Levels for Monstrous Threats, the post originally linked by Ars Ludi, provides a good explanation of why my players feared wyverns so terribly, as well as a good mental framework for making things scarier then their raw numbers would otherwise indicate (or less scary, I guess, but why would you want to do that?  Oh right so elephants aren't CR7 or whatever, and to explain why commoners can safely keep cats as pets).  Reminiscent of Traveller's per-species reaction roll tables.  This whole schema, and particularly Cohesion, seems perfect for differentiating the otherwise forgettably-similar low-level humanoid species.
  • Gameable Campaign Capital provides a useful taxonomy for understanding and perhaps encouraging player investment in exploration-driven campaigns.  As a concept, it may help explain the failure of the ACKS game when we introduced new players (too much reference buildup in the world and among the old guard, which held no 'currency' with the new players).
  • The whole Dirty Dungeon concept, which Trilemma mentions here and here, is intriguing.
  • How Far Can You See on a Hex Map? is useful for the obvious reasons, if fairly easily derivable.
Also, not exactly useful but entertaining: apparently the 2012 ACKS game had a lethality of somewhere between 100 and 125 milliWhacks for PCs (I figure somewhere between 16 and 20 total sessions and about 4.5 players on average), and somewhere closer to 250 milliWhacks for henchmen.  ACKS: About As Deadly As Fiasco, Unless You're a Henchman.

In any case, more fodder for wilderness campaigning and always good to find a vital blog to read.  Sort of a breath of fresh air from outside the OSR, really (disclaimer: this is not an attempt to define the OSR, but more a statement that I do not get the impression that Trilemma identifies as Of The OSR).  He seems very well-rounded, taking what is worth taking from both storygames and the Old School.

Thursday, August 28, 2014

Mythic Wilderlands

I'm a bit excited about ckutalik's Slumbering Ursine Dunes.  I've been reading Chris' Hill Cantons material for some time, and he's had a number of very inspiring; his news posts are always entertaining, I've linked his pointcrawling posts before, and I discovered world-engines through him (one of the things which I believe would make living worlds more viable to run).  But most recently he's put 'mythic wilderness' on my brain.

I think mythic wilderness is probably a very useful concept for a number of reasons.  First, the required degree of simulation fidelity is reduced for the judge (moi), because Out There is fuzzier than In Here, by the nature of Out There.  It has rules, but they're not quite the same rules as the woods out back in real life.  This works for my playerbase, too - we're not Boy Scouts, survivalists, and ecologists.  We're computer programmers, and we know about as much about real wilderness as your average ecologist knows about perl (if that), except maybe for our one guy who does orienteering.  We are, however, substantially more familiar with European mythology, so that's might provide a common set of expectations around the table.

Finally, the mythic wilderness offers me a nice chance to move away from 'black chaos' to 'green chaos.'  One of my players once told me "Every game you run is actually Warhammer.  Traveller, ACKS, 3.5, whatever - you can run Warhammer in any system."  And it's fairly true; I've been stuck in a thematic rut.  It's all about the ineffable demon gods and their cultists, piles of skulls, devouring horrors from beyond space and time, good guys who are bad, and bad guys who are worse.

So perhaps it is time for a change, from "man against the darker parts of his own nature" to "man against nature", as a theme.

But while the Ursine Dunes are tempting, they're also some months out, probably.  As a result, I am considering rolling my own.  I think the Wilderlands of High Fantasy would suit - there's a lot of the titular Wilderlands near the City-State which, for all its storied grandeur, stands as one of a handful of bastions of civilization in the region.  To the south lies jungled Altanis, and to the west the Tharbrian steppe.  Plenty of space for the fey to cavort and the wolf-men to howl.