Thursday, September 23, 2021

Why the Sun is Dark and the Realms are Forgotten

From the Sorcerer's Skull's recent posts about Dark Sun have gotten me musing about the relationship between the world of Dark Sun and other fantasy worlds within the WOTC orrery.

Magic in Dark Sun is scarce, and comes at a high price, especially compared to places like the Forgotten Realms, where magic is plentiful and virtually free. 

Suppose that the relationship between these planes isn't just one of coincidence or natural variation, though. What if it's not just that Athas has less magic and Faerun has more? Suppose that the relationship is one of cause-and-effect. What if the Realms are rich because Dark Sun is poor? What if Dark Sun is poor because the Realms are rich?

The basic idea here is that mana is a finite resource. Every time you use it to cast a spell, you're also using it up. (Or perhaps it replenishes itself, but slowly. Over geological time, not human time scales.) 

Faerun is a lush, tropical land supersaturated with mana. With mana so abundant, people use magic with abandon. Magicians are everywhere, and every other adventurer carries a magic sword, sings magic songs, punches with a magic-infused fist. People summon fire elementals to cook their breakfast, cast illusions to amuse their kids, rely on healing spells in lieu of any other form of medicine, brew potions so they can drink magic, make trinkets so they can wear it.

Athas is a desert. It's desiccated. There's very little mana left. Accessing it is is hard, few people have the ability to access it, and they only spend it on spells that are important. Even the most callous and depraved Sorcerer King or Templar Defiler isn't going to harvest the souls of a thousand worshipers or kill all the crops in a hundred mile radius just to iron their shirts, or light their cigarettes, or play a little light jazz to set the mood for a date. Even if they're going to waste their magic, they're going to waste it ostentatiously and dramatically as a show of strength, to impress an ally or overawe a foe. To waste magic in private really would be too much of a waste.
 
Dark Sun Creature Catalog cover by Wayne Reynolds
 
 
There are a couple possible relationships.

Perhaps Faerun is the past and Athas is the future. 

In ye olde days of yore, the Realms could use magic for anything, so they used it for everything, including the pettiest, stupidest shit you could possibly imagine. Goodberries on your cereal in the morning. Disposable Tenser's floating discs to carry home your groceries. Bardic inspiration before you take a test. Scrying when you don't feel like walking to the library. Leomund's tiny hut to keep out of the rain. Mordenkainen's magnificent mansion for a weekend getaway. Glamours on everything. Continual lights on everything. Sleep spells to knock you out when all auras and dweomer's you've been staring at all day start to mess with your circadian rhythm.

Eventually the supply of mana just can't keep up with all the demand. Peak Mana arrives when wizards have to start going farther and farther afield, work harder and harder, longer and longer, to bring back a diminishing supply of mana. Sadly there's no such thing as renewable energy in this world. Some genius invents solar power and starts extracting elemental fire straight from the heart of the sun. Some other geniuses come up with wind, geothermal, and hydroelectric energy, letting them convert the air to smoke, the seas to salt, the ground to dust. The inexhaustible bounty of the Realms is exhausted, and there simply isn't enough mana from any source to maintain civilization in the style to which it had become accustomed. 

Then comes the Collapse. Then there is no Faerun anymore. Then there is only Athas.

Or perhaps Faerun and Athas are separate. Perhaps Faerun is a resource extractor, and perhaps Athas is a resource.

If Dark Sun and the Forgotten Realms are different planes, then when Faerun starts to run low on domestic mana, they'll begin plundering their neighbors for supply. Perhaps they start by whaling - capturing dragons, demons, angels, and gods to press them like olives, crush them like grapes, until hot, wet, living mana pours out to fill the pipes and keep the faucets running. 

But as the herds then and the fisheries grow sparse, Faerun's prospectors will turn to other worlds. Some planes are easy to reach, and have deep wells of easily tapped mana. Some planes are like shale oil and tar sands. They're hard to get to, their climate is hostile, and it takes so much more work and effort to extract their mana, like wringing it from a damp dishrag. Athas is the tar sands. Athas is wrung out.

Magicians in Dark Sun divide themselves into Preservers and Defilers. The locals do their best to monitor their Mana Footprint, to cut back on their Mana Emissions. They name and shame. They reduce, reuse, and recycle. But it doesn't matter, because theirs is a problem that can't be solved by individual conservation or local action. Every mage in Faerun is a Defiler ... of Athas.

This is why the Realms aren't forgotten exactly, but they are a closely guarded secret. When the Mana Barons and their pirate crews set sail, they fly no flags, they carry no papers. They dare not bring with them anything that could identify the name or location of their homeworld. 
 
Dark Sun Campaign Setting cover by Wayne Reynolds
 
 
The really exciting part of either idea comes when the people of Faerun and Athas finally get to meet.

When people from Faerun come to Dark Sun, they arrive as imperialists. They've landed with their cargo holds empty, and won't be leaving until they fill them up with mana. They're not particularly concerned about how big a mess they make, or how many people they hurt, while doing it. Indeed, there are surely some among their number who are mostly there for the chance to commit violence and atrocities in a context where their home government will not only tolerate their depredations, but reward them for it. 

Others may be motivated by patriotism. Still others find meaning in their work knowing that they're helping to maintain the high standard of civilization, imagining that the Faerun too would be a desert ruin without their efforts. And some are just there for a paycheck, doing the only job they could find at the time they needed work, their only consolation the knowledge (or at least hope) that the money they're sending home is enough to support the people they're sending it to.

When citizens of Athas arrive in the Forgotten Realms, they want revenge. If they're there, it's because they've finally realized who destroyed their world, and they're going to make those fuckers pay, and stop them from plundering anyone else.

The only real question, when the hotwired Spelljammer crashes through Elminster's tower like the Old Mage built it out of Jenga blocks and plows through the center of Waterdeep like a plow through that verdant, mana-rich soil, when a mob of gladiators and psychics and giant mantises tumble out of the wreck wearing leather bondage outfits and carrying weapons made of the bones of the last people they killed, the only real question is whether they have a plan to bring the fight directly to the Big Mana companies who've been financing all the drill sites on Athas, or if they're just going to start breaking things and killing people in an indiscriminate frenzy of vengeance.

Either direction of visitation sounds like a pretty good game session to me.

Tuesday, August 10, 2021

Blogs on Tape 4 - Resources 4 All

Nick LS Whelan has started the fourth season of his Blogs on Tape podcast, and I'm honored to have one of my posts included as the first episode of the new season!



Another round of big thanks to Nick for the entire Blogs on Tape project, and for including my work in it!

Saturday, August 7, 2021

Crytpic Signals - Doodle Chapmion Island Games

  
Doodle Champion Island Games
 
This review is a bit of a departure, since the Doodle Champion Island Games is a video game, rather than a tabletop RPG. It's a free-to-play in-browser game made in a collaboration between Google and Studio 4°C. The release of the game coincided with the start of the Tokyo 2020 Olympics, and the game itself casts the player as an aspiring athlete who travels to an island of champions to test her prowess. The game art reminds me of the 16-bit pixel art from the SNES era, and features very brief cut scenes with anime-style animation at key moments. The reason I've chosen this to review though is that it's a fun little sandbox, and there are some elements to it that I think are worth pointing out.
 
The setting of the game is the eponymous Champion Island, which has a vaguely asterisk-shaped eight-legged map. The first "leg" is the dock where the player character, Lucky the Cat, arrives on her boat. Each of the other seven legs is home to one of the island's seven champions and others who live in that area. There are rugby-playing oni, a tengu who loves table tennis, a skateboarding tanuki, and an owl sitting atop the climbing mountain. There are beaches, a volcanic peninsula, and a bamboo forest, and the cosmopolitan Tanooki City which has the largest and most diverse group of residents on the island. At the center of the island are statues depicting the champions and trails - marked by signs and helpful NPCs - that lead to each leg of the island.
 
The ostensible goal of the game is to challenge each of the seven champions in their chosen sport and best them, winning a scroll and your likeness on the appropriate statue at the center of the island. But the arenas, marked by red gates, are all right at the entrance to their respective legs. You have to go only a little further in to each leg to find the dojo for that sport, where you can meet the champion and get advice about how to play. If all you do is go to the seven arenas and win the seven sports, the game is quite quick, and a little disappointing. There's an animated cut-scene the first time you challenge the champion, showing off their prowess, that reminds me of the animations in Mega Man. There's another after you win the match to show them graciously passing you the scroll of victory. Although they're not combat, these are boss fights, but these contests are much less than half the game. 
 
The real pleasures here are exploration and interaction. The island is beautifully drawn, and it has secrets to discover. Not every place can be accessed initially. There are four teams with clubhouses hidden on the island. If you join one, you can get inside their clubhouse, but you can only choose one. The NPCs vary greatly in terms of their dialogue. Some basically serve as signposts to tell you where you are or where a path leads. Some give you a glimpse of their inner lives. All over the island are kappas who just say "Kappa!", but there's one intelligent kappa who gives you a little speech about loneliness. And some NPCs can give you quests. 
 
The way they do this is by telling you about a problem they're having. If you want, you can volunteer to help, and they'll tell you how. Some quests are fairly simple, like the royal arrow collector who wants help picking up arrows, or the grandfather who wants help catching up to his granddaughter who keeps jogging ahead. Other quests require you to go visit a specific other person - maybe you met them once already, remember them, and can go back, or maybe the quest gives you a reason to go meet them. In a few cases, you'll go back and forth several times before you're done. Some quests unlock new parts of the island, in particular, more difficult versions of the sports, with matches that are longer or have higher scoring requirements and opponents who play harder. And interestingly, some quests are nested. Finding enough driftwood to help the artist make a statue, for example, requires you to find the hidden beach, the bakery, and the hot springs, along with several others. You can earn trophies, kept in a trophy house near the center of the island, for helping people, but the real incentive is the satisfaction of figuring something out and putting it right. If I could make one change to the game, I'd remove the trophies, though I suppose they are a staple of contemporary video games.
 
I made a comparison to Mega Man earlier, but unlike that game, where you can visit the levels in any order, but they're much easier if you find and complete the secret correct order, nothing in Champion Island pushes you to visit the legs in any particular order, or to finish everything in one before visiting another. In fact the nature of the quests encourages you to wander, explore, and revisit. In both video game terms and in D&D terms, the game is level-less. Nothing is too hard to try it first, and nothing gets easier simply because you've been playing for awhile. You the player might get better, especially at the sports, but Lucky the Cat never gets faster or stronger. It creates a radical openness that I'm not sure you can really replicate in any D&D-like game where characters level up and get stronger over time. 
 
The other difference between Champion Island and other sandbox adventuring sites is that there's no combat. You never have to fight anyone - there are no guard blocking off certain areas, no guardians protecting treasure, no dragons to slay, no wandering monsters harrying you just for existing within the space. I'm not sure the game could remain so open if you did have to fight. The closest analog to combat are the sport-matches where compete against the champions. But like everything else, these are totally optional. I called them boss fights earlier, and perhaps it would be fair to say that these are the closest things to dragons to slay - you want to win the scroll and earn your face on the statues, I guess, but the main reason to play the sports is for the enjoyment of the activity itself, the excitement of competition. In certain versions and editions of D&D, combat is like this, a kind of mini-game, the way the sports are. It may advance a goal, but players also seek it out and spend time on it because they find it enjoyable. It's a contest with clear conditions of victory and loss, it has its own distinct rhythm, and it uses rules that aren't necessarily part of the rest of the game. In most versions of D&D, combat is really the only mini-game, while Champion Island has seven. 
 
The quests are one area where the game could be made more complex and more interesting, although probably at the cost of its generous, forgiving tone. There's no real way to fail a quest in this game. Some NPCs need to be convinced of this or there, but there's no way to accidentally or intentionally turn them against the thing you're supposed to convince them of. You can always try again. Quests might be uncompleted, but they'll never be uncompletable. The tabletop setting doesn't really lend itself to unlimited tries though, or to NPCs who'll happily repeat your last conversation every time you leave the room and reenter it. Although it contradicts the tone of this game, consequences for failure would make succeeding at the quests feel more meaningful.
 
 
This post originally appeared on Bones of Contention. 

Friday, August 6, 2021

Cryptic Signals - Mausritter

  
Mausritter
 
Both WFS and I have written favorably about Isaac Williams' Mausritter in the past, especially its mechanics, so this will be a brief review of Mausritter's adventure generating tool, found on the last few pages of the book. 
 
The recommended campaign structure for an ongoing Mausritter campaign is a hexcrawl sandbox, where each hex contains a landmark and a complication that potentially makes interacting with the landmark more interesting. The recommended hexcrawl map is 19-hex region formed by a central hex with two rings around it. It's the same map structure as in In the Light of a Ghost Star, the same structure as a Hex Flower, and as Dungeon of the Brain Jar notes, it's a structure that's become a popular template for hexcrawling recently, sort of a wilderness analog to the jewelbox dungeon.
 
Mausritter's hex flower sandboxes are centered on a peaceful settlement, and each contains two main adventure sites. The player character mice don't start in the settlement though - they start in a hex with an adventure site. Getting to town is your second goal. Surviving the adventure is your first. The example hexcrawl in the Mausritter book actually only details 11 hexes our of the 19, but referees are encouraged to fill them all.
 
The first roll in each hex determines the terrain - countryside, forest, river, or human town. A second roll generates a landmark specific to the terrain type. These are mostly geographical features. The kinds of landmarks you might navigate by, but not necessarily anything to invite further interaction quite yet. The final roll generates what Isaac calls a "complication". These are mostly additional sites within the hex, places where mice live, and thus places where the player character mice can interact with NPCs. Example complications include religious sites, places where a lone mouse lives, even settlements. There are also ruins, abandoned places, and various naturally occurring locations. Each complication includes both a prompt and a leading question to encourage the referee to develop it further. There are also a few tables to begin generating the central settlement. 
 
As I said, Isaac suggests placing two primary adventuring sites in each hex flower sandbox. There's one set of tables for generating the adventure sites, and another for generating what Isaac calls the "adventure seeds" - the client, their problem, and a complication. So you could pick your adventure sites by looking at the map so far and deciding where you think the two most promising locales are, or you could start by generating the sites and then deciding afterward where to place them. However you decide where to put them, you then pick one to serve as the starting point for the campaign.
 
 I think these tables probably work best if the referee mixes some random results, some results chosen using the tables as a menu of options, and some of their own creation. There are 20 landmarks for each terrain type and a total of 20 complications - so repeated across 19 hexes, pure random generation might look a little strange, especially in a setting that's intended to be less gonzo and more naturalistic. Besides, even if you trust the dice to the maximum extent, you'll still have to make choices, turn the complications from starter ideas to actual locations and place the two adventuring sites. So my sense remains that these tables work better as sparks for the referee's creativity than as full-on stand-alone procedural generators.
 
Blackpond Manor and Waterland Environs - click here to view
   
I used the tables to generate a hex flower sandbox. It ended up being very heavy on rivers and human towns. Let's call it Waterland. It's centered on the fallen mouse aristocratic manor of Blackpond. The two adventuring sites are both home to rival cat lords, one of whom obviously believes the other is their star-crossed lover, and the other who is just as obviously a faerie disguised as a cat. Since I generated this map for a review, I didn't exercise any of my own choice or creativity in placing the hexes or developing any of the prompts. This is the start of a sandbox, but it won't be ready to play without a little more work from the referee. 
  
 
This post originally appeared on Bones of Contention. 

Saturday, July 3, 2021

Dungeon Dioramas - In the Light of a Ghost Star & Earth Expedition One

 
 
In the Light of a Ghost Star is an ultralight ruleset that includes a mini campaign setting, sample hexcrawl, and sample dungeon. It's written and illustrated by Nate Treme of the Highland Paranormal Society.
 
I bought Ghost Star because I was drawn in by the cover art, and by its compelling opening description. I recently had a chance to play the sample hexcrawl, Earth Expedition One, and to give the entire ruleset a close reading. I played with Joshua LH Burnett, Leighton Conner, and Peter Kisner, who served as the referee. 
 
  
The Setting 
 
The opening description, the one that drew me in, paints an evocative image of a dead Earth beneath a dark sky, tells of the last bastions of human civilization on Mars, and outlines both the structure of the campaign and the role of the player characters. 
 
"Earth was abandoned ages ago during the red giant expansion. Now, dimly lit by the ghost light of a dead white dwarf, it lies layered with eons of forgotten civilizations. From the warmth of Martian reactor cities, scavengers hire illegal transportation to earth to delve into its depths, looking for ancient treasures. There they must deal with ghosts, machines, and the strange life that has evolved on humankind's abandoned home planet."
 
The economy of words is impressive. The imagery is strong, and I can easily imagine the world's being described. But the setting I imagine when I read this paragraph, and the setting described in the rest of Ghost Star are not the same place. I see an Earth like the ocean floor - filled with rusted wrecks, weird plants, alien life - inspired by William Hope Hodgson's The Night Land and Chris Beckett's Dark Eden
 
Nate writes something different. We get a world of war apes, humanoid cockroaches, space slugs, and robots straight out of Looney Tunes, Futurama, and The Jetsons. For me, the dissonance between expectation and reality was almost jarring, but I don't know if others would experience the same gap. 
 
As we'll see when we look at the sample adventure, the campaign is exactly as described. From the start, you know who you are, what you're doing, and why.
 
Aside from the introduction, Nate's setting emerges from lists of treasures and artifacts, the hexmap from the sample adventure, a handful of named NPCs, especially from the encounter tables. This is a world where an astro-lich assembles a library inside a perpetually levitating flying saucer, where war apes worship a giant slug amidst the ruins of an ancient city, where you are as like to discover Twinkies and crayons as you are functioning pre-Martian artifacts like a hologram generator or gravity reverser. 
 
 The elements fit together to create a rather gonzo mini-setting, one that's more Gamma World than I expected, but none the worse for it. The limited number of setting elements probably limit the replayability of the game unless you are prepared to either accept a great deal of repetition, or write your own setting for each subsequent expedition.
 
 
The Rules
 
Just as with the setting, the actual rules of the game are described in many places throughout Ghost Star. As an ultralight game, there are very few rules, and relatively little guidance on how and when to use them. I suspect there's an unspoken assumption that everyone involved will be playing D&D with modifications. There is only one paragraph devoted to "gameplay", and it isn't actually enough to play the game. 
 
"The referee describes situations then the players get a turn to move up to 30 feet and perform an action. If an action’s success is uncertain then the player rolls the appropriate stat die. A 4 or higher succeeds. At referee’s discretion, special circumstances such as tactics or disadvantages give +1 or -1 to the roll."
 
There are three stats - Fighter, Explorer, and Scientist - and players initially assign d4, d6, and d8 dice among them. The phrase "if an action's success is uncertain" is doing a lot of work here. People who are basically playing D&D will likely have ideas about when to roll, although players from different traditions might make different assumptions, and Ghost Star offers little advice about how Nate would recommend resolving those disagreements. 
 
From the equipment list, we learn that using weapons to attack requires a successful Fighter roll, and using the Cell Patcher device requires a successful Scientist roll. From that, I infer that using Ancient Alien Tech found on Earth also requires a Scientist roll, although that's an assumption on my part, since the text doesn't address the issue.
 
The "example of play" is an important source of rules advice here. This kind of text is notoriously difficult to write well, but in Ghost Star, it provides invaluable insight into how the designer thinks the game should be played. In the example, nearly every action the players attempt calls for a roll of the dice. My one critique of this text is that of the six rolls, only one fails, and the lone failure comes one of the two characters attacking the same monster, who is defeated by the single success. We get no idea, from this example, how Nate thinks the referee should handle failed dice rolls. 
 
It's an important question, because the players are going to be rolling a lot of failures. With success coming from a 4 or higher on a d4, d6, or d8, each character has only a 25%, 50%, or 63% chance of success on any given task. 25% is miserable - even worse than the 33% so many old school designers insist on making the default in their rules, and that so many old school players complain about. A penalty of -1 to the roll, from hunger or disease for example, lowers the players' chances to 0%, 33%, and 50%. And as I said, in the example of play, nearly every action the players attempt calls for a roll. 
 
In my playthrough, we were predictably, comically awful at all of our skills and failed at most things we tried. The characters are also quite fragile with only 3 hp. If you want to portray characters who are at all competent, I recommend raising the starting stats to d6, d8, and d10. Ghost Star's advancement system allows characters who survive the expedition and recover at least 5 valuable artifacts each to gain 1 additional hit point and increase a single stat by one dice-type, but I don't think there is enough game here to support campaigns of more than a handful of expeditions without doing a lot more writing for yourself. 
 
I have also been spoiled by I2TO's automatic combat damage setting a standard for rules light gaming. Your preference may vary, but I would recommend using the Fighter dice to determine damage, rather than deciding whether an attack is successful. This would take a bit more modification, because you'd need to figure out some reason to wield weapons, and you might want to revisit those hit point totals. 
 
All that said, I actually quite like the merging of stats and skills in Ghost Star. Each common task has a single stat associated with it, and each implies a broad enough array of expertise to make it easy to decide how to apply them to novel situations. They're like a combination the good advice on stats I read recently from Holothuroid and The Viking Hat GM
 
  
Aside from the use of skill rolls, Ghost Star also has rules for inventory and travel. Characters start with 10 inventory slots, and can gain another each time they return to Mars with 5 artifacts. Presumably, items from the equipment list take up 1 slot each, although this isn't mentioned. Ancient Alien Tech is more cumbersome, and each one takes up 2 slots. 
 
Rations are a little odd - each ration feeds you for 2 days, meaning you really only need three rations per expedition. In my playthrough, this created a memory issue. I would recommend a modification here, either making each ration feed you for 1 day, or else using something like The Scones Alone's "expedition resources" so that each ration provides a single meal for the entire party. 
 
"The transport ship lands in the dunes in the center hex. The pilot tells the scavengers she’ll pick them up at the same spot one week from now. Their job is to explore the area and find as many valuable artifacts as they can before it’s time to leave. Five hexes have named locations which are described below. When the scavengers enter a hex without a named location, roll on the encounter table (pg. 6) to see what they find. It takes a day to travel across a hex."
 
The rules for travel appear at the start of the key for the sample adventure. One key rules update between the 1.0 and 1.1 edition of the game was reducing movement from 2 hexes per day to 1 hex per day. The Retired Adventurer and Necropraxis have good explanations for why you might prefer single-hex travel, especially in a rules light game. I think Nate was wise to make that simplification. 
 
 
The Adventure
 
Earth Expedition One covers a small region of 19 hexes with four obvious landmarks and a hidden dungeon that we never found in my playthrough. Peter added some of his own house-rules, but I believe we had substantially the expected player experience. 
 
We began by meeting the astral-lich and volunteering to find books for his library, a task we never accomplished. We scouted the city of the war apes and narrowly avoided being slain by them. We had several random encounters en route to the pylon and the lake. We were unable to make it back to the landing zone in time, but had fortunately found an artifact that allowed us to contact our pilot to set up a new pick-up site. We had enough treasure to pay our fare, but not to "level up" at the end.
 
With so few keyed hexes the experience of this adventure is largely governed by the random encounter table. I like that Nate put effort into facilitating the social element of the game. Each keyed hex offers a named NPC to talk to, someone who wants something or has something to offer you. The faction occupying each random location has a goal they're pursuing. Robot bandits would rather trade insults than get into gun-fights. Not everyone is friendly, but everyone has an agenda you can interact with. It's a nice touch that adds a surprising layer of complexity to an otherwise simple game.
 
The random encounter table is focused enough to create a specific setting, but reusing it would start to accumulate a lot of repetitions. I do have a concern about the robots on the encounter table. Both "rumors" and "ghostly apparitions" appear as sub-tables nested within the main encounter table. First you learn that there's a rumor, then you roll again to learn what it is. But each robot is on the top level of the encounter table. The robots are all well-thought out, humorous, and highly specific. They would be perfect for keyed encounters, or for a sub-table, but I think they're not quite right for the top layer of a random encounter table. 
 
To see how random tables would function over the course of an entire region, I created my own 19 hex mini-setting using the hex stocking rules from Ghost Star. Since I'm generating this for review purposes, I used the exact results of each table, rather than creatively modifying anything as I might if I were prepping a session as a referee. If you were to run this adventure, you might want to replace some of the duplicates the birthday paradox gives us. This region seems to me to be the site of a robot carnival, perhaps set up to celebrate a rare sighting of the Legendary Space Whale. 
 
Earth Expedition Two - click here to view
   
 
This post originally appeared on Bones of Contention.

Friday, June 18, 2021

Bones of Contention

I recently joined the Skeleton Crew of a new blogging enterprise - Bones of Contention.

  
The overall goal of the blog is to serve as a repository of reviews written by a group of people who have at least somewhat similar taste in RPG adventures.

Individual motives for participating probably vary from person to person. My motivation is to take a closer look at the kind of adventures that interest me most, to understand how they work, and to think about how they could be improved.

My initial plans are to focus on adventures that use procedural generation, and to look at some of the new "heartwarming" rulesets that are being released. I may expand my list as I go. These are things I've been meaning to look at more closely anyway. So for me, joining Bones of Contention was originally mostly  an excuse and a motivation to actually go forward with that intention.

That said, I think there's something valuable about creating a miniature community of reviewers, and I'm curious to see how our tastes will evolve over the course of the project. Will they converge? Will they grow apart? Will any of our reviews produce valuable aesthetic or game-design insights? I'm excited to find out.

You can read the introduction, and meet the other Skeleton Crew members, here.

Wednesday, May 19, 2021

Gygax 75

There's a worldbuilding challenge called Gygax 75 that's been making the rounds on the blogosphere. I decided to try to look its origins and follow the people who undertook it, as is my way.
 
 

The earliest origin of the Gygax 75 challenge is an article written by Gary Gygax in the April 1975 issue of the Europa fanzine. Gary lays out a 5 step process for building a new fantasy campaign. I think it's fair to say that this 45 year old piece of ephemera isn't the immediate source of most blogger's participation in the challenge, though.
 
 
 
 
Initial credit goes to Charles Akins from Dragons Never Forget. Charles is the one who found the long-forgotten Gygax article on the Internet Archive and shared the link with the blogosphere. Charles is also the one who called this worldbuilding method "Gygax 75" and threw down the gauntlet to make it into a blogging challenge.

 
The Gygax 75 challenge is a 5 step process that's supposed to take place over 5 weeks. Dragons Never Forget describes these in much better detail than me, laying out the parameters of the challenge, but permit me to at least briefly outline them.

Week 1 - decide on the thematic basis of your campaign and pick out some inspirational materials that you can refer to whenever you need help populating your campaign with details

Week 2 - draw a region map of the wilderness adventuring sites that will surround the dungeon that will form the heart of your campaign.

Week 3 - draw your dungeon! in one week! Gary recommends starting with some overview planning to pick themes, monsters, and architectural oddities for each dungeon level, and then setting out to draw and key the first few levels. in a week! I would argue this should be an 8 week challenge, with week 3 devoted to planning and perhaps mapping, and weeks 4-6 given to keying levels 1, 2, and 3.

Week 4 - design a "home base" for your players, replete with factions, NPCs, and rumors so your players can engage in social intrigue in between trips to the dungeon.

Week 5 - design the larger world around the starting region. you don't need a detailed map of the whole world, but you should know the other regions that can be reached from the current one (either by overland or magical travel) so that you can start writing rumors to entice your players to travel to them.
  

The Gygax 75 Challenge Introduction - Charles links us to the original Europa article and provides links to his other posts in this series.

1 The Setting of the Campaign - summarizes Gygax's worldbuilding advice and lays out his own campaign inspirations, setting the stage for post-apocalyptic science-fantasy.

2 The Map Around the Dungeon - Charles creates his starting region, the Valley of the Three Forks.

3 How to Build the Gygax 75 Dungeon - summarizes Gygax's dungeon-creation advice. pick your themes, place your setpiece treasures and encounters, then write or borrow random tables and procedurally generate the rest.

3 Dungeon Level 1 - the top dungeon level is a ruined, abandoned temple

3 Dungeon Level 2 - the next level features a hall of statues and a giant chamber full of pools

3 Dungeon Level 3 - a prison level, with an exit leading down to allow for further expansion

4 The Local Town and All the Trouble - Charles goes over Gygax's town-building advice and comes up with a list of neighborhoods and the most important shopkeepers in each one.

5 The World Plan - describes three important factions that will be encountered outside the Valley

0 Conclusion and Links to Other Challengers - Charles once again encourages us to take up the Gygax 75 challenge, and points us to Viridian Scroll and Beyond the Gates of Cygnus.
 
 
 
 
As is often the case in these kinds of situations, the person who created the challenge and the one who popularized it are not the same person. Credit for successfully spreading the word goes to Ray Otus of Viridian Scroll. If you've seen another blogger taking on the Gygax 75 challenge, they've likely been directly inspired by Ray. If you've seen a single-link version of the challenge, it's probably been to Ray's free pdf version on itch.io. Ray fully credits Charles, but Charles inspired a couple bloggers, while Ray inspired at least a dozen. I should note that Ray's pdf contains both more detailed instructions and a workbook to follow along in, so the work he put into the presentation might explain his greater success in popularizing the challenge.

As we'll see in a minute, Ray and JJ from Beyond the Gates of Cygnus did the challenge at the same time and recorded several episodes of the Plundergrounds podcast about their experiences.

0 The Gygax 75 Challenge - Ray describes the premise of the challenge and links back to Dragons Never Forget and Europa.

1 The Gygax 75 Challenge Week 1 - gathering together inspiration, Ray envisions a world where Iron Age humans in city-states reside uneasily alongside communities of monstrous humanoids.

2 The Gygax 75 Challenge Week 2 - Ray sketches and then finalizes a vibrantly-colored map of a desert region, Timuria, the Land between Two Rivers.

3 The Gygax 75 Challenge Week 3 - more iterative sketching results in a single dungeon level based loosely on a Hindu temple. 

4 The Gygax 75 Challenge Week 4 - released more retrospectively than the others, this one covers setting up the town of Addak, which matches the vaguely Babylonian naming scheme of the other cities.
 
 
 
 
Over at Beyond the Gates of Cygnus, Cinderella Man JJ used the Gygax 75 challenge to create a setting for a Delving Deeper campaign.

0 Creating a Delving Deeper Campaign in 5 Easy Steps - JJ announces the start of the challenge, which he's completing simultaneously with Ray Otus from Viridian Scroll.

1 The Overall Setting - in addition to using the Delving Deeper rules, this setting will be inspired by the band Rush.

2 The Starting Area - a town called Willow Dale, a Necromancer's tower in the heart of dead forest, and the River Dell leading to the Down Mountains.

3 The Dungeon - JJ creates the most important details for the Necromancer's tower dungeon.

4 The Home Base - the basic features of the town of Willow Dale.

5 The World - more Rush albums are brought in to help define nearby regions of the gameworld.
 
 
 
 
The Plundergrounds podcast is a collaboration between Ray Otus and JJ. In addition to taking the challenge at the same time, Ray and JJ met once a week to compare notes and talk about their worldbuilding progress.

1 The Gygax 75 Challenge Week 1 - introducing the challenge and comparing sources of inspiration.

2 The Gygax 75 Challenge Week 2 - drawing the starting area maps.

3 The Gygax 75 Challenge Week 3 - starting dungeons that will continue being updated over the next couple weeks.

4 The Gygax 75 Challenge Week 4 - working on the starting villages.

5 The Gygax 75 Challenge Week 5 - thinking about the wider worlds, and looking back on the challenge.
 
 
 
 
Not everyone who starts the Gygax 75 challenge decides to finish it. Most people, in fact, seem to stop after a couple weeks. The next person I found who started the challenge was Italian blogger Omnia Incommoda Certitudo Nulla. They were apparently inspired by a post by Shane Ward on a message board called OSR Pit

1 Gygax 75 Challenge Week One - the starting pitch here is for a campaign world inspired by The Hobbit, but also by Dracula and The Rocky Horror Picture Show.

2 Gygax 75 Challenge Week Two - a starting map, largely without features, and a wandering encounter table emphasizing human antagonists like duelists, cultists, and bounty hunters.
 
 
 
 
Shane Ward from 3 Toadstools Publishing was the first person I saw who took up the challenge because of finding Ray Otus's itch.io. He got scooped from being the first person to start it without a personal connection to Ray because he managed to inspire OICN to try the challenge before starting it up himself.

0 The Gygax 75 Challenge - Shane announces the challenge and starts brainstorming, drawing on ideas from Piers Anthony and fantasy botany.

1 The Gygax 75 Challenge Week 1 - a more developed start to the setting, inspired by Xanth, Shanara, and Disney's Robin Hood.

2 The Gygax 75 Challenge Week 2? Sorta - Shane begins drawing a region map, listing possible encounters, and thinking about character classes
 
 
 
 
Verbum Ex Nihilo also briefly attempted the challenge.

0 The Gygax 75 Challenge - about the potential benefits of structure and deadlines in worldbuilding, with the challenge as one way to impose them.

1 The Gygax 75 Challenge Week 1 - about the process of selecting a notebook, creating a mood board, and attempting to conquer writer's block by looking for structures to build one idea off another.
 
 
 
 
Dave from Blood of Prokopius was the next to complete the challenge. Dave comes in with his own ideas and methods for creating sandboxes, keying dungeons, etc, so an interesting part of his commentary is about trying to set his own approach aside to try it Gary's way (as interpreted by Charles and Ray).

1 The Gygax 75 Challenge - introduces Dave's inspirations, science fantasy pitting the forces of Heat & Light against the forces of Cold & Dark.

1 Laser Guns and Plasma Swords - defends adding scifi weapons to this particular fantasy setting.

2 The Gygax 75 Challenge Part 2 - Dave draws a fantasy map loosely inspired by Kyrgyzstan, starts stocking his sandbox, and creates a very Lost World random encounter table full of dinosaurs and cavemen.

3 The Gygax 75 Challenge Part 3 - a general plan for a dungeon of caves atop a glacier atop a crashed alien spaceship.

3 The Gygax 75 Challenge Part 4 - keying the dungeon with monsters and treasures, and writing a wandering monster table.  

4 The Gygax 75 Challenge Part 5 - Dave names his starting city Darkport.

4 The Gygax 75 Challenge Part 6 - Dave creates a random name generator to name two shops, and observes some differences in the equipment lists of Basic and B/X.

4 The Gygax 75 Challenge Part 7 - human and elven factions for Darkport.

5 The Gygax 75 Challenge Part 8 - Dave builds out his world by adding three more factions and developing a key NPC for each.
 
 
 
 
King Brackish actually attempted the challenge twice, first starting it on Tomb of the Wandering Millennial (apparently inspired by Verbum Ex Nihilo), and then restarting and finishing it on Brinehouse.

1 Gygax 75 Challenge Week 1 - Brackish proposes a setting inspired by Berserk and Dorohedoro, among others.

2 Gygax 75 Challenge Week 2 - the city-state of Evangelos, surrounded by the Blackmange Forest and the Sancana Steppe, and a random encounter table full of megafauna, necromancers, and skeletons.

1 Gygax 75 Challenge Redux Week 1 - Brackish restarts the challenge with a similar, though not identical list of inspirations.

2 Gygax 75 Challenge Redux Week 2 - a new region map with the port city of Dis on the coast of an ocean, surrounded by three distinct forests. the new random encounter table emphasizes boars, wolves, dragons.

3 Gygax 75 Challenge Redux Week 3 - Brackish outlines the three-level Temple of the Swine God.

4 Gygax 75 Challenge Redux Week 4 - the village of Mun, along with 10 shops and 5 NPCs.

5 Gygax 75 Challenge Redux Week 5 - more worldbuilding, including a sun god, rumors of dragons and falling stars, and religious-themed magic treasures.
 
 
 
 
Andrew Sawyer from Seven Deadly Dungeons is the last person on my list to finish the challenge. 

1 Gygax 75 Challenge Week 1 - Andrew's plan involves creating a fantasy postapocalyptic Meso America.

2 Gygax 75 Challenge Week 2 - the region contains an active volcano, a ruined city, and several places where ghosts are on the haunt.

3 Gygax 75 Challenge Week 3 - Andrew has a pretty cool dungeon concept here. the whole complex is a superweapon meant to kill angels. the top level is filled with ghosts, the middle is a star chart that functions as the weapon's targeting system, and the bottom level is a site for the blood sacrifices needed to power the weapon.

4 Gygax 75 Challenge Week 4 - NPCs from the character's home base, all of whom have terrible injuries, which is presumably meant to communicate something about the danger of this place.

5 Gygax 74 Challenge Week 5 - encounter tables for three terrain types.
 
 
 
 
I've noticed religious themes, and especially postapocalyptic settings have come up in several of these challenges. Justin Hamilton from Aboleth Overlords picks a decidedly Biblical apocalypse to set his game in the aftermath of.

1 Gygax 75 Challenge Week 1 - human civilization has returned to a late bronze age in the aftermath of a Deluge that drowned the world.

2 Gygax 75 Challenge Week 2 - the setting gets a name, Umbroea, along with a list of villages, geographic features, possible dungeons, and encounters. 
 
 
 
 
I'll admit that Liche's Libram's Tlon setting is the one that excites me the most out of all of these. It's one that they were working on before, and seemed to use the Gygax 75 challenge as a way to continue building out their setting. Tlon reminds me of Dying Earth fiction, but transplanted from Earth to a Dying Mars.

1 Tlon Week 1 Gygax 75 Challenge - an overview of the setting's themes. everything is old, civilization is crumbling, water is the most important treasure.

2 Tlon Week 2 Surrounding Area - a visually compelling map, accompanied by descriptions of two cities, a couple geographic features, and a necropolis.
 
 
 
Rob Magus from Penny Ventures decided to make a setting in the aftermath of a cyberpunk apocalypse. I like the image he conjures of whole forests of solar-panel trees.

1 Technoccult Gygax 75 Challenge Week 1 - the opening setting pitch. images of demon-haunted computers and ghost towns of still-functional neon lights.

2 2d6 Electric Devil Skeletons Gygax 75 Challege Week 2 - locations for the Technoccult setting and a random encounter table with a number of undead cybernetic monsters.
 
 
 
Like Liche's Libram, The Eternal Slog was already working on their Zorn setting when they discovered the Gygax 75 challenge, and started it as a way to do a bit more worldbuilding on an ongoing project.

1 G75 Challenge Week 1 Zorn - the setting here is a previously undiscovered island that rises out of the ocean in 1936 on the even of WWII. various countries send explorers to the island to plunder its ancient occult treasures to use in their war effort. a pretty solid pitch!
 
 
 
 
Jim from d66 Classless Kobolds is an interesting case to me. He published his Weird North game in August 2020, then started the challenge in October to start making a campaign setting for the game.

1 The Conceptual Beasts of the Weird North - human Vikings on an alien planet that resembles Earth's arctic north, full of ancient tech and extradimensional visitors.

2 The Dank Morass A Swampcrawl for the Weird North - a rather nice-looking pointcrawl map and a random encounter table full of dinosaurs and robots.
 
 
 
 
Mihau from Fractal Meadows of Reality started the challenge to work on a far-future alien world setting. One interesting thing about going through these challenges is getting a chance to see where the current campaign setting zeitgeist is at. Science fantasy, post apocalypses, aliens instead of demihumans, and magitech meets stone-age all seem to be en vogue right now.

1 Attempting the Gygax 75 Challenge Week 1 - inspiration from videogames and an online art book that looks very cool to me. humans and aliens on a distant world ruled by satellite gods.

2 Gygax 75 Week 2 Plains of Eyes and Hands - the Ascendancy of Teal arcology sits aside the Plains of Salt, and an encounter table full of megafauna and cavemen.
 
 
 
 
Phoe of Magic Trash is the most recent person I've spotted to start the challenge. His proposed setting is inspired by extremophile biology and vernacular architecture - a winning combination as far as I'm concerned!

1 Gygax 75 Week 1 - no humans, no humanoids, only talking animals and extremophile aliens, each building unique cities.

2 Gygax 75 Week 2 The Legend of Gygax's Gold - a few points of light in the wilderness, with attention given to the architectural style of each place.