- | - | Campaign Creation | - | - |
Dragon #30 | - | 1st Edition AD&D | - | Dragon magazine |
My background in industrial design has made
me well aware of the
relative merits of standardization. My
background in gaming has made
me more respectful yet of the overworked
word “playability” . . .
usually found next to the copy on boxes
stating “For 8 years and Up.”
Standardization makes for ease of play .
. . generally. However,
there are many areas in fantasy
campaign designing where standardization
makes little or no contribution to playability.
When a judge
begins the designing of social structures
for an active campaign, he is
immediately faced with several problems
resulting from rule systems
which introduce standardization of fighting
ability, Intelligence, alignment,
size,
Dexterity, and other concepts among
the races of fantastic
creatures with which he is attempting to
populate his “fantasy” universe.
I have found it very expeditious (and more
FUN) to consider these
limitations as representative of the particular
creature type or race . . . in
other words, the prevalent mode. This allows
the judge to have unusually
intelligent members of an otherwise low-intelligence
type of
fantastic creature to interact with PCs,
lead organized lives
of BENEFIT to themselves, create organizations,
formulate diabolically
clever plans, and give a more realistic
feel to negotiations and other
actions so common in an active campaign.
I’m not suggesting that the judge
should fit a normal curve to all
characteristics ascribed to these creature
types. Something far simpler
suffices quite well . . . like permitting
plus or minus one for forty percent,
plus or minus two for twenty percent, and
plus or minus three for five
percent to the average characteristics
for that type. A further refinement
would be to create multi-modal adders to
allow some simulation of
racial characteristics, tribal influences,
or environmental skewing of
certain characteristics such as a history
of contact with creatures of
higher intelligence might introduce. Thus
the players can be fairly
certain that the “wandering monster” is
the standard type to be expected
and yet the system allows some interesting
and unique encounters for
those adventures structured in more depth
by the judge.
Further applications of this approach would
easily apply to technology,
religion (mythos), and languages. Let’s
tackle the toughest one
first, technology. My explanation for the
difference in technology from
one area in a fantastic campaign to another
would run something like
this: The rapid spread of technology throughout
mankind’s history is
peculiar to man himself and much abetted
by the inherent ability of
mankind to adjust to new situations or
adapt to new environments.
In a world replete with more competitors
for the highest rung on the
predatory ladder, this ability is hampered
by warfare (one of the best, if
not the best, catalyst for technological
advancement) with these other
creatures instead of other men. Warfare
with creatures of higher intelligence
will cause more technological advancement,
warfare with
other men will create normal technological
advancement, and warfare
with creatures of lower intelligence will
introduce stagnation and
complacency.
Many of the creatures themselves (while
a viable political force at
this stage of mankind’s technological development)
may not possess the
same environmental adaptability as mankind
. . . i.e., a Stone Age technology
might well be the prevalent technological
level of most goblin
tribes. Of course, this logic is predicated
on the basis that there exist
creatures almost as populous or more populous
than mankind of high
enough intelligence to represent a real
political threat, while low enough
in intelligence to inspire complacency
. . . mankind is gradually winning
the climb up THE LADDER.
The use of a working everyday magic system
also retards “real”
research to increase technology . . . although
I would consider high
technology items to be magical devices
for all practical purposes in any
fantasy campaign where knowledge of these
devices is not commonplace.
The spread of technology through trade is
also severely restricted,
because trade itself is severely restricted
to items of very high value and a
highly portable nature. Anarchy prevails
beyond the gates, and only the
most stalwart of merchants will venture
forth in the best of times.
Warfare may bring out the animal cunning,
but it wrecks the prospect of
an adequate return on investment.
The limits of technological level attainable
by any civilization, creature
type, or sage individuals should be determined
by the judge when
he develops his campaign. Most opt to exclude
the prospect of explosives,
and I heartily concur that this seriously
affects the “swords and
sorcery” flavor preferred by most fantasy
role-playing enthusiasts. The
unique prospect of obtaining a phaser with
its power supply very low or
a .38 revolver with four shots left is
almost too much temptation for
many campaign players and should not affect
the campaign overmuch,
unless such an item falls into the hands
of a super-genius with the
motivation and resources necessary to exploit
the happenstance without
personal hazard.
I like the most advanced areas in my campaign
to possess inventions
such as telescopes (simple spyglasses),
sextants, rudimentary alchemy,
and higher mathematics (inspired, no doubt,
by the esoteric pursuit of
high magic and the symmetrical balance
necessary to achieve “safe”
magical results).
I tend to prescribe a technological level
attainable in any certain area
by villages and city states. The general
population is assumed to be
completely self-sufficient at lower technological
levels, with “specialization”
becoming prominent as technology rises
to the “medieval” level.
Thus, the populus has small inducement
to risk the hazards of travel and
usually live out their lives within short
distance of their birthplace,
excepting nomads and hunting parties. This
further restricts the propagation
of technology.
Technological breakthroughs are generally
regarded as the closely
guarded secrets of priests, guildmasters,
and rulers . . . and are disseminated
to the average citizen or tribesman only
when it serves the
purpose of the possessor of same. One can
easily imagine that “magic
swords” were indeed wielded in days of
yore . . . being more flexible,
staying sharp longer, of lighter weight
and therefore faster, and constructed
with hand guards able to withstand stout
direct blows. Ask any
metallurgist about the ritual tempering
of steel in living blood to produce
the fabled blades of the Middle East. The
raw materials were available.
elsewhere, but no ruler could glean the
secret of Damascus steel from
the privileged few.
The areas where technology has developed
beyond the normal
weal should be located at some point conducive
to the dissemination of
knowledge. Rivers are the superhighways
of the ancient and medieval
civilizations, and real advantage accrues
to trade centers located thereon.
This should not exclude the possibility
of a “lost” civilization of advanced
technology, cut off by some catastrophe
of major dimension or pur-
posely kept secret by powerful magics or
technology in some fantasy
campaigns. But they are the exception,
not the general case. Nor are
established trade routes to be excluded
from a non-standard technology
campaign; they must involve much peril,
however.
Areas with higher technology must be located
near areas with
agrarian capacity to support the increased
specialization mentioned
earlier. A favorable climate is also desirable
for favored technological
areas. Creature comforts must be obtained
with reasonable ease to
permit the more energetic to achieve higher
goals. Periods of peace
enforced by a strong military presence
would permit a relaxing of some
of the barriers of trade, thereby increasing
the stimuli of foreign ideas. A
resource to attract these traders and increase
specialization would also
encourage technology.
Some interesting benefits accrue in a non-standard
technology
campaign, although it must be considered
early in the design stage or
the range of technology might not fit the
mythos desired. It is quite
rewarding to observe the distraction of
a player-character far from home
attempting to purchase a light horse with
worthless soft metal discs in an
area where barter is the only trade medium
technologically available. As
with characteristics for types of creatures,
I would recommend a mode
of something akin to medieval technology
with a spread on the lower
end back to the Bronze or Stone age and
at the upper end up to early
Renaissance or Late Medieval technology.
One last caution: The highest
technology extant in an area well may be
common knowledge but will
also command the highest prices and may
be rare or uniquely controlled
to retain its use in that area for obvious
advantage of the controller.
Religion is a fertile source of cults, political
factions, subcultures,
mores, and social structure. It is the
wellspring of a whole character class.
It has inspired warfare from the beginning
of mankind’s history. For
those judges who prefer a one-mythos campaign,
I recommend that
you skip this section; it has little to
offer you.
Most fantasy literature presupposes a multitudinous
approach to
religion. The introduction of many pantheons
in a campaign will generally
enrich it. While some societies may be
based solely on a “state”
religion, the interesting variety of religions
in densely populated areas is
obvious.
In fantasy role-playing, it makes the non-player
characters more
believable, inasmuch as they are split
into factions and yet practice some
tolerance to live together. I dislike sending
the player-character to any or
every village populated by humans to visit
the temple of his choice as
much as I dislike sending them to Elfland
to hire Elves. Any civilized or
barbaric group will have more than one
religion, although the one that
isn’t predominant may be a branch of the
main one (mode). I like to
have no fixed method of determining how
many religions will be
practiced in an area, but recommend that
the number rise geometrically
with the population . . . resplendent with
false gods, minor gods, household
gods, and class gods.
The judge need not enumerate or “flesh out”
any more than
necessary at any point in his campaign.
Leave it up to the playercharacter
clerics to determine rituals, hierarchy
titles, and the less important
details of the minor religions unless it
is important to the action in
your campaign. While it leaves few decisions
for your clerics to make if
you have few religions, the introduction
of many religions will put
political and social limits on the sway
of the religions in your campaign,
making it more competitive for the clerics
and a ready source of quests,
conflicts, and conversions. Not every religion
needs a temple, but every
judge needs controls and motivators in
a large campaign.
Languages have been frequently glossed over
in many campaigns
because of the need to encourage, not discourage,
interaction between
the players and the non-player characters
which add spice to play. All
intelligent creature types will develop
unique dialects if separated by any
real distance from their fellow creatures.
The common tongue should pose a real danger
of misinterpretation
every time it is used to communicate with
creatures of less than average
intelligence, and even highly intelligent
creatures if the player-characters
have traveled far from their original stamping
grounds. In other words,
the common tongue should develop dialects
as the player-characters
move further away from the place where
they learned it. The introduction
of some dialectic differences and different
languages for the same
type of creatures will not increase playability
for action at the inception
of a campaign, but will tend to restrict
the movement of playercharacters
to fairly familiar territory (unless at
the head of any army or
the shoulder of an interpreter), until
later in the campaign when the
judge will be better prepared for such
expeditions (or invasions). This
may at first seem like a less important
control for a large campaign, but it
does have impact and will limit the wanderlust
until you are able to cope.
Thus ends my diatribe against mothers, apple
pie, and standardization.
Although I abhor complication for the sake
of miniscule tweaks
which have little impact or importance
on outcome in a game because it
sacrifices playability, the net effect
of a few design considerations when
setting up a campaign will do nothing to
harm play, spark the imagination,
aid in the controlled growth of player-characters,
and add much to
the pleasure to be had by all.