Sunday, July 31, 2011

Map Love

I love maps. I mean seriously. I love them way more than you think I do when I say I love them. Take all the love you have for any map, ever, and I swear I love maps more than that. Let me show you how much I love maps.

Inverted Earth
This is one of my more elaborate hexographer mapping projects. It's extremely time consuming and sometimes exhausting. Maybe I'll blog on it in detail sometime. It's huge. Doing the Euro-Asia Sea may just kill me. All those brown lines are mountains that make the Himalayas look like a joke.

Scion
This is another "unfinished" project I did with Fractal Mapper. I used the Manual of the Planes as a concept for a physical map. One of the rare times I let land be on the edge of a map (I like complete continents). I actually ran a game in Arcadia and Acheron using this map.
Heredis
This is Mo's favorite map (that I made). I've actually run some stuff using this map. It was another fractal mapper map I did. It's essentially complete. I could add too it, but I likely never will.

Beyond these little projects I have dozens of other maps. I have an entire folder for map on my computer. We are talking about hundreds of maps ranging from single buildings to entire worlds. I have one map that puts all the TSR/Wizards campaign settings on a single Earth-sized planet. The detail on that one leaves something to be desired and I'd love a high-rez version. I've tried a few times to put as many maps as I can into a single world, but usually the size of the project just crashes whatever program I am running. I know some ways around that of course (and on this machine it's not as much an issue).

So when the first step of a sandbox it "Map" I get a surge of happiness, followed by a surge of terror. I have to pick just one map?

Saturday, July 30, 2011

Building a Sandbox

Before you can play in a sandbox, you must build the sandbox. But, before you build a sandbox maybe one should have a plan first. That's what I want to work on today. If I am going to build a sandbox, I want to have something like a plan to do so. I'll almost certainly need to change the outline as I run into problems, but a framework is probably a good idea.

Arbitrarily I want 7 steps.

1. The Map - A map is essential to a sandbox setting and the obvious first step.
2. "Civilize" the map - That is, put cities, towns, and villages on the map.
3. Points of Interest - Add in dungeons, ruins, battlefields, and interesting places to the map.
4. Name it - make sure place on the map have names (including geographic features).
5. Monsters - Decide what God-forsaken nightmares live where (and normal animals too).
6. Details - Flesh out the civilized locations.
7. More Details - Flesh out the wild locations.

There is a fairly decent chance I will change and/or expand on this.

Steps:
The Map: Part 1
The Map: Part 2
The Map: Part 3

Sunday, July 24, 2011

Estevan and the Estevan Warriors

Mo could not come to the game today because she had a horrid night at work last night and did not get home till about 10 and didn't get to bed till like 11:30 or noon.

But the session was fun all the same. Ali and Joel got a new set of cards for Savage Worlds. The cards are awesome and I will find a way to convert them to...well any and every system I ever play, ever.

My character is totally not this.
The session itself was exactly what they promised last night. An episodic mission from the Wall. Our group was ordered to go past the wall and find some remains of the rangers who were lost beyond the wall. Along the way we found a Frost Wolf killin a Dire Wolf. We took care of Frost and saved the Dire Wolf. I named him Obsidian in honor of a past game (Sid for short).

We got ambushed by a bunch of hippies wildlings. My wolf and I both killed one each right off the first round. Very cool. I played my card, which was supposed to be me saying something so intimidating that it basically stops combat. I couldn't think of anything cool to say. I needed a random table of witty sayings. :(

Once we dispatched the hippies wildlings, we camped and in the morning we continued North. After a bit in the woods we found a scary tree. Sev (Joel's character) and ... Lucian's character... attacked the tree...for some reason. It hit them back and then we walked around it and left it alone. Odd encounter that.

Who ya gonna call?
Finally, we found a clearing with a bunch of bodies and a sword that looked like it was from a Ranger. Bea's character, Myra, touched it and it came to life. Well, a ghostly figure appeared and attacked us with the sword. Sev tried to hit the ghost...that did nothing, so I shot the sword. That worked a bit better.

After several rounds of beating on this thing we finally wore it down and broke the sword. Having secured what we came for (remains of a ranger) we headed back. To Sir. Al's disappointment, we survived and I gained my wolf companion.

Good session.

Resources

These are the three best links I know of that form the basic frame work that I will build from.

1: Jeff Rients' How to Awesome up your Players: This is one of the better starting points for playing an RPG I've ever read. Not really about world building, but if you start with this mindset, I think you are good to go.

2: Reynard's 7 Sandbox Essentials: A very nice summation of the basic concepts for a Sandbox without getting bogged down in minutia. 

3: Bat in the Attic's "How to make a Fantasy Sandbox": An extensive (if somewhat incomplete) break down of step by step Sandbox building. While a decent outline, it gets lost in the details.

Books I will most likely draw from include Sandbox-ish settings like
Greyhawk - The original sandbox. 
Wilderlands of High Fantasy - Old school sandbox.
Ptolus -  As close to a sandbox as Monte Cook is going to get. Almost too much detail to be a true sandbox though.
Liberty - Another good 'city' sandbox. Irritating they never released more than the 3 supplements. I need to buy the Arcane Quarter...
Scarred Lands - Kinda like Greyhawk's younger brother.
Violet Dawn - Very Sandbox-ish and much in line with Wilderlands. 

That is far from comprehensive of course, and I don't know how much I will actually draw from any of those sources.

Saturday, July 23, 2011

Sandboxing

Through most of my gaming history I've been into world building. I like doing it. Sadly, the majority of my gaming style was more about telling stories than making worlds. The game was a story (and so was the setting). There is nothing inherently wrong with that from a self-serving, having fun point of view. The only issue from a gaming perspective is that it is self-serving.

GMing should be fun, and world-building should be too, but at the end of the day the GM is there to facilitate the game for the players. Or, if you prefer, the GM has one kind of fun and the players have another. The GM may enjoy writing histories and stories about his setting and players may even enjoy reading them at some point (unlikely as that is). But, when the game starts most players are ready for their characters to do something. This does not include reading or listening to the thousand-year history of...whatever. 

My job: panels 1-6. Players Job: 7 & 8. 
Over the last year or so I've adopted a more 'old-school' point of view. I'm not sure I'm part of the 'old-school revolution' other bloggers talk about, but I respect the movement. I have exactly zero interest in crafting a 1-20 adventure path for my players that more or less railroads them into a plot. 

I'd much rather spend my non-gaming free time building a sandbox world for them to rip to damn shreds.  I want my players to feel free to pursue what is best in life. (Crush your enemies, see them driven before you, and to hear the lamentation of their women). I want the world to exist not to provide the players a story they play out (like a video game) but rather a place for them to rock out and be awesome. I want the effect to be from the players not towards them. 

To that end I plan to begin working on a sandboxing project. I've been reading up on this sort of approach and I feel I have a good enough grasp of how to do it to get to work. I'm not sure when (or even if) my players will get a chance to rip it to shreds, but I hope they do. Just like building a block fort, the best part is knocking it down and watching it fall. 

Taking a Break

I stepped down from GMing with my group last session. I needed a break. I've been GMing for a long time now. Most of the group seems pretty happy about my GMing, but I got to the point where I was not. I felt like it was poor quality stuff (regardless if it was good or not). I was burned out basically.

Nothing recharges my GM batteries like being a player. It, almost magically, reignites my imagination, creativity, and drive. One session (and mostly character creation session) and I was already thinking new things. I have numerous theories why being a player (even for just a few hours) has this effect, I imagine more than one is correct while the others are just psychological bat-shit.

Regardless, the session was (for a character creation session) fun. Not much happened, and having two GMs is weird but oddly effective. It's just mind-boggling cool to watch Joel and Ali seamlessly co-GM without so much as a hiccup. I was never confused who was actively GMing and what was going on. I seriously doubt I could co-GM as a general thing and sure as hell could not do it that smoothly.

We're using Savage Worlds for a fantasy setting (loosely) based on the Game of Thrones setting. Regardless of my opinion of that book, I think the setting is interesting and Joel and Ali's liberal interpretation is likely to make for a good game. I suspected it to be largely story-driven, but it seems they intend for it to be more episodic and disconnected than that. I applaud that plan as I doubt our group is truly capable of a solid story-drive epic-plot sort of game.
yeah...it's not a bear, but it will do.

And frankly, I am glad of it. I've grown a great deal away from the mega-plot games and want to deal more with episodic, sandbox-style games. They tend toward my world-building side, my general disinterest in any story a GM gives me (I'd rather make my own by Rocking the pants off whatever setting my character is in). I tried to get the GM to let me have a lion or a bear companion (either I could ride) but (as per a completely fair and very cool GM decision) I rolled up a dire wolf (which in SW is too damn small to ride). Still, dire wolf. Then we did a PvP beat fest that took the rest of the session and ended with most of us on the ground. I went down first because I didn't do a damn think with my character that made them particularly combat effective.

Still, I think you can grasp from my writing was I enthused about the session. I'm looking forward to actually getting my wolf into play and kicking some...whatever the bad guys in GoT are. I know there is a big ass Ice Wall to ward off something nasty, no real idea what they are. I don't plan on exploring their motivations or tactics much either. I suspect it will largely break down to me shooting arrows into whatever the hell my wolf is gnawing on.

Monday, July 4, 2011

My Group is a Pain

A gaming groups are a strange and varied breed. Mine certainly is. One of the most challenging things about GMing is understanding the players motivation. Having a master degree in psychology helps that, but when in my case I'm not sure how anyone could do it without one.

Let me explain. The motivation of everyone at the table is presumably to have fun. But what is fun and how do you have it. A (remarkably scientific) exploration of what makes a game fun was conducted by XEODesign examining games in general, but video games more than anything else.

They idenified 4 kinds of fun...and graphed it with this little tidbit of insanity.
Without going to far into it, you can easily figure out that RPGs fulfill all of these in many situations. Hence the longevity of the hobby.

But each of my players gravitates toward one over the others. (I'll use character names from the most recent game).
Cassidy: People Fun. Cassidy comes because she likes to hang out with people. The other forms of fun are inconsequential. The game itself has little or no real impact, although "Easy Fun" is secondary. Movement toward Hard or Serious fun has a risk of lowering her interest.

Joel: Easy Fun/People Fun. Joel is hard to figure sometimes. Of the two he seems to gravitate toward Easy Fun over People fun, but the line is thin. He appreciates Hard fun, but Serious Fun tends to put him off somewhat.

Ali: Easy Fun. Like Joel, People fun is almost as important, but the line is dark enough to allow a more certain assignment (barely). Hard Fun is less interesting to her, but not off putting. Of all my players she is the only one I can imagine enjoying Serious Fun, and very well may. Including that, however, is next to impossible without seriously impacting other players.

Lucian: Hard Fun. It's not even a question here. Like most of my players, Serious Fun would turn him off like a lamp. He gets into Easy Fun, and like the People fun, but often enjoys activities that have little or none of either.

Bea: People Fun (?). Bea seems to enjoy the social nature of the game, a close secondary is likely Hard Fun with Easy Fun being third. They are fairly closely clustered and likely varies depending on her day-to-day social interaction needs. Serious Fun is, at best, dis-interesting and at worst, off putting.

Myself: Hard Fun. Given my own limited ability to self-explore honestly, that is my best guess. Most of the games I gravitate toward seem to capture the elements of 'hard fun' over other kinds. Like most of my players, Serious Fun is 'meh'. I can imagine myself enjoying it, but not on a regular or general basis.


So how the hell do you GM for a group like this? It's a challenge to be sure. Let's suppose I dropped my "Easy" fun players. I'd likely get bored with the game because it would be mostly story-driven with only a limited amount of gamism involved. If I dropped my "Hard" players, I'd get sick of the story-less gaming.

Most of my players enjoy the People fun on some level. This tends to be the dominant factor in our games. In many cases we don't even get to the game, we just hang out. We could just as easily play Wii and have as much fun. The "hard" and "easy" motivations would eventually cry out for something besides chatting, but once satisfied that would subside.

The truth is, I have an easy group to GM for. The "people" fun happens naturally and as long as some of the other funs are there, everything will be fun. The balancing act between "hard" and "easy" is really secondary since most everyone is just happy to hang out.