Friday, September 13, 2019

Rejected Stories - Unwanted Snark

To keep the ball rolling, sometimes
you need to cut parts out. 
I have a file where I keep text that I find particularly interesting but useful to the task at hand. I use it as a prompt for other writing. This didn't fit because the narrator isn't the important person at this point in the story. You can file this under: "I wish this was fiction".

     The professor glared at us. The upside of being 44 years old and in college for the first time is, I am doing this on my own dime. I purchased a book, a seat and a professor. I don’t mind saying that if I have a need. The professors hate it, but word is out that I have the college’s customer service number. I’ve asked for the supervisor of two different deans. They frigging hate me. I can’t say I like me, either.
     My adviser is a double doctor. He has a Ph.D in Electrical Engineering and another in Adult Education. He is insufferable. We hit it off well. He told the 150 or so freshmen that if we wanted a different adviser, we would not be able to find a better one than he. 
     I snorted.
     “Did you have a better adviser in mind?” he asked.
     “Yes,” I said.
     “Who?”
     “Your mom sounds pretty good,” I replied.
     At the time, thought I was sharp.
     It turns out his mom also has a Ph.D. And she is on the college’s board. I wish I had done some more research before opening my mouth.
     In retrospect, it was all fairly predictable. 

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.




Saturday, September 7, 2019

Crazy History Facts: The Difference Engine

After the French Revolution, the French figured they needed to adopt the metric system because life wasn't hard enough. The French philosopher Marquis de Condorcet said the metric system was, "for all people for all time". He was correct, and  America is the exception that proves the rule. 

One of the bad things about metric conversion is, someone has to convert whatever it was you were using to the appropriate metric units and values. In a period without computers, the French came up with a very odd solution. The top hair dressers of the time had a noticeable lack of nobility to pamper, so they were enlisted to do these calculations. Hair dressers are notoriously bad at math and there were so many mistakes, Charles Babbage decided to make a machine to do the math.

The Difference Engine was so fabulously complex, it had 25,000 parts and weighed 15 tons. It was started in 1847 and finished in 1991. It took 9 more years to construct a printer for output. Just in time for the year 2000.

3rd Session Preview Part 2 - Tyranny's End.

This week's update can be blamed on a mistimed cold and an unfortunate swimming adventure. School started back up this week on Tuesday which meant I needed to catch a summer cold on Monday, so I would be completely ready for school. By this morning, I was having trouble breathing regularly, so off to the doctors. I am taking a course of steroids plus some other stuff to fend off the pneumonia and help with laryngitis. In retrospect, swimming with my class on Thursday was not a good idea.

My next gaming session has been delayed until I can speak again. 

So, let me tell you more about the city of Nace. In the previous post, I detailed the Forum and the two insula due south of the center of the city. Today's post is about the first section of the city built, the only two insula surrounded by walls. 

The Empire has herbal products which are not only unique to it, but are the basis of their competitive exports. Verbena is a magic herb that will stanch all wounds, restoring 1d4 hit points. Emperor's Valerian is a deep purple flower that will cure blindness and head injuries, including lost eyes. Flaming Yarrow is the third herb produced solely by the Empire. It restores damaged and decayed teeth, reduces fever and if prepared correctly, can induce sleep. 

These magical plants require a magical ecology to grow. When the town moved from the port to this location, the first insula to be constructed were the magical gardens. Each garden area is protected by a low, 4 foot wall and four arches as entry points. Since these are the only insula in the town with walls of any kind, they are called Palisade North and Palisade South. Collectively, they are called Tyranny's End.  

The North Palisades
The North Palisades contains 3 manor houses or villas for the families who cultivate herb crops in the two gardens, in addition to a small grove of trees to support the growth of mistletoe. The gardens have tiny non-functional houses or follies, to represent a small farm. They are maintained as if they were real as this is a part of the magic of this place.
The South Palisades 
The South Palisades is much the same, except there are 3 houses and one shrine. The Shrine is a memorial to the Defender of the Port Gardens, the druid responsible for maintaining the weather inside the original gardens. Her entire line perished protecting the gardens when they were located in The Fortezza Port di Nace. Without their sacrifice, the largest gardens for these sacred planets would have been destroyed. The new Druid lives in a stone structure at the southeast corner of the South Palisades. 

This druid and her kin employ magics beyond what spellcasters can imagine. To support the gardens, everything except the weather must free within the boundaries of the Palisades. This is the origin of the name "Tyranny's End". 

The walls are not a defense for the gardens, but a warning. The weather is always controlled to the needs of the plants. This would be danger enough inside the confines of the town, but the druid's authority over the weather requires a sacrifice of all other worldly control within the walls. Any agreement wrought by man can be ended here. Emperors have come to the garden to abdicate. Any slave that enters the walls are immediately freed. If horses or other beasts enter, they are no longer the property of anyone. Arranged marriages can be nullified here, but never marriages of the heart or conscience. 

There are interesting cases where animals enter and then return to owners of their own free will. Some of the most epic tales of the Empire revolve around couples attempting to end an arranged marriage here only to find one, the other, or both really loves their partner. If these couples stay together, blessed by the gardens with fame and fortune. 

There is a legal issue for slave owners entering the walls. The magic will instantly set all of their slaves free. Sometimes the owner and slave will receive the same blessing as the couples mentioned above. Technically, it is illegal for a slave owner to set all of his slaves free all at once, but if he or she receives no apparent benefit to it, a blind eye is turned. However, many Usurpers has attempted to reroll fate by setting vast numbers of slaves free. If that becomes apparent, the punishment is always death. 

For slaves entering the gardens, the circumstances are different. If they were ordered to do it by their master, that slave becomes a free client of the former master, a nearly familial relationship where favors are traded back and forth. If the slave enters the garden to escape a cruel master, the authorities will view all that that former slave's statements as absolute fact and WILL legally pursue the master, usually to the most extreme limits of the law. This fact causes the slaveholders of Nace to act on their best behavior. 

There are very few cases where a slave would accidentally enters the gardens. In those rare instances, if the former slave asks forgiveness and it is accepted, they become an adopted family member to the master and both receive a title and small stipend from the Emperor. If the master does not accept the apology then the former slave may, at his or her choice, enter the household of the Emperor as a paid servant or enter the military. This is where the Empire gains many of their trusted messengers. The alternative choice of military service grants a low officer rank. If the slave refuses to ask for forgiveness, he or she is still free but exiled from Nace. The masters of the gardens may provision this person as they see fit, but they cannot accept anything from anyone else in the city. 

The six houses that care for these lands are made up of both hereditary post holders and those who have enter the gardens in an effort to end some sort of loss. Many a widow, orphan and widower have entered the gardens seeking to end the heartache of loss and find salvation in service to these houses.