Tuesday, September 10, 2024

Good Lore/Bad Lore


For our purposes let’s just say that lore is “setting background”: information about the setting of a campaign. The paradigm is perhaps the history of the setting, which is literally lore that could be learned in game from sages or history books. But I would count also count its metaphysics, theology, organized religion, the nature of magic, and the like. And while we’re at it, we can add more humdrum facts about languages, prevailing forms of government, the economy, different social groups, etc.

Lore bears a close relationship with world building. Tolkien was really, really, into certain kinds of lore, like the language, myth, and history of Middle Earth, although he didn’t care much about other kinds, e.g. lore about demography and economics. As this excellent post at Welcome to the Deathtrap makes clear, world building and ttrpgs are two different things. One can GM ttrpgs without doing much world building even in a homebrew setting, and one can world build without ttrpgs, as Tolkien and so many other fantasy and sci-fi authors make clear. But we are interested here in what happens when the world building impulse comes together with table top roleplaying games. Lore and its troubled relationship to play is our way in.   

The Problem with Bad Lore

Bad lore is irrelevant to play; and for this reason boring; and for this reason hard to remember; and for this reason doesn’t deepen the sense of inhabiting a shared world.

Lore, done wrong, presents a problem for both players and GMs. Players are concerned with concrete tasks before them. In OSR games this is the stuff of adventure and sandbox exploration, haggling with factions, pulling heists, navigating the dark spaces of the earth, overcoming rivals, and the like. The problem for players is that when done the wrong way, lore has little to do with what they are actually trying to do in the game. Who cares about ancient history or obscure metaphysics if what we are trying to do is explore and have adventures? In other words, one of the main reasons lore is boring is because it’s irrelevant for most player activities.

While there’s definitely a spectrum, with some true lore hounds out there who just soak it up no matter how irrelevant, I think in general players also have trouble caring about or remembering facts that have little to do with what they’re focused on in play. They will remember an incredible location, or beloved or hated NPC, or some remarkable unplanned twist of fate that emerged during play. But they likely will struggle to remember some lore they heard 15 sessions ago in a speech or the summary of some book their character read. If the GM had hoped to bring the setting alive and infuse it with depths using lore, or get the players really engaged with a richly imagined setting, bad lore is headed for heartbreak.

For the GM, the problem with bad lore is the flip side of the same coin. GMs get hung up on creating irrelevant lore in ways that makes prep unnecessarily overwhelming. How can I run a city without knowing what street food there is like? Or what different artisans are operating in the city? How can I run a campaign without building a model of the economy? I think for some GMs this makes prep an impossible chore. It also directs their attention away from gameable things towards other irrelevant topics.

But I’d like to turn the problem around and think not about the creation of lore by GMs, but about the informational presentation of lore in published material. For some GMs who are reading published setting material, the presentation of lore in walls of text containing lengthy histories, seemingly irrelevant encyclopedic descriptions of economics, or pantheons, or banal facts about cuisine, and so on, makes the eyes glaze over. It’s also intimidating homework to master. Again, there’s variation for sure. There are GMs who love soaking up ttrpg lore in the way they obsessively soak up details about a beloved IP. But for many the problem is real.

These are not the only frustrations with lore. There are deeper critiques of world building as adopting a total unified perspective on the world that can be a stultifying approach to imaginative material, with a fraught history. I learned a lot about this by talking over the years with Ava Islam and Zedeck Siew. Zedeck has tried to dispense with the single omniscient point of view that lore often presupposes in his own work by adopting different points of view and sets of assumptions for the different islands in the A Thousand Thousand Islands project before it disbanded. You can hear about his thoughts on these two podcasts here and here. (To hear Ava talk about some related questions in the context of her rpg Errant, you can listen to her interview on the Lost Bay podcast here.)

I respect Zedeck’s approach tremendously—it’s a fascinating experiment. But, at least for now, I’m less interested in complicating and contextualizing the presentation of lore. Maybe I can explore interesting ways to do that one day. But before we complexify and contextualize, we need to get the foundations in place. We need to answer the prior question: what is good lore in the first place, and how can it be presented to players and GMs?

The One Principle of All Good Lore

Good lore is actionable intelligence.

The key to making good lore is that it helps players do things they want to do. In other words, stop thinking about lore as encyclopedia entries or hidden ambient background for a setting that somehow provides it with depth. Good lore is information that feeds directly into play. If lore is tied directly to exploration of an adventuring locale, or interacting with a faction, then learning about lore gives one new resources to act. Sometimes history will be relevant to exploration and action, sometimes social structure, sometimes the economy, sometimes metaphysics, sometimes the true nature of magic or organized religion.

For example, if one is trying to figure out how a terrifyingly powerful and complicated magical artifact works, it may help to learn that it was constructed by a zealous mystic in imitation of the musical instruments played by angels in the heavenly throne room. Perhaps the key to unlocking its power is to find some angelic sheet music—or perhaps the answer lies with lore about angels and the acoustics of the throne room. Or again, if there is a complex social dynamic, say a slow burning war between two groups going back a couple generations, then knowing something about the source conflict, and even a little about its history, may be very helpful when interacting with warring factions.

If you make lore relevant to play, then players will be motivated in discover it. They will also remember it , because it will be presented in the context of the things they’re focused on in play. When they discover this kind of lore, it will feel like making progress. For this reason, learning lore becomes fun. Generally speaking, when the players uncover lore, it should produce the feeling that tactical information is coming into view that lets them accomplish their goals. Or, even better, that new possibilities for adventuring are opening up in front of them.

How to Create and Use Good Lore

Develop lore along with adventure elements.

But how can you prep so as to produce good lore, rather than bad lore? When you want to explore some kind of lore of your precious snowflake of a world, do it by designing an adventure possibility that makes use of that lore.

If you want to think about the history of some legendary badass from your setting, put their magical sword somewhere in the campaign world, along with hooks to its location that tie to it to the history of that personage. If you want to get into lore about some religion, then create an abandoned temple as an adventuring locale, or rival factions the PCs might interact with, each tied to, and motivated by a, different faith. In my dreamlands game I created a (so far unpublished) temple devoted to the entire pantheon, where one could travel through portals to spaces sacred to each Archon of Zyan. This was how I developed many of my thoughts about Zyanese religious practice and theology.

If you want to get into the early history of your setting, put a dungeon in your sandbox tied to, or designed to commemorate, that very history, as I did with The Catacombs of the North Wind. If you want to think about how the legal system in some part of your setting, then make an adventure location, or factions, that involve corrupt lawyers and court cases, as Gus did for Zyan in Beneath the Moss Courts.

But won’t this limit world building to small bore questions of direct relevance to a given adventuring context? The answer is that it will only be as limiting as the kinds of adventure locations or situations you populate your sandbox with. It doesn’t limit you to small bore possibilities—as long as your adventure possibilities go big. Want to get into something really cosmic and crazy? Design cosmic secrets along with the possibility of cosmic adventures!

For example, suppose you want to explore the idea (that I floated here) that the waking world is really just one rung on a ladder of dreams, all flowing from the original dream of MANA YOOD-SUSHAI, the slumbering god. Then why not include travelers from a deeper level of dream in your setting as NPCs who are trying to get home? Or perhaps dangle the hook that the devotees of the slumbering god are desperately searching for some item has flowed down from the original dream to the current level, and is fated to flow on to still other layers with their help? And while you’re at it, why not explore gates or other ways of travel between these levels?

In other words, develop habits as a GM that tie the creation of lore to adventure possibilities. This will give your world depth in ways that mean something to players. They’re more likely to care about and remember that the dreamlands of the dreamlands is called Phantamoria when they get embroiled with the shenanigans of actual phantamorians. Even more so if there is the distant lure that they might actually make it to Phantamorian to do some truly cosmic exploration.

Throw players into an informational vacuum.

Here’s a trick I use all the time that makes it a lot easier to create adventures that hinge on good lore. The general principle is that to make lore actionable intelligence, start with a gaming premise where the players are in a condition of ignorance about the crucial facts relevant to navigating the adventure well. By placing them in an informational vacuum, you immediately heighten the importance of learning adventure relevant lore. The nothing to stimulate the impulse to uncover lore more than a good mystery!

The strongest way to do this is to create a campaign premise where all adventuring happens beyond the known world. In that case, lore becomes actionable intelligence immediately, because the player characters are just as ignorant as the players. For example, if a doorway to the undercity of Zyan has just opened in the waking world, and the PCs are literally the first people to step through into the dreamlands, then they are in a condition of extreme ignorance about what they are getting into. They must learn quickly in order to survive and make progress.

In The Ruins of Inquisitor’s Theater some factions react badly to characters with bare faces, and others react badly to masked characters. Right away, in order to navigate a social space, players need to figure out what the hell is going on with masks in this strange society. Or in Catacombs of the Fleischguild, the catacomb guardians are shades that operate on different principles than undead in traditional settings. The PCs will need to figure out what is going on with Zyanese necromancy in order to deal with these strange guardians and others like them that they meet in different locations.

There are smaller versions of this trick too. Even in a campaign where adventuring happens in the world and setting where PCs are from, you can have adventure locations and elements that are secret or unknown to PCs. The more you do this and tie it with lore, the more you make discovering lore a resource for player success. In Nick K.’s Twilight Age campaign I was playing in, which we discussed on Into the Megadungeon here, the campaign premise is that a megadungeon was recently unsealed for the first time in centuries. Although it was part of the world where our characters lived, and is tied to older history, it was still to a great extent an unknown world within a world. You can do this on an even smaller scale too. If there is a secret cult that nobody outside the cult knows about, then figuring out what is going on with the cult may be crucial to recruiting them to your side, or preventing some strange ritual from being completed.I’ve just been talking about a GM designing their own world and adventures. But earlier I raised the question how to communicate lore to GMs. How can you present lore without long walls of history and encyclopedic entries that make the eyes glaze over? How can you help GMs to keep the lore they need at their fingertips when they’re running adventures rather than buried deep in some encyclopedia article?

How to Publish a Setting with Good Lore

There are a lot of ways to approach this problem. But the advice to GMs suggests one general answer for the information design of published setting material. I’ve argued that good lore is actionable intelligence for adventuring and sandbox exploration. The advice I gave GMs to produce good lore when writing their own material is to develop lore in relation to adventure materials. This suggests that when presenting lore in published settings, the key for information design and presentation is that lore should be presented in direct relation to adventuring possibilities.

One way to see what I mean is that dedicated setting books that present a setting separately from material that might be used to create or run adventures in that world, such as so-called gazetteers, contain a glaring flaw in information design. If setting information is in one book, and campaign premises, adventure seeds, sandbox materials, and full adventures are in other books, then you’re separating the lore from the context of adventuring. This will hide what good lore there may be in walls of continuous text, and probably let in reams of bad lore. The more you separate the presentation of lore from materials useful for prepping and running adventures, the worse the problem will be. The number one goal should be to provide lore with a view to the materials for adventure. Furthermore, it’s got to be accessible, so when GMs prep, they can have the actionable intelligence they need ready to hand and not hidden behind walls of text.

Suppose we set aside “pure” gazetteers that just present setting information without orientation towards adventure and go for something more directly integrated. I’m sure there are numerous ways of doing this, depending on what sort of product one is putting out. Is it, for example, a toolbox for GMs to create their own adventure material in the setting? Or is the setting going to be presented along with pre-made materials for a campaign? Or is it something between, say setting material presented along with a starter adventure or a little corner of the sandbox fleshed out, and a toolbox for further adventure creation? This will all affect the presentation of lore tremendously.

The first question that needs to be addressed if we want to present lore in relation to adventure material, in any of these modalities, is: what do adventurers do in this setting? Where is the adventure to be had? In other words, the most crucial question to frame the whole presentation of lore to follow is what are the possible premises for campaigns that occur in this setting? Without clarity on that basic question, there is no way to present the lore as actionable intelligence. Intelligence for what?

When moving from the broad premises for campaigns to the more concrete presentation of toolboxes or adventures, I think the key is to develop all and only that lore that is needed for the use of those toolboxes and adventures, and to present that lore in such a way that it’s handy to access for the GM in prepping. While that can sound restrictive, it’s less restrictive than you might think, at least if the world is developed for sandbox play, since sandbox play in all its modalities is so open-ended.

Here I might also register my disagreement with a prominently tendency in the OSR voiced eloquently here by Warren of Prismatic Wasteland fame to hide lore by embedding it in tables, rules, character generation, equipment lists, and monsters write-ups. While I agree that those are all opportunities for world building, I don’t think good information design should funnel all lore indirectly into such channels, since this requires GMs to intuit or infer the lore, which they need to know, since it is actionable intelligence. In Warren’s case this advice actually comes from a place of disliking lore, even good lore. Naturally, he then wants a spoon full of sugar to make the medicine go down. But since I fucking love good lore, I don’t find it helpful to constrain information design in this way. When done right I think of lore less as medicine and more as a delicious and heady elixir. 

Here’s One Way to Do It

I think I’ve reached as far as I can go while speaking in generalities. Beyond this I think I can only give examples. I’ll tell you what I’ve been noodling as a format for the final form of my Zyan material. It will take the form of a setting presented along with complete material for a campaign. So it’s not intended as a toolbox. (Although I do hope to release lots of toolboxes for people who want to play in that setting using their own adventure material in addition to, or in the place of, my pre-made stuff.)

I’ll probably start with an overview of the setting, a brief background that will give GMs the vibes and basic idea of what we’re talking about, as well as an overview of how to use the text.

Next I’ll present, in fleshed out detail, several possible campaign premises or framework for adventure. Since the setting is intended to be used in campaigns that begin with large informational vacuums, they will all be premises about how adventurers find their way to Zyan from the waking world. But they will support different styles or modalities of play and will be integrated with my downtime system. I’ll also present a number of alternative campaign seeds that could be developed by GMs using the fleshed out examples I provide as inspiration for how to build a campaign.

Next, the crucial bit for our purposes. I intend to write up the lore that supports the different adventures and sandbox material in little sections, written as evocatively and briefly as possible. I will try to keep them discrete, although there will be many that connect. The key is that each adventure location or sandbox area will tell a GM which lore entries they should read to prep the relevant material. (Ideally the PDF will have lots of hyperlinks to help GMs even more.) There will be no entires that do not support prep for some adventure location or situation.

If I were ruthless, I would probably present these entries in alphabetical order, so that they could only be used in prep. But since this would needlessly bar those who want to read the lore continuously, if that’s their thing, I will probably instead present them in the most rational order I can muster. But the feeling will still be that of reading little discrete entries on different topics. It will, I hope, also be perfect for GMs who want to dip in here or there from time to time, when something catches their eye or strikes their fancy, even aside from prep. (OF COURSE, illustrations will play a key role as well.)

And Speaking of Good Lore…

I have a Patreon going in full swing, where I present tons of lore as I build up to publishing more zines, and ultimately the integrated edition I speak about here. This material is released to patrons many months or, in some cases, years before it will reach published form for a general audience. So far I have released 38 solid text zine pages soaked in lore, all geared towards adventure material. If you want to see the kind of approach that I’m gesturing towards here in action, or just want to get a glimpse of more dreamlands lore, go check out the Patreon here!

 

Wednesday, August 7, 2024

Ultan's Door Patreon Launches!

 


I have big news for the future of Through Ultan’s Door. As I spoke about last time, I’ve been trying to solve several problems so that I could break the log jam and move forward with publishing future issues. So, the big announcement is that I am launching an Ultan’s Door Patreon. Check it out here!

Patrons will help fund layout, editing, and art for future issues. In return, for the first time ever, I will open my library and share never before published draft material. In the coming months Patrons can expect to at long last travel to the inverted White Jungle that hangs from the bottom of the flying island on which Zyan rests. The first Patron exclusive post—which is already up!—takes us to the pavilions of the hanging merchants, a basecamp for exploration of this vertical sandbox, full of dubious, jostling Vancian npcs, looming threats, dangling hooks, and exquisite wares for sale.

In the next installment, I will provide a robust table of campaign events designed to keep the pavilions constantly in motion, guidelines for integrating this basecamp with the system of Downtime Activities presented in Downtime in Zyan, and a section on visitors to the pavilions. Together they will show you how I integrate a homebase, campaign events, and downtime with sandbox exploration. Later, Patrons will descend into the jungle , first encountering the nighted Brambles, then penetrating deeper still to the Depths, beating heart of the White Jungle. Who knows what else lies on the horizon? One day we may even ascend to Zyan Above to explore that cursed city of the dreamlands in its falling down splendor.



At present, there are three tiers of support for the Patreon, marking one’s progression in service to MĀNA YOOD-SUSHĀĪ, the slumbering God whose dreams sustain reality. They give access to PDFs of draft material from future issues (with art or art free), and previews of commissioned artwork for future issues. Of interest to many fans of the zine, the highest tier also receives a quarterly Patreon exclusive mini-zine, The Oneironaut, that I will hand assemble, and mail domestically or internationally in a 6x9 plain manilla envelope. This zine presents supplementary material for use with past issues of Through Ultan's Door or with the newly released draft material from future issues. It will never go on sale, and is only available to Patrons. It may sound strange, but I really look forward to lovingly assembling a (smaller number) of zines by hand, which I haven’t done since 2018!

Becoming a Patron at any of these levels is a perfect way for those who want to run a campaign in Zyan to get an advance look at much more material. It may slake the thirst of parched travelers who wander the desert lying between the release of each issue of the zine. Finally, it's a great way to provide much appreciated and needed support financing the production of future issues of this lavishly illustrated, painstakingly written, and physically constructed zine. I want to continue the line and resume publishing new issues at a quicker pace. But this is only possible with your generous support.

For those who cannot afford to offer support, or those with greater patience, this will be of benefit to you as well. The Patreon will not change anything, except to speed the release of future issues of the zine. In the meantime, you can continue to purchase physical copies of my zine at my webstore here and digital copies at DTRPG or Itch. I will continue my newsletter, and this blog  as I always have. And if I don’t see you over at the Patreon, I’ll see you in slumberland instead!



Wednesday, July 10, 2024

The Future of Through Ultan's Door

 


Two Problems


Although I haven’t exactly been quiet for the last few years—I’ve created a supplement about downtime and a launched a first season of a podcast on megadungeons—I have been stuck on releasing new issues of Through Ultan’s Door. I’ve been flummoxed by two things.

The first was that my Zyan material is a tightly integrated weird setting designed at each step to pull players deeper and deeper into exploration. This makes presenting material in an episodic fashion a nightmarish question of information design. The ideal solution to this problem would be to release single giant version of the setting in book format. Then you could get it all at once, and have everything you need to run an entire 5+ year campaign in Zyan.

But the issue is that I don’t have the time to do that. It would take even longer than it took for BREAK!! to come out. Working in smaller chunks is how I make progress. The small scale of the zine format is a huge stimulus to my productivity. It gives me a timetable, forces me to think about how to present information, and gets me writing. Just as importantly, the zines also fund my purchase of art, editing, and layout. But I’ve faced a lot of decision paralysis, and flip-flopping, about what to tackle first and how to carve up the material.

The second issue is that fulfillment for the Kickstarter for Through Ultan’s Door 3 burned me badly. It ate up a larger portion of my life than I can afford to give again. Since I’m not a full time game designer, my other commitments put uncomfortable limits on how much time I can afford to devote to my hobbies or (when money is involved) “side gigs” like rpg publications, even where these are labors of love that bring me joy. This didn’t stop me from running a Kickstarter for, and printing and fulfilling Downtime in Zyan. But that was an intentionally scaled back project: a single zine, possible to ship with minimal packing in a single rigid mailer. The thought of publishing and fulfilling multiple zines, along with reprints of past issues, has been paralyzing.

So I’ve been trying to figure out how to surmount these problems so that I can, at last, develop and share my Zyan material with you.


Two Solutions


Solution 1: Move to Patreon

I’ve considered two possibilities, neither ideal. I’m genuinely torn between them. If I moved to a Patreon format, this could motivate me to release things in bite-sized pieces in the same way that zines do. In fact, since less work would be required for each release, it might work a lot better than zines for this. I think I could release a nice chunk of Zyan material once a month. Since no physical printing is involved, it would allow me to set aside logistics until we arrive at the final printing of the actual project.

The model here would be Luka Rejec’s Ultraviolet Grasslands, or Miranda Elkin’s Nightwick Abbey. They both have used Patreon to good effect, supporting longterm, ambitious dream projects. The support here would be both financial and social in terms of building an enthusiastic base of supporters who helped to take the actual physical launches over the top. The modern social media landscape is very alienating and fragmented, and I do worry a lot about reaching people and drumming up support for my projects. While not solving all problems, Patreon would give me a leg up.

I could use Patreon money to commission editing, art, and layout for the posts I release as I go along. So people would get real value, and I would make real progress towards what I hope would be a jaw dropping final physical release. I could involve a graphic designer for layout, and some artists, on a more regular basis and just get working. As you’ll see below, I probably already have almost a year’s worth of material that I could get into shape to share in (say) bi-monthly posts starting as soon as next month.


Solution 2: Continue with Printed Zines in Batches

One problem with Patreon is that people have connected with Through Ultan’s Door as a physical object. I’ve worked really hard to fuse the physical quality of the zines and the luxurious imaginative content into a single unique package. What buzz they have created has, I think it would be fair to say, been in no small part because of their quality as embodied artifacts. My suspicion is that there are a not insignificant number of people who would buy physical zines, but who would be disappointed by the digital format of a Patreon. I would potentially lose momentum by moving into a purely digital format on an entirely new platform. Although it involves a lot more work, and the zines cost so much more to print than other people’s zines, I still suspect I could better financially support the project, and build buzz, by just getting on with printing more zines.

If I stay the course with physical zines, to overcome the first problem, I will need to release them in batches. Where a zine needs more context to actually use, the idea would be to release multiple zines to provide that context, to the extent possible. My standard in general will be to give people enough to actually begin playing the new material. It won’t ever be perfect, since anything published will always point towards further unpublished material. But it will be enough so that each new release can be profitably used.

As for the problem with logistics, I will need to run Kickstarters, so as to know how many physical copies I should print and to raise the money for printing. I will also need to partner with a warehouse that can do Kickstarter fulfillment for me. This would free me from the most agonizing and unmanageable portion of the process: packaging and shipping the zines.

At one point Matt from Exalted Funeral offered their warehouse for this purpose, as has Andy Action, so I’m hopeful that one of those two might provide a solution. I’ll still be printing the zines locally, so I’ll also have to figure out how to package them securely and ship them by freight to the warehouse in question. They also have a lot of separate parts, including encounter cards and so on, so I’m a bit nervous about having a warehouse do it, as it would be an ungodly number of pulls for each order, unless I did some pre-packing. I’ve never worked on these kinds of logistical difficulties before! But it will be well worth it if I can outsource fulfillment. In truth, there’s no other way I can move forward with the project if it remains in physical form.

Given that physical zines are a formula that I know works for me if I could just solve the logistics problem, I lean in this direction, although the Patreon option is veeerrrrryy tempting.


The State of the Zine

There is so much in development, it’s almost comical.


Republishing Downtime in Zyan

Since Downtime in Zyan is out of print, I have plans to republish it, hopefully by the end of July. I should be able to put it back up for sale in my store by late August. So that’s good news!


New Issues of Through Ultan’s Door

Temptations to switch to a Patreon model aside, I have been working productively on the zines this summer. I’ve gotten to a point where I’m inching up on four or five zines worth of content. Here’s a quick rundown of what’s in the hopper.

Through Ultan’s Door 4

This issue of Through Ultan’s Door takes you to the threshold of the White Jungle, presenting the hanging merchants, a launching pad for exploration of the White Jungle that lies just beyond the harbor that ends issue 3. It’s a jostling set up, full of Vancian shenanigans, with writeups of four backbiting merchants from the city of Zyan, and a few other notable NPCs, their wares, rumors for adventure in the White Jungle, possible otherworldly patrons who might sponsor jungle exploration, and more. It also shows how I would use the downtime system presented in Downtime in Zyan to build what I call a “basecamp”, a way station or home away from home, where one can engage in downtime activities on a smaller scale. It also shows one way to integrate that system with a table of campaign events and rising threats that keep the pressure cooking, while bringing a medley of strange visitors to the merchants, along with many opportunities for downtime and adventure. In some ways, although the issue is constrained to a single location, it’s also the most ambitious of Zyan materials I’ve penned to date.

The rough draft of this issue is 90% done. So it’s pretty close!


Through Ultan’s Door 5

This issue presents rules for exploring the dreamlike environment of the White Jungle that hangs from the bottom of the flying island on which Zyan sits. The White Jungle consists of four stacked hex maps that allow movement in 8 directions (the normal 6 hex faces plus up and down between maps) in a giant wilderness exploration hexcrawl where falling is a constant danger. This issue also presents the first level of the white jungle, the Brambles, a nighted level filled with hanging mossy isles, bramble thickets with wilted albino roses, and many strange locales. This issue includes a massive d100 encounter table for this level of the jungle, a hex map, and a hex key with entries for each of 51 numbered hexes for this level.

The rough draft of this issue is 50% done. Right now I’m working on expanding encounter tables and further developing the hex key, one bloody hex or encounter entry at a time. It’s grueling, but I’m making progress! (This is what I’m currently working on.)


Through Ultan’s Door 6

This issue presents three adventure locations from The Brambles in greater detail: The Cenotaph of Shirishanu, The Tower of the Golden Spore, and The Cages of the Empty Witch. Think of them as three 1- or 2-shot location-based adventures that can be found on the hexmap from issue 5. They integrate deeply with factions from the level, intimate significant lore for the setting, and give characters a crack at getting some wild magical objects with campaign altering significance. Having run each of them now several times, in several different dreamlands campaign, I think they’re a lot of fun.

The rough draft of this issue is 80% done. The work that remains here is much less grindy than on Issue 5, since it mainly involves polishing, expanding, and perfecting already existing material.


Through Ultan’s Door 7

This issue presents the second level of White Jungle: The Depths. The Depths are the beating heart of this vertical jungle. They present a fever dream of rich beautiful and dangerous flora and roaring fauna. It also hosts some of the farthest out hex locations imaginable, including Lake Yannu that hangs like a teardrop in the jungle; a holy dungeon in the body of a giant snake; and the wreck of a ship that once traveled the Oeneiric Seas and is now leaking the Id of its former crew into a corrupted portion of the jungle. This issue also introduces some otherworldly factions that have only been hinted at in earlier issues, like the Phantamorians, beings from the dreamlands of the dreamlands, and the spirits of the air, demons of the Endless Azure Sea.

The rough draft of this issue is 50% done. This is the level that has seen the most play in my campaigns, so it needs less grindy filling in than issue 5, as more hexes and encounters already exist. But I also haven’t polished it at all yet, so there’s a lot of work to be done here.


Pale Echoes

Finally, when I published Through Ultan’s Door 3, I promised to pull together a new line of zines called Pale Echoes that would explore different campaign premises, set in different versions of the waking world.


Pale Echoes 1

Pale Echoes 1 presents an alternate campaign frame, called “Elspeth’s Letter”, where the players travel to the dreamlands through the memories of a dead adventurer, the titular Elspeth. The party inherits her estate along with a host of problems. I have been play-testing this campaign frame with a full campaign for the last 3 years, and it is working just splendidly. This issue showcases a tight integration of local setting in dreary waking world, downtime actions, campaign events, and a campaign calendar, where most of the tension comes not so much from the waking world as from Elspeth’s past itself. It’s a premise designed to work less with an open table and more with a dedicated stable party of 4-6 characters.

This is 75% done. I’m still trying to crack the best version of campaign events, which are a devil to design with enough detail to be interesting, while also being flexible enough to support half a decade of play. I’m getting there, but there’s still some distance to cover.


Pale Echoes 2

Pale Echoes 2 presents in much greater detail the campaign frame that I originally employed, called “Ultan’s Door”, where the adventurer’s travel to the dreamlands through a door that has recently opened. In this issue I present the waking world setting of which Through Ultan’s Door 1 provides only the slightest glimpse. In this issue, expect writeups of the fickle Chatelaine of Storms, her seven colorful wizard apprentices, the state sanctioned religion of sleep and dreams, and the quaint customs of this ancient city. This setting is dominated by the fact that this is not the first such door to open, and that the last time it opened it brought the Chatelaine and prevailing religious order to power. This premise can be run either with a dedicated stable party, or with an open table. Most of the pressure comes from the fact that the campaign begins with a very unstable situation that threatens the involvement of many possible rival adventuring parties, and eventually the Chatelaine herself. The integration of downtime actions and campaign events is tied to the pressures that arise from this unstable starting situation.

This is 20% done, so quite unfinished. While I look forward to working on this, it’s definitely been on the backburner.


Thoughts?

So that’s my exhaustive update on everything in development. I would love to hear your thoughts on this situation. While I don’t make decisions by consulting polls, I do value your opinions. What are you most excited about seeing published form? How do you feel about Patreon vs. physical zines? If you are a publisher how have you navigated fulfillment headaches?

Monday, June 3, 2024

Group Downtime Activities: Remembering the Dead



The system of downtime actions I created is individual by design, built as a counterbalance to OSR games where the action is focused relentlessly on cooperative exploration, so that characters might develop as individuals and chart their own path between adventures. (If you are unfamiliar, for an illustrative downtime activity, see here.) However, I have come to believe that it is desirable to incorporate some group downtime actions into this system in cases that involve the need for group buy-in or where the experience is inherently collective.

Group downtime activities differ from individual ones in that they require a quorum of at least 3 participating characters all of whom must spend their downtime action performing the group activity. If they are unable to form a quorum, then the action is not available. Having formed the quorum, in some cases each player rolls separately for the outcome of the action where the relationship to the group activity is more personal. In other cases, where the upshot is more collective, a single roll is made for the entire group. As usual, these rolls are 2d6, subject to a base modifier and a situational modifier with a result of 6- a failure, 7-9 a mixed result, and 10+ a success. What the follows is the first of several group downtime activities I have been working on. More to follow soon.

Remembering the Dead


Howard Pyle

To lose an adventuring companion is no easy thing, especially having shared many hazards and tight spots. Rites of remembrance give communal form to grief. They take many ritual forms from the bright dancing flames of a funeral pyre to the return of a corpse to the dark earth; from solemn visitations when sitting shiva to the boisterous celebrations of a wake. These rituals provide a way to commemorate and honor the dead so that the living may carry on without forsaking the memory of those who are gone.

All that is required for a humble rite of remembrance is the gathering of a few friends to share some memories over a libation, or a few words spoken before a hastily assembled cairn. But a proper rite of remembrance, befitting the individual’s achievements and stature in the community, respectfully planned and resourced, is more fitting for both the living and the dead. Thus, the base modifier is set by the collective expenditure on the funeral, which may come from any source.

Once the funds have be secured, the group should describe the rite of remembrance, where it occurs, according to what rituals, and which NPCs if any are invited. Before rolling each player character may opt to say some words commemorating their fallen comrade: sharing a memory of the character or saying something heartfelt about what they appreciated about them. This provides a further situational modiferOnce this is completed, each player rolls 2d6, adding the following modifiers:

Base Modifier


0         GP                     -1
250     GP x Level         + 0
500     GP x Level         +1
1000   GP x Level         +2

Situational Modifier: 


+1 for words commemorating the deceased character.

Results:


6-      No Closure: The rite of remembrance leaves you cold.
7-9    Mourning is Hard: Roll on the Memories table and take the Unresolved Mourning condition.
10+   The Dead Live On: Roll on the Memories table.

Memories (1d6)


  1. An Example to Us all: Gain XP equal to deceased character’s level x 200. 
  2. Unexpected Inheritance: The player of the deceased character may specify what remarkable item they have bequeathed to the living character. If no such item exists, the GM may invent one that no one knew the deceased character had.
  3. Carry on the Work: The player of the deceased character may specify which downtime project to bequeath to the living character, transferring the associated downtime tracker, but decreasing it by one step (to a minimum of 1). For example, the living character might pick up a relationship with one of the friends of the deceased, or acquire steps towards mastering a martial technique, skill, magical research, or spiritual exercise, or inherit an institution the deceased was building alone.
  4. Channel their Memory: Taking inspiration from the deceased, the living character can perform one extraordinary feat. The GM in collaboration with the player of the deceased character will devise a one-use power that is a tribute to the character’s achievements or endearing features. For example, if the character did some great fast talking, the one-use power might be used to persuade any NPC of one thing.
  5. Protection of the Dead: The character is watched over by the spirit of their fallen comrade who will intervene to a replace the results of any single roll with the best success possible (e.g. the highest roll on the die). The player may declare they are spending this one-use power after they see the results of this roll. There is no expiration on this power.
  6. Visitations: The character may declare that they have been visited by the dead, receiving vital information of a helpful nature in a dream. The GM will provide real, vital intelligence, of great help to the character on the topic they have selected, even if there is no way for living to know about it.

Unresolved Mourning

Mourning is messy. The rites of remembrance have stirred up unresolved feelings for your character. The GM and player should agree on the form this unresolved grief takes. Perhaps the character feels guilty about the death of their comrade, or angry at someone responsible, or are afraid of suffering a similar fate. The GM will determine what effect the condition of unresolved mourning has, drawing from the following list as examples.

  • Progress on one downtime tracker is stalled.
  • Use of one class power is impeded.
  • -4 on saving throws.

The GM will inform the player what adventuring goal they must achieve to remove the condition, such as getting revenge for the character’s death, or achieving some adventuring objective that would be meaningful for the character or somehow honor their memory.

Tuesday, November 28, 2023

Downtime: Home away from Home

 I had some more thoughts on downtime I wanted to share. But first, speaking of downtime, it was just announced that my supplement, Downtime in Zyan, is one of the winners of The Awards 2023! You can check out the full list of winners here. It’s an honor I share with my team. Downtime in Zyan is what it is thanks both to the meticulous layout of Lester B. Portley, and especially to Evlyn Moreau’s superb mole rat illustrations, without which the supplement would be a hollow shell. But back to the topic at hand.

My downtime system is designed to deliver various goods. It serves as an antidote to the relentlessly cooperative and world-focused character of OSR play by allowing PCs to develop some uniqueness and depth. It facilitates the pursuit of individual ends in addition to the collective ones. By not gating downtime behind name level play it allow players to pursue their dreams and leave their mark on the campaign world from early levels. It is also designed to be part of a virtuous circle with adventuring, so that downtime itself creates hooks and problems to be solved through adventuring, and adventuring creates the possibility of further downtime.

Last time I was talking about the problem of the transition in an OSR style campaign between the quick jaunts of early sessions, in and out of perilous adventure locales in 1 or 2 sessions, and the more ambitious many (4-8) session adventures that tend to organically arise starting at mid levels. The thought was that if you have reached the point in the campaign where players adventure for 4+ sessions, and you give players one downtime session every time they return to home base, downtime dwindles in significance. To keep players invested in downtime, I suggested calibrating downtime to the number of sessions adventuring, giving multiple downtimes when returning home after longer adventures.

This time I wanted to talk about a different trick you can use to allow downtime to work with longer jaunts into dangerous territory. The setup I’m thinking of here is one where there is a homebase that is safe where downtime usually happens and most or all adventuring happens in some perilous terra incognita, a hostile area to be explored that lies in some sense “outside” the homebase. A classic example would be a megadungeon, where there is a “town”, and all (or most) adventuring happens in the exploration of the hostile subterranean dungeon. Other examples might include a West Marches style wilderness crawl with a town on the edge of some howling wilderness, or what is on the other side of a certain printmaker’s door in the waking world. In these cases, to penetrate deeper you must often travel further and further from home base, which in turn leads to longer adventures.

One way to limit this problem is to create discoverable shortcuts, e.g. secret doors, hidden elevators in a dungeon, or secret entrances that lead directly into deeper levels. But another way to handle it and keep downtime going is to establish possible basecamps where downtime can happen that also serve as staging areas for deeper exploration. These are, in essence, a home away from home. I’ve been thinking a lot about what you need to do to make this option sing.

Introducing a second space for downtime is a delicate balance. If you design the basecamp so that it provides everything the homebase does, and it is more conveniently located, then your basecamp will predicatably become the campaign’s new homebase. While I think it’s great if this arises organically, I don’t think you want to design the basecamp to force that decision. The biggest problem is that many downtime activities are tied to a location and so not transferable, particularly two of the most important: cultivating relationships and building institutions. It’s unfortunately when some PCs have been sinking time and resources into building something special back at the original homebase and the GM more or less mandates that downtime play shifts to a new arena.

My way of handling this problem is to treat basecamps as scaled down version that presents a smaller world of possibilities than homebases. What you want is enough for people to become invested and pursue downtime while on larger expeditions, while also welcoming the eventual return home to the original homebase.

In fact, there is a spectrum here. At one end, you might have locations in the dungeon or wilderness that offer primarily a single unique downtime action. A couple of options to incorporate in a dungeon might include:

  • A perpetual feast of viking ghosts in a Valhalla style mead hall that one can join for spectral revelry

  • A dungeon library, manned by demonic librarians, where can research the kinds of mysteries found in lower levels of the dungeon.

  • An efreet smithy who uses elemental fires to craft splendid weapons for visitors who can pay his price.

This designs a foothold, a stopover where some may want to do the main downtime action, and others might do an alternative one, like engaging in martial training with a drunken viking ghost, or cultivating a relationship with a demonic librarian, without there being much staying power to the location. At the other end, there are basecamps proper that have real opportunity to build something lasting. How can you build a proper basecamp?

The answer is that you should employ the same techniques you use to build an original homebase, which I talk about at the end of Downtime in Zyan, but give it a more limited and small scale flavor. In brief, since my system of downtime generates problems and adventure hooks with many mixed success rolls it also needs to be a space rife with factions, rival institutions, patrons, in short people with desires and an a potential interest in the PCs adventuring in.the unknown. If we just look at the core of my location specific downtime activities we can see some features we’ll need:

  • Build an institution: There should be some pre-existing institutions, including perhaps rivalries, along with space for building new institutions.

  • Cultivate a relationships and Gather Intelligence: There should be interesting NPCs, who have some tensions, and who may want various things that adventurers could provide through adventure, who have access to a rumor mill, and who may be interested in serving as adventuring companions.

  • Revelry: There should be some possibilities for debauches to blow off steam.

Others downtime actions are either more player driven, or seem more optional, but potential sources of fun might be to include some NPCs that have skills to teach, or some warriors who can engage in martial training, or some special site for spiritual exercises, or a trove of information to engage in research.

To really make a basecamp sing, I think you also need a new version of a campaign events table might used for a homebase, but geared towards the specific nature of the basecamp.


An Example: The Hanging Merchants


Illustration of the Hanging Merchants by Michael Raston


The most developed example from my 3 dreamlands campaigns are the hanging merchants, which is right outside the harbor near the Great Falls of the sewer river mentioned in issue 3 Through Ultan’s Door. I discussed a very early iteration of them on my blog here. (They will appear in a more developed form in the first issue of Through Ultan’s Door that takes us into the White Jungle. I’m not totally sure what number that will be.) The basic setup is this. When the Zyanese still traveled the White Jungle, the hanging merchants were a carnival like attraction for visitors to take a day trip down the sewer river to see the sewer falls and get a little taste of the white jungle. It also served as a staging ground for safaris and travel to the jungle manses of the aristocrats. The idea is that no one goes into the White Jungle anymore, and the platforms are now ruined and abandoned except for four merchants.

Each of the four merchants specializes in a different sort of goods. Two of the are over-merchants, from wealthy houses. Each of these over-merchants is locked in bitter rivalry with the other, and each is beholden to a powerful rival jungle patron who will seek the service of any party that uses the area as a basecamp. There are also two under-merchants, with much humbler shops, whom the over merchants look down upon. Finally, there are the Sons and Daughters of the Vigilant Watcher, a mercenary house that the merchants pay to provide protection against jungle incursion and river piracy.

I model the four merchants as four separate rival institutions the players can choose to bolster. (Certainly the Sons and Daughters taken together as a mercenary house are also an institution.) There is also the possibility of trying to open a fifth shop, or more grandly, of trying to restore the platforms of the hanging merchants to their earlier splendor by fixing the place up and attracting visitors. (Each of these two projects was pursued by in separate campaigns by players: one group tried to build up one of the under-merchants, and the other took on the task of restoring the whole place to its former grandeur.) Furthermore there are plenty of NPCs to befriend here, as well as sources of information. Since the Over-merchant are eager to host lavish parties there is the opportunity for revelry as well, and since each under-merchant has a specialty in respectively jungle botany and animal husbandry, there are skills that can be learned as well. 

 The campaign events for this basecamp includes special goods coming in to the merchants, restocks of sold wears, visitors to the platforms of the merchants from Zyan above, stranger visitors from the jungle below, a couple of jungle related events, and so on.

In short, if you’re doing the kind of campaign where you have a fixed homebase, with all adventuring happening in hostile terrain, consider introducing one or more footholds where downtime can be pursued in the deeper areas of exploration. This can provide variety and keep downtime relevant as the campaign often pushes further from homebase.  

Thursday, November 9, 2023

Further Thoughts on Downtime and the Campaign Arc

 

Art by Evlyn Moreau

I have been using my downtime system, published in Downtime in Zyan and originally presented across this blog here, for my face to face dreamlands campaign. This is a game with a stable group of 4 players rather than a bigger open table game. Over this campaign and my previous one, which also have shrunk to a 4 or 5 person group of stable players at the higher levels, I've discovered a tendency that undermines the use of downtime over time. I think it's a tendency that arises in games where the initial default at low levels is short jaunts to perilous adventuring locations--getting into and out of a dungeon in one or two sessions. In that context downtime as I've designed it works very well. 

On my system, each character gets one downtime action between adventures from a large menu of freeform options. It involves a 2d6 roll with base and situational modifiers. Generally, there's a tracker with a certain number of steps to complete the project. A 7-9 is a mixed result that often requires one to adventure to make progress or eliminate an obstacle. A 10+ is a straightforward success. The general idea is that in a game relentlessly focused on cooperative play, this allows player characters to pursue their individual dreams and leave their mark on the campaign world. 

In online games I handled downtime actions in discord between sessions. This was fun, because you could prep and go deep with downtime, dropping tons of lore or colorful NPCs. But sometimes it was hard to corral people to do downtime between sessions, and I very often found myself failing to "do my DM homework", which sucked the air out of downtime. In face to face games I've found it works better to resolve downtime at the start of a session in about 30 minutes at the table without much prep on my part. 

Here's how I start that 30 minute period. I have a system of tables for campaign events, along with some clocks that get triggered by past player actions. So I start by telling them the campaign news to give them something to react to if they want to, which every once in a while includes a threat that needs to be dealt with in downtime or the opportunity to perform time-sensitive downtime actions. Then I remind each player of all the downtime actions they had going in the past. Without keeping notes about this and reminding them what they've been doing, I find that they leave a ton of loose threads and have trouble remembering what they had going. This really diminishes the significance of downtime. But with a little reminder of what they've been up to in the past this problem vanishes.

I then move around the table to have them declare downtime actions. I then begin resolving the actions. I find that I weave between different players as they resolve the actions, switching the spotlight at dramatic moments. They often advise one another or make creative contributions along the way, so people stay pretty engaged. This makes for a very dynamic 30 minutes that players look forward to as a reward between adventures. But the main point is that it doesn't involve very much homework for me at all. Sometimes I think for about 15 or 30 minutes before the game about it, but sometimes I don't think about it at all. Everyone understands that it's more freeform and improvisational than the sessions we're running, and I think they like that rhythm of the more structured adventures and the more improvisational downtime. 

The problem I've identified is that as the party rises in level, and gets invested in the campaign world, they start going on longer and longer adventures. What was once one or two sessions in the dungeon becomes six or seven sessions of hex crawling, or city crawling, or hopping between three different adventure locations to accomplish some multi-part mission. I could try to stop this but I wouldn't want to because it feels organic and allows us to play a deeper game driven by more ambitious player objectives. This means that downtime diminishes in significance to a nearly vanishing point since it happens so rarely. People feel disconnected from their projects, which feel impossible to finish anyway. Downtime decreases in importance precisely at the point where it should matter the most, when the player characters become increasingly invested in the campaign world, and ought to care the most about accomplishing self-invented projects. 

My new solution to this problem is to grant the party multiple downtime actions after a longer adventure. The thin rationale is that if an adventure takes 4 or more sessions to complete, then the characters need a longer break and may take an extra downtime action. (This is related to an earlier idea I had about using downtime to model a campaign hiatus, discussed here.) I've found this solves the problem. The difference between 1 and 2 downtime actions is noticeable in play. It allows each character to pursue two different dreams at once, or to suddenly make a lot of progress on one project. Each downtime feels like a big deal. Given that downtime is happening less often, I think it really helps to keep them invested in the downtime phase. When they've just come back from a six or seven session adventure, it also creates a lovely feeling that we're closing one chapter and opening another. In an anarchic game that is a player driven sandbox without narrative arcs or discrete planned chapters, this is a nice organic substitute. 

Monday, October 30, 2023

Into the Megadungeon, Halloween Special Episode 07 "Literally Possessed by a Demon"


 In this special Halloween episode, I interview Miranda Elkins about her long-running Nightwick Abbey campaign--a dungeon literally possessed by a demon! We talk about the secrets of successful restocking, the importance of theme to an adventure location, and how to use geomorphs to craft your dungeon map. We also talk about how to run a horror themed dungeon by externalizing psychology and making metaphors literal. Without further ado, I present the episode on your platform of choice:

Episode 07 “Literally Possessed by a Demon” on Spotify here.

Episode 07 “Literally Possessed by a Demon” on Apple Podcasts here.

Episode 07 “Literally Possessed by a Demon” on Podcast Addict here.

Episode 07 “Literally Possessed by a Demon” on Overcast here.

Episode 07 “Literally Possessed by a Demon” on Pocket Casts here.

Episode 07 “Literally Possessed by a Demon” on Google Podcasts here.

You can read a transcript of the interview here

Reader’s Notes

In Places Deep: The Blog

Miranda is the author of a very long-running, wonderful blog In Places Deep. You can check it out here. Here are some helpful things from the blog, as well as posts we mention in the episode:

  • You can find a post with an overview of Nightwick Abbey here.

  • You can find Miranda’s post about the importance of theme in megadungeon creation that I refer to here.

  • You can find Miranda’s fantastic post about the GM as a Shuteye here.

In Places Deep: The Patreon

But the best news of all is that if you want full access to the complete geomorphs of the first three levels of Nightwick Abbey, along with the bestiary of hellish creatures, Miranda’s stocking procedures, and so much more, Patreon is the place to go. You literally can find everything you need to run a Nightwick Abbey today here.

Nightwick Abbey: Appendix N

Miranda first wrote about the Appendix N for Nightwick Abbey here.

Rose Red

She refers in the episode to the miniseries Rose Red, which was an inspiration for the living, changing character of the abbey. She’s written about that here. In the Halloween spirit, check out the trailer:

https://youtu.be/gyoTNUtInRM



Van Helsing and Hammer Horror

Miranda also refers to the influence of Van Helsing on Dave Arneson and the cleric class of OD&D. James Maliszewski (of Episode 01 fame) wrote about that influence here. Here is a glorious trailer of The Horror of Dracula with Peter Cushing as Van Helsing:



As Above So Below

Finally, Miranda when discussing the way horror externalizes our psychology, including rendering our anxieties and fears incarnate, she refers to the movie As Above so Below not as the world’s best movie, but as a clear example of what she’s talking about:


A Gentle Reminder in Closing

I hope you, dear friends of the podcast, have a Happy Halloween! Remember that the only proper response if a little goblin asks you “trick or treat” on this cursed holiday is to reply with genuine fear in your voice “TREAT, FOR THE LOVE OF GOD,. PLEASE, A TREAT!” along with a generous helping of the most select candies.

Art by Gus L