Wednesday, September 11, 2019

Session 3 preview - North Market

The mapping of my town continues. This is the North Market area, which is "north" of the forum. This area is a mixed use zone, where row houses have popped up in a rather regular way in the North East section of this insula. However, down in the South West quadrant, the row houses are rather rough. 


The southern row houses look ruder because they are older, not because the people that live there are poor. It was a slap-dash build for people looking to get into the city fast. As you can see, there are a couple of rich villas right in with the row houses, separated by some green space. This is just a little off of the center of the city, so its still high society.

I am really loving this software and this style of map. It allows me to cover huge areas quickly, so that I can spend a few minutes mapping each day.

Each area has it's own little story in my mind and I can come back and add details later. I am probably not making the best use of Worldographer using the battlemat like this, but this town is hardly organic. It is relatively sterile and uniform as opposed to a town that sprung up from a chance placement of one house, or town square.

At the Table: Those wacky players.

Ah, my wacky players. I pretty much play fast and free with spell casting characters. In the first session, I note which spells they like and then take that into concentration when planning combat.

Theoretically, AD&D magic users should have a limited number of spells. When I plan a combat session, I write down what I want the bad guys to have.

Sometimes, this goes to wanting a specific flavor and other times I fall on the side of "team evil" and use those spells to hose the player characters with significant casting issues. Darkness, light, and silence spells can inflict horrible effects on spell casters, so I am generally pretty careful with them.

What makes my players so wacky is, I can't help but notice that the first couple of sessions, they riff through the spell list and just pick one to cast. After a few levels and encounters, I have flat out caught players casting off a list when they had been picking and choosing among all of the spells a session before.

In every case, the limited choices are comprised of scrolls and spell books found as treasure. What the heck?

Ah, dang. The players go from winging it at low levels to wanting a specific effect or flavor when playing more advanced, knowledgeable characters.

Should I hand out XP for quietly imposing limitations on one's self? I just might. What about you? Let me know in the comments below.

Tuesday, September 10, 2019

The Dungeons and Dragons TV Show Review on Thac0

Ryan Marsh over on Thac0 has been posting reviews of the old Saturday Morning Cartoon, Dungeons and Dragons.

His first post details the main characters, the NPCs and then covers the ins and outs of the episode. I love reliving these cartoons. Having someone else's take on them is even better. Go check these out before Ryan runs through so many episodes, you'll have to binge read. :)

My out and out favorite character is Eric the Cavalier. According to Wikipedia, he was put in the show at the request of parent's groups, to support the idea that the group is always right and the whiner is always wrong. Yeeeesss. But...

Eric annoying yet another friend, Diana this time. 
Eric is 15 year old boy in the 80's. If you weren't to top dog in your group, you were either the distruptor or the yes man. Oddly, exactly zero of the characters are yes men, not even the girls in the series. Which was wonderfully refreshing. The character dynamics were great. They weren't your typical cookie cutter characters.

Presto can't perform unless provoked and he is never mocked by the gang (Teased, yes. Mocked, no). Billy is just a force of nature that the others try to hold in check as he flies off the handle at every opportunity. Sheila and Diana have their own, consistent and important points of views, which very often are not remotely the same. Sheila is the big sister and is protective. Diana is the mistress of personal safety, despite being very caviler when it comes to risking herself. Hank is not some dumb jock pushing people around. Five of the six are positive types of people.

What makes me favor Eric from the get go is he was so abrupt. Six steps past rude, perhaps even dangerous, when he can manage it. Someplace, way down inside, he knows that he is out of place and overwhelmed.

Clearly, if you know what you are doing, Hank has the best tool: A magic bow with not so delineated powers. It's a magic machine for the plot.

Boring.

Eric, has a shield that can encase his friends within a bubble of protection. He has to get in front. He has to be in the line of fire for it to be useful. And he is afraid of most unknowns. But he does what he has to to protect his friends.

That isn't so special, that's just like being a regular human being. Eric could be anyone, anyone could be Eric. That's why I like him so much.

Its been a while since this show has been on the air. Did you forget about? Hop on over to Thac0 and follow Ryan Marsh's reviews. Relive a bit of the magic of Saturday Mornings again.

Monday, September 9, 2019

Assassin's Doom - Worldbuilding for a Campaign

I've been using detailed maps for this campaign and for the last 10 days or so have been trying to create a map for the city of Nace.

Nace is laid out as a typical Roman city, a north-south road, an east-west road, a forum in the center and walls and towers all the way around. All neighborhoods are inside insulas or regular shaped areas on a grid like map.

So what do you get when you fuse a Roman city with a classic D&D campaign?

Strange things.

First, what do I need for the campaign?

A town or city with a hefty population. 15-20,000 people are in Nace.

Who is in charge? An aedile is in charge of the city proper. At this time, this character is unnamed.

Do they have temples and churches? Yes, in the forum. If there isn't place for a given sect, it is in the planning. These people have no problem with negative/evil sects so long as laws aren't broken.

Do they have guilds? Yes, for all character classes except fighters and assassins. These people would be in the military. The Assassin Guild is defunct, all members were killed. There is also a combination religious and magical guild, necessary for the production of the Empire's magical crops. Production of useful material require both magic and religion. The thieves guild is rather small time, very low level members who usually move on to bigger and better things rather than advance as thieves. The city has a problem with brigand raiding, which puts thieving in perspective.

Is there a town guard? Yes. Made up of legionaries. There used to be a secret police unit, but it was wiped out with the Assassin's Guild.

So, what is the Assassin's Doom? It will be the first City Adventure my players will engage in. In the next couple of posts, I will detail what happened to the Assassin's guild and secret police, and explain why they haven't been replaced.

Bird's Eye View of Worldographer Map - City of Nace

I am having a wonderful time with Worldographer, by Inkwell Ideas. I have been kicking out maps for my current campaign using the software. The image below is my campaign map (in progress) for just one city. 


The City of Nace is made up of 64 insula, or blocks. I made a mistake by creating this as a battlemat. My reason was to have square blocks, rather than hexes. By completing a map in this fashion, what I will actually have is 64 individual maps. (Actually, 63 because the forum takes up two insula.) Each insula is 180 yards across, north to south and east to west. By the time I am done, my players will have over a square mile of gaming locations and I will have at least a vague idea of what is happening... everywhere.

I have barely scratched the surface of what Worldographer can do, but I figure this practice will help me master it someday.