Scanned and not tidied up nor finished
Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts
Monday, 14 May 2018
Saturday, 20 May 2017
Ruined Cities Are Really Hard
Or, dealing with hyper-dense 'dungeons'.
A lot of my stuff revolves around dead cities, ruined cities, cities where something went wrong. This is me putting some thoughts about such environments being really hard to play whilst satisfying some of the stuff I like to do.
See the city. It is dead, filled with buildings bereft of their original purpose, re-imagined as lairs, traps and storehouses for treasure. Compare this to the traditional dungeon - each room has specified exits and entrances, whereas the city offers a practical infinity of entrances, exits, and approaches. This, in addition to the sheer sizes, is a problem to be solved. Two main approaches spring to mind.
Abstraction.
Movement through and the contents of the majority of structures are abstracted, often through the use of procedural generation (this house has *dice dice* nothing) - those structures which do contain items of interest are 'zoomed' into, breaking away from the strategic (travel-based) and moving into the tactical, individual level movement, most obviously combat. This is intuitive, and means the game isn't a slog of this house is empty, after the players describe surrounding yet another ruined manor. However, such zooming immediately informs players that something interesting is about to happen, whether this been combat, traps or a secret to be discovered, meaning they will deploy in a manner to take maximal advantage of the environment. (More on environment usage later.)
The characters, assumably, will be moving and acting in a far less cautious manner during standard travel. (This could, of course, be considered in the abstraction, moving far slower in the strategic view.) This effect ruins the opportunity for players to be surprised - although, a solution for this would be utilizing more active opponents, who attempt to engage from surprise, forcing the players into positions less advantageous as they are the defenders, adapting to the situation as dictated by the ambushers. Such an addition rewards players defining themselves scouting and planning for such situations, dictating a marching order taking advantage of the nuances of the specific buildings and streets in the encounter area.
This, however, runs into another issue within abstracting the dense urban environment. Using generic floor-plans and streets leads to strings of encounters effectively occurring within the same environment, a street lacking in interesting nuance, with the same layout of buildings offering the same opportunities. Generating an interesting and unique street and/or floorplan(s) however, is going to take time - the opposite of what a surprise engagement offers. Building a large library of interesting nuances yet somewhat universal layouts would negate this somewhat - but then the difference between the abstraction and a complete mapping shrink, reaching the point where complete mapping might make more sense. The balance between a nuanced and interesting engagement locale with the speed of the generation is very hard to strike.
Complete Mapping
Completely mapping a dense, decaying urban environment is a gargantuan amount of work, which immediately makes this option less appealing. Even ignoring this significant limitation, we run into the fact such a huge amount of information is really hard to use at the table. Each structure would require some form of representation, informing (or inspiring) the GM as to the external and internal structure of the building. This could be achieved through some form of short-hand tags or keywords, the combination of these phrases rapidly building a mental image to be imparted to the players. Such a system would require a degree of training in the GM, even just to simply learn this skill. The advantage of such complete mapping is the ability to instantly determine the form and nuance of the locale an engagement is occurring within - the GM will know through a system of tags there is a barricade which offers either side an advantage, without the need for a potentially cumbersome or slow generation system. The key to achieving a working Complete Mapping is a really effective manner of splitting information into table-usable chunks, with both player-facing and GM-facing maps and information available.
Both are hard and leave me wanting somewhat. Whadda you guys do?
A lot of my stuff revolves around dead cities, ruined cities, cities where something went wrong. This is me putting some thoughts about such environments being really hard to play whilst satisfying some of the stuff I like to do.
See the city. It is dead, filled with buildings bereft of their original purpose, re-imagined as lairs, traps and storehouses for treasure. Compare this to the traditional dungeon - each room has specified exits and entrances, whereas the city offers a practical infinity of entrances, exits, and approaches. This, in addition to the sheer sizes, is a problem to be solved. Two main approaches spring to mind.
Abstraction.
Movement through and the contents of the majority of structures are abstracted, often through the use of procedural generation (this house has *dice dice* nothing) - those structures which do contain items of interest are 'zoomed' into, breaking away from the strategic (travel-based) and moving into the tactical, individual level movement, most obviously combat. This is intuitive, and means the game isn't a slog of this house is empty, after the players describe surrounding yet another ruined manor. However, such zooming immediately informs players that something interesting is about to happen, whether this been combat, traps or a secret to be discovered, meaning they will deploy in a manner to take maximal advantage of the environment. (More on environment usage later.)
The characters, assumably, will be moving and acting in a far less cautious manner during standard travel. (This could, of course, be considered in the abstraction, moving far slower in the strategic view.) This effect ruins the opportunity for players to be surprised - although, a solution for this would be utilizing more active opponents, who attempt to engage from surprise, forcing the players into positions less advantageous as they are the defenders, adapting to the situation as dictated by the ambushers. Such an addition rewards players defining themselves scouting and planning for such situations, dictating a marching order taking advantage of the nuances of the specific buildings and streets in the encounter area.
This, however, runs into another issue within abstracting the dense urban environment. Using generic floor-plans and streets leads to strings of encounters effectively occurring within the same environment, a street lacking in interesting nuance, with the same layout of buildings offering the same opportunities. Generating an interesting and unique street and/or floorplan(s) however, is going to take time - the opposite of what a surprise engagement offers. Building a large library of interesting nuances yet somewhat universal layouts would negate this somewhat - but then the difference between the abstraction and a complete mapping shrink, reaching the point where complete mapping might make more sense. The balance between a nuanced and interesting engagement locale with the speed of the generation is very hard to strike.
Complete Mapping
Completely mapping a dense, decaying urban environment is a gargantuan amount of work, which immediately makes this option less appealing. Even ignoring this significant limitation, we run into the fact such a huge amount of information is really hard to use at the table. Each structure would require some form of representation, informing (or inspiring) the GM as to the external and internal structure of the building. This could be achieved through some form of short-hand tags or keywords, the combination of these phrases rapidly building a mental image to be imparted to the players. Such a system would require a degree of training in the GM, even just to simply learn this skill. The advantage of such complete mapping is the ability to instantly determine the form and nuance of the locale an engagement is occurring within - the GM will know through a system of tags there is a barricade which offers either side an advantage, without the need for a potentially cumbersome or slow generation system. The key to achieving a working Complete Mapping is a really effective manner of splitting information into table-usable chunks, with both player-facing and GM-facing maps and information available.
Both are hard and leave me wanting somewhat. Whadda you guys do?
Friday, 4 November 2016
The Dungeon-As-Wound
Negative space carved into the landscape, a
hollowing, and a damaging of the wholeness of the material. A fissure in the
ground itself. This essay considers the dungeon through the lens of an
impossible necrosis of the physical material, a self-generating wound (negative
space)[1] alternatively worming and yawning wide beneath, the
inhabitants either opportunistic or a consequence of this death-of-stone,
spawned by the Wound itself.
Continuing this examination of the physical
self-generating negative space (Wound), its very strangeness can be a wound on
the expectations and experience of the observer, mirroring the wrongness of the
physical artefact. It does not follow the rules of the world – by their nature,
these wounds are aberrations, impossibilities in the natural order, a negative
space in understanding – a wound in how we thought thinks worked, or how they
should work. This feeling is exacerbated
by two common features observed within the wounds – their age, as ruins
presuppose history and thereby age, and the impossible inhabitants which
cannot, should not ecologically function nor survive.
Self-generating aged ruined structures are
a paradox – their nature explicitly points to a history, which is rendered
impossible by their very self-generating nature – how can something not here
yesterday have the weight of history so deeply embedded into every rotten
flagstone. One could view the ruins and devastation not as a mark of history,
but resultant of the wound itself – but this rapid destruction would leave
burning and sharp fresh-severed rock, not aged ruins stamped by the passage of
years.
The inhabitants, those oft-hostile
monsters, seemingly doing nothing but squatting in the ruins, waiting to kill
those foolish enough to plumb the depths. When there is no natural ecological
explanation for their existence or their actions, one must examine through the lens
of the self-generating Wound, as well as the negative space/wound opened within
knowledge. They could be considered a result of the physical Wound.
One view, that of the self-generating
dungeon as a force possessed of a will for self-preservation, more akin to a
living thing, would give these generated monsters the role of the antibody,
destroying foreign bodies which enter the system of the wound. However, this
reasoning, considering the dungeon-as-Wound, renders this strange. The wound is
a disruption of an existing system, not a system of its own. We could instead
take the view of the inhabitants as debris – the wreckage spawned by the act of
wounding itself, the negative growth of the self-generating dungeon. Something
akin to survivors, squatting in the ruins left behind, wounded themselves and
driven to madness by it, full of violence and spite for those who come after,
plumbing the depths of the damaged body the remains were once part of.
They could, alternatively, be viewed as an
infection – the wound, left open, allows parasites and disease an easy entry
into the ruptured body, infesting and spreading in the increasingly fetid wound,
eventually, perhaps, a greater threat than the initial wound itself.
A final view is that of the inhabitants as
secondary wounds, caused by the disruptive effects on the body by the original
wound, like splintered bone tearing open further injuries within. Following
this, the wounding of observers physically and in negative-space infliction
within knowledge, are tertiary wounds, further damage by the original
self-generating wound, now attacking along further vectors.
As an aside, the increased danger as the
wound is probed further and deeper could be understood as a concentration of
the wounding energy, as well as the wounding mechanisms being worse as the
injury extended deeper into the body – something applicable to all views on the
inhabitants. The remains are deeper gouged, the infection deeper and more sinister
or the secondary wounding worse.
[1]Whilst
this essay is an examination of the self-generating dungeon-as-wound, the
notion of the dungeon as a purposeful wound, a designated and conceived site of
activity is still worth a mention. Conventional, mundane uses can be easily
understood, blunting the edge of their wounding potential, simply assimilated
into existing knowledge rather than being a negative space of understanding,
mirroring the physical architecture of the constructed space itself. However,
giving the constructed space utility does not have to cause this, if the use
itself is wounding, something not understood and, potentially, not to be
understood. The site of unknown/unknowable utility has the mirrored negative
space wounding potential of the self-generating dungeon-as-wound, and, perhaps,
intensifies the wounding of knowledge through the frustration of the unknowable
use. An additional layer can be achieved when this utility is in-congruent with
the physical negative space of the structure itself.
Thursday, 7 July 2016
BRUTAL NECROCRAWL
I quite often come up with stupid ideas for games that I will probably never run. I have a page in my notebook just of these ideas. Whatever.
A DEAD REALM FOR THE UNHALLOWED CORPSES.
A stack of shards of a reality where the dishonoured dead gather. Faces, memories and people fade.
(if a player can't make a session, their character will flicker and fade out of our stack of shards as they become distant.)
When anything dies here, roll 1d4-1. It will raise again in that many days, more horrible, more twisted, more confused. Memories die as you do. A 0 means they do not return.
Players start with d10 memories. Memories are currency and XP here. You can collect them from others, or else kill them and take memories. Players lose 1d6 memories when they die. At 0 memories they lose all tethering, and become hostile NPCs when they raise.
At character creation, all items below 50 sp are 1 memory, 51-150 2 memories and more than that are 3. You must be able to carry it. (Be reasonable with stacking items - 30 arrows are 1 memory for example.)
In play, the cost of items will fluctuate more.
Players can begin with multiple levels, but they must be purchased. These costs are static.
The one thing you won't forget - how you died.
A DEAD REALM FOR THE UNHALLOWED CORPSES.
A stack of shards of a reality where the dishonoured dead gather. Faces, memories and people fade.
(if a player can't make a session, their character will flicker and fade out of our stack of shards as they become distant.)
When anything dies here, roll 1d4-1. It will raise again in that many days, more horrible, more twisted, more confused. Memories die as you do. A 0 means they do not return.
Players start with d10 memories. Memories are currency and XP here. You can collect them from others, or else kill them and take memories. Players lose 1d6 memories when they die. At 0 memories they lose all tethering, and become hostile NPCs when they raise.
At character creation, all items below 50 sp are 1 memory, 51-150 2 memories and more than that are 3. You must be able to carry it. (Be reasonable with stacking items - 30 arrows are 1 memory for example.)
In play, the cost of items will fluctuate more.
Players can begin with multiple levels, but they must be purchased. These costs are static.
Level
|
Memories
|
2
|
5
|
3
|
10
|
4
|
20
|
5+
|
Previous x 2
|
The one thing you won't forget - how you died.
The Death…
|
…and the role
|
A soldier laid upon a foreign field.
|
Fighter.
|
A liar hung at midday.
|
Specialist.
|
A witched drowned in trial.
|
Magic User.
|
A heathen ripped apart by dogs.
|
Pyromancer.
|
A heretic, cast from atop the cathedral.
|
Cleric
|
A godless scientist, eaten by their creation.
|
Stitcher.
|
A cannibal, stoned by the people.
|
Ghoul
|
Players start by breaking out of their sarcophagus. There are multiple branches from here, with portals to individual shards interspersed. Everywhere will lead back to this place, eventually. It is the future ruin of all things.
Labels:
adventure,
dungeon,
history,
LOTFP,
magic,
necrocrawl,
punishment,
rules,
shit
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