Engage Players by Having Them Build Your Setting

Ever feel like your players aren’t as deeply engaged in your game world as you’d like? Collaborate and build the setting together!

In my games I want players to know the background of the setting, have a general idea of what’s going on and how things work. It gives them context to make interesting choices and understand possible impacts. Knowledge is power. It increases their ability to act in the world by understanding its connections, helping them naturally immerse in its logic without constant non-diegetic lore dumps.  One of the best ways to do this is to share your tools of world creation for the very first session.

The issue this addresses is that no matter how cool my lore is or how focused it is on encouraging interesting gameplay, players won’t be as into it as I am. The most engaging parts of the game are the parts a player directly interacts with or creates, through the act of playing the game.

In the past, I’ve made a series of detailed and but accessible intro briefing handout packets for multiple groups to try to give folks this information to help give context to the setting and have had at best 1-2 of the players really dig into it each time.  It’s just not usually worth the time to invest to try to upload setting background into your players heads ahead of time.

As a player I also don’t usually enjoy reading a lot of lore that I may or may not be able to interact with. I can’t blame them, most of the times a GM has handed me a handout over a few pages to read before a game. I’ve felt at least some of it was extraneous to playing the game and interacting with the world.

Player’s don’t want to do homework for the game. Life is busy. The thing people care about most is their own actions and the results. That’s why all the RPG war stories that are the most memorable and fun stories people tell about games are about what their characters did in it and the impacts their crazy choices had. The longevity and viral spread of anecdotes like Tucker’s Kobolds, The Gazebo story, Sir Bearington, and other game tales isn’t just because they’re funny and digestible anecdotes, it’s because these speak to the promise of the game where players discover something by interacting with the GM’s world and something interesting happens as a consequence of their actions. The emergent and unplanned interactions between the two is where setting and character comes to life as more than dusty description but dynamic elements in an otherworld that can have a semi-magical feeling of existence to it.

When I’ve been cornered by a GM that wants to describe the setting of their world or a player talking about their character’s build and backstory without asking, it drains my life energy a bit. Even when I appreciate the passion they have for what they’re talking about, telling people about purely personal lore is like telling people about dreams or revelations from psychedelics, people generally don’t give a shit because by definition the specific texture and feeling of these experiences are deeply subjective and impossible for others to really relate to. Lore is a dead sterile thing until the person hearing about it gets to make interesting choices about how to interact with it through play.

Story games like Brindlewood Bay, Fiasco, and Microscope get around this by explicitly breaking open the GM’s toy box and giving worldshaping tools to all the players as they create the story of the game collaboratively throughout a session. The joys of creative power to shape the narrative is spread to all the players while encouraging improv and stopping a GM from railroading or burning out by doing days of background prep that may or may not  actually be relevant to the game as everyone discovers what the reality of the world is through playing it. I really have a blast with these types of games but it’s not my preferred format.

I also appreciate the joy of secrets and discovery when playing in RPG’s, of getting surprised by something that feels like it was there independently of my  or the weird stuff that happens from emergent properties of the world outside of what is narratively satisfying. As a player, if I get to enjoy the GM style thrills of creating the true identity of the murderer or the contents of this treasure chest I don’t get to enjoy the feeling of finding out from an external source and as a GM I can miss watching my players enjoyment as they discover something unexpected. I dig the feeling of being an explorer in an otherworld with its own kind of base reality. When I get to change the base reality too much in the player role, it can take me out of it a bit and remind me that we’re just playing a game and of course it’s all just made up. I like getting into the illusion of being in a realm with some kind of objective reality just like ours does, treating the fantastical situation my character is in as if it was real to them. 

So how can we give players both the joys of setting narrative creation and the joys of discovery in a mysterious world? Let them make the game world with you in the first session! They get to enjoy helping create a setting that is personally interesting and engaging to them and then return to the more limited perspective of the player character. There are still secrets to discover, and events that occur throughout the length of the game. The difference from the traditional wholly GM created setting is that from the very first game without any extra reading or homework, your players are familiar, connected, and more deeply engaged with the background lore of the world because they made it. There’s several sweet games and blogs that have fun collaborative worldbuilding procedures and I’ve cobbled together my process from a few of them.

player map of yorth-fantasy map

My Collaborative World Building Process:

Sources: Beyond the Wall: Further Afield, Microscope, Dungeon World: The Perilous Wilds, Build Your World- Yochai Gal, Worldbuilding as Team Support- Prismatic Wasteland

Materials:

Blank sheet of paper or other writing surface, bigger is better.
Pencils and erasers (or markers if you’re using a big whiteboard. You can also do this online on a shared whiteboard page through Discord, Microsoft Whiteboard, or your VTT of choice.)

Steps: 

  1.  Go around the table with introductions and ask for something you enjoy about playing RPG’s. This is more for new groups to each other but it’s fun and useful to hear what your longtime friends specifically dig about gaming. The GM or a nominated player should make sure to take notes of everyones contributions throughout the process so there’s a record of the collabertive setting framework after this is done.
  2. Explain the one sentence concept for the game as the GM. This is a good time to set the scope. Is this on a lost fantasy continent? A star sector around a black hole? An island chain after an apocalypse? An ancient underground megastrucure? Keep this super brief and open, this isn’t the time to have a bespoke premise you’re married to as it limits things too much or might not fit the setting that emerges from the end of the process. Note that you are also a Player and will contribute as well anytime the process has all the players add an element so don’t feel like this is the only place you’ll get creative input.
  3.  Using the Palate concept from Microscope by creating a list of elements players can Add or Ban.  Each player says anything they want to Add or Ban from the setting. This gives some initial colors for the palate (yeeah!) that we’ll be painting the world with. Do a round of turns for everyone at the table twice. Generally Add things you want but think others wouldn’t expect in the setting and Ban things you don’t want but think others would expect in the setting. Players discuss their picks, everyone should dig the Adds and Bans that are here and have a consensus this is a fun list to play.
  4. Each player adds one Truth of the Known World. These are simple statements of 1-2 sentences from each player that are absolutely true about the world and help define it. The GM asks some followup questions to the player and takes notes to have some inspiration fuel to expand on these later. 
  5. Go around the table 1x and each player outlines a Region. They draw a boundary shape around an area on the map and name it, which can be a political region or geographical terrain. Describe it in a few sentences.
  6. Go around the table 2x and every player marks a Major Location on the map and names it each go round. This could be any type of interesting location to have in the world where some kind of adventure could happen. Give a few sentences describing the place. If players are stuck or GM wants to encourage specific varieties of areas they can have the players roll on a table to determine the type of area they’re detailing. For example, Beyond the Wall-Further Afield  uses a 1d8 Table with 1. Major City, 2. Ancient Ruins, 3. Human Settlement, 4. Recent Ruins, 5. Inhuman Settlement, 6. Monsters’ Lair, 7. Source of Power, 8. Otherworld which I used this process before but any table of location types that fits the setting premise could work well.
  7. Go around the table 2x and every player adds a detail to someone elses Major Location or embellish upon it each go round.
  8.  Go around the table 2x with every player drawing a connector like roads, tunnels, or rivers on the map between Regions or Major Locations.
  9. Pick a Starting Location on the map from the existing Major Locations or decide to place another together.
  10. Make an inset minimap or use another piece of paper for the Starting Location Map. Each player will place a Specific Place within the Starting Location depending on the Starting Location and describe it in a few sentences. A village, starport, bustling port city, slimy goblin cave network, or apocalypse vault will all have different types of Places.
  11. If there’s still time in the session, build characters together. Why are they working together? Where are they from on the setting map? It’s best to do this after you’ve got the world made as it helps make the process easier by providing background for making characters that fit the setting that everyone around the table already knows.

12. Done!*

13. Not you GM! You still have to do whatever your preferred style of game prep is and flesh out the part of the setting the players will initially be starting at and directly interacting with. Don’t do the same level of more detailed prep outside of the Starting Location and places they’re likely to go to in the first session or two unless you’re having fun with the process and not feeling burnt out. 


Collaborative Setting Creation Overview:
Add or Ban Elements: Go around the table asking everyone for a pick, 2 per player
Truths of The World: 1 per player
Regions: 1 per player
Important Locations: 2 per player
Details to Important Locations: 2 per player on other players Locations
Add Connecters Between Locations: 2 per player
Game Starting Location: Players pick
Specific Places at the Starting Location: 1 per player

Disclaimer: With brand new RPG players, if you have an inconsistent cast of players coming and going in an open table, or if available play time is tight and the game is limited to a few sessions.  I would probably skip this as it will take up at least most of a session.

It’s a fun worldbuilding activity but still less fun than actively playing the game for most folks. For people there for a single game I think it’s important to get people actually playing the game within like 30 minutes of sitting down at the table (or screen). I’ve heard too many stories of people turned off from RPGs for years because they spent 4 hours planning a game or flipping through books to create characters together the first time they tried.

Bonus Sci Fi Tweak:

Just make the locations whole planets, defined with a couple sentences. Build it on a hex map if you’re running something like Traveller or Stars Without Number. Mothership works fine on a blank page with connecting jump lines and distances added as part of the process.

Example from Real Players: Land of Yorth

This is messy, partial, and has typos as it’s my actual hasty notes from recording player input and running a basic version of this process live. I’ve made changes to the premise and massive additions but this formed the core framework of a setting I’ve played with six different game groups over years of play and now use as my default home fantasy campaign setting.  Thanks Dani, Rayne, and Alex for planting these seeds with me. A loose scribbled setting outline with player input like this can lead to years of fun.

Setting Truths:

  1. We live in the shadow of a great civilization that has fallen, things used to be better.
  2. There’s a great war happening in the distance
  3. Dinosaurs and amphibians/large reptiles
  4. There’s no widespread concrete proof of the specific nature of gods or their existence. 
  5. The Ancient’s grasp exceeded their reach and thus weird magic and strange critters.

Regions: 

1. Land of Spikes and Pits.  Exceptionally hostile, foilage struggles to growth. Ancient warzone, pools of toxic liquid. The Wasters are the only ones who know the ways. Undetonated minefield things. Killer machines that rip flesh off. Rust Red dirt.  

2. The Weeping Swamp:  Very hot, called weeping because trees leak and sap everywhere.  Known for huge amphibians and slugs. Often very foggy.  

3.  The Drake Marches: It’s separated by a mountain range that scrape the sky and dragon warlords and their cultist followers always in combat.  Like Siberia 

4. The Fallow Fields. Ancient overgrown and untended vineyards and farms for miles. Agricultural autonoma still trying to do their jobs in the fields and often threatening. Feral overbred livestock. Vegetables that eat humans. A group that claims to be the heir to the Ancient Empire dwells among the fields in ancient buildings turned into fortifcation.  

5. The Thorne Woods: Dinosaurs, brambles, ferns 

Major Area

1. Lost City of Arkon. It is like a maze inside. The walls and the streets and the streets even move. It’s a former port city of the ancients. An ancient ship and it still guards the port to this day. Ghost ship or magical steam ship? 

3. The Port of Spoota. City of glass trade and spices. Everyone walks giant bearded dragons. Walled city with nice oasis, water.  Rich as hell, sick gems. Music and food in the streets. It is NICE.  More hirarchy. All of their structures is glass, super strong glass in a variety of colors. Weapons made of very sharp hard glass. Independently invented, ubiquitous technology. 

Accuracy 20: Right on! Bonus information

5. The Bronze Tower. Big Tower that goes up to the sky, linked to the ground by enormous chains. Dead settlement at the base. All sorts of remains and mutated former residents. Something is in it.  

7. The Smoking Basin. Volcanic ruins of  an ancient dwarven citadel.

9. The Three Sisters- Major waypoint with trade for Spoota. Goods travel through there, trading stronghold. Culturally made up of folks from distant lands. Anything goes! Seabeasts in the area. Densely populated one seedyish. Rocky crags. C.R.E.A.M. Legendary sea monster sleeps for many years before rising once more. Serpentine monster like an underwater dragon. Hasn’t risen in over a century. 

11. The Absence of Wealth: Former enormous pit mine spanning over 10 miles, riddled with sinkholes, industrial machine. Tons of ancient tools, equipment and wierd, and iron. People living along the sides of the pit and inside some of the still former equipment.   

12. Rocky Death- Kalodon the Unkillable, an enormous scarred t-rex. In the middle of the forest a huge cave filled with mini ecosystem lairs within.

14. Citadel of the Lizard Regent. Lizard society is genderless, bloodlines important. The clans have been recently unified under the Lizard Regent. 

Starting Location

Arro’s Stand: Nobody knows who Arro is.  An Arosi is someone from there. 

Arro’s Rite: Rite of passage once a year to bring back a successful big hunt to the village.      

The Village: Rocky, wastey, rabbits, agave, and edible big lichens. Occasional ambulatory vegetables.   

Hell’s Kitchen: Out of an old tower ruin, exiles from another plane. Human attitude, currency, red demon person sized. Grumpy, I hate Mondays.  Townsfolk, reacted with fear and now regard with nonchalance. Shazira, goes by Shaz.

Scrapyard and bits and bobs, run by one of the people from land and spikes and pits. Hand cranked macerators, accumulated. You pick through. Zakephron the gobliny, hairy scrapmaster.

  Ancient Bathhouse- poorly maintained but still works, based on some hot springs. Quiet Old Lady, nobody knows her old age. Mama Gams. 

 Town Militia: Big spikey wall with crossbows, on top of steep mesa with windy single wide path going up, used to be a fortress. 

Put Your RPG Campaign on a Deadline (It’ll Be Okay.)

 Games don’t last forever. I really want them to but a perpetual game is an impossible goal by definition. So many cool things can emerge from a really long term game that strives towards that longevity but in my experience I haven’t been able to pull it off. Life happens. People move, schedules change. A gap between cancelled sessions goes too long and the game world grows fuzzy and forgotten. Or the players or GM gets bored with the type of campaign and wants to try something new.

 I’ve designed a few sprawling sandbox campaigns with intrigue and hidden lore, 80% of which never get the chance to see the light of play. I know that this is impractical and against my own advice to focus on player facing lore, but it’s a guilty pleasure and I get lost in it. I’m also definitely not the only one who struggles with this problem of never satisfactorily finishing a campaign.

https://slyflourish.com/facebook_surveys.html#conclusions

So if I acknowledge I am not going to get the years of play time needed to experience the emergent joys of a persistent forever campaign I can design a campaign that better fits my life as it is, not for an ideal version of it. A campaign where I can already see the end on the horizon when I ritually strangle the game to death on the appointed date. We can get to all the good stuff! 

This is also less intimidating for new players. Signing up for a weekly event that has no end that may or may not be fun for them is a lot to commit to fit into a schedule. A campaign limited to just a couple specific months is a lot easier and lower pressure to plan on and fit into a busy life. The two campaigns that I managed to wrap up with a satisfying conclusion had less than 15 sessions and were planned to end by then. The feeling for both me and the players was sweet! Instead of abandoning the otherworld to gather dust frozen midway though we were able to get a fun sense of closure and enjoy the satisfaction you get from the feeling of completion as the game came to a definitive end. 

Looking at my past games I’ve usually managed to play an average of like 13 sessions before the game ends. My record is ~23.  I like to play weekly.

My current play goal is that my campaigns will be designed to end by 11 sessions. (+ or – 2). When designing a good limited run campaign I think there’s a few principles that are handy to keep in mind.
  

art for The Shrike
Nightmare Garden for The Shrike by Jantiff Illustration

1. Define the Campaign’s Dramatic Question


This question is the theme of the campaign, the central pole that everything revolves around. Unlike a more meandering picaresque campaign style, there is a clear question this campaign is about. Most sessions contains some adventure content that impacts the ultimate answer to that question. These are SMART questions (Specific, Measurable, Achievable, Relevant, and Time-Bound) that will be definitively answered by the last session of the campaign.

Examples
Will the cult be able to complete its awful ritual?
Who murdered Lenore?
Can the marooned PC’s escape the cursed island?
Will the adventurers be able to survive the dungeon and get enough loot to pay off their debts before they explode?
Can the zombie plague be contained?
Will the Vikings decide to go to war?
Will the stolen Maltese Falcon be found in time?
Will the alien invaders conquer the city?
Can the bounty hunters hunt down John the Skinner?
Who will win the mayoral election?
Are robots sentient and will they get rights?
Will the crew be able to heist the casino?
Which warring party will gain the throne?
Can the Dark Lord be defeated before the Equinox?
Will the ragtag fleet survive long enough to find Earth?

2. The Player’s Actions Decide How the Campaign Question is Answered.

While more focused, this campaign format is not a railroad or a non-interactive movie. How the campaign’s dramactic question is answered is largely up to the actions of the player characters. The PC’s should be characters that have a goal and care about how the campaign question will be answered. I think it is of crucial importance that it is possible that they can fail in their goal of achieving a certain resolution to the campaign question.

This is, I think, one of the most important freedom’s in an RPG- the freedom to fail and see what interesting things happen from there. 

An “If the Players Do Nothing” future timeline like the one in Deep Carbon Observatory which inspired the same section in Desert Moon of Karth is a handy way of having a default answer to the campaign question that you can tweak in response to player actions. Factions may also want to answer the questions in a specific way that may align or be opposed to the player’s interests. Using a dynamic faction system is another way to create an answer to the campaign question that surprises the GM too.

3. Start With a Possible Endgame in Mind

To wrap things up neatly there can be an awesome climatic event or location at the end that will hold the answer to the campaign’s main question, all the threads converging here at the final session. This climax or ultimate revelation or location might be soft gated by required information, allies, power, or items that can be acquired in other sessions adventures. I think it’s fun to write a sweet overdesigned set piece for an epic conclusion as long as the GM stays open to tweaking or even possibly throwing it out entirely and improvising if unpredictable player actions and campaign developments require it.  Manufacturing the premise for a likely climactic scene where the question is answered can be cool as long as the way the climatic situation is resolved will be decided by what the players do and have done previously instead of having a prescripted outcome.

 A crushing and specific defeat is a fine ending to a campaign, just as a resounding triumph. The important thing is that the question was answered in a definite way even if it’s something like “Now, we’ll never know.” or “Everything is doomed.” It’s fine if the players are able to skip a bit faster to the end through clever play. Since the resolution of the dramatic question is the purpose of the campaign the end is whenever the question is resolved by the players actions.

3. Connect Your Adventure Sites

I like to work in region based campaign design where several adventure sites are created in a specific constrained geographic region. In the excellent Silent Legions sandbox horror RPG, Kevin Crawford recommends starting with 9 adventure locations within your region (megadungeon, kingdom, city, wilderness, moon, whatever it is)- which seems like plenty for a limited run campaign. Each of these individual location adventures can be designed on a scale likely to be completed in a single session. This episodic format helps the campaign keep momentum towards and gives every session more variety than being filled with a single section of one location adventure. 

The PC’s should always have enough information to keep them moving in an interesting direction. The players should know what the dramatic question of the campaign is by the very first session. Each adventure location has its own dramatic question (even if it’s as simple as a traditional “Can we loot this place and survive?”)

Most of the resolved answers to these questions draw the PC’s closer to answering the campaign’s question. In order to help make sure the PC’s have a lead they want to follow it’s good to offer at least 3 hooks (LINK three clue rule) that point to other adventure locations

That said, I like how there’s tons of X-Files episodes that are unrelated to the show’s central questions. The bendy hibernating guy who eats livers has nothing to do with the overarching alien conspiracy plot. But due to the limited run format of this campaign we need a higher ratio of campaign question related sessions to unrelated ones. Silent Legions recommends that 20% of adventure locations be unrelated to the central campaign premise. This seems like a nice number to give some variety to a focused campaign.

The Conspyramid diagram from Night’s Black Agents RPG is another handy tool that visualizes a campaign tracing the levels of a vampiric conspiracy as a sort of dungeon crawl towards the ultimate answer to the campaign’s dramatic question. I’ve focused some on investigation focused campaigns in this post but dungeon delving or wilderness exploration works with this same framework too. The party pursues their same goal of answering the campaign’s ultimate question “Can the PC’s find the lost Cloud Ship of The Weeping Autarch?” “Can the PC’s get to the inner sanctum of Badkill Dungeon and get the Doom Gem?”

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Here’s an example campaign adventure site map I just threw together based on some partial notes from the limited 11 session Delta Green Nevada investigation sandbox game I ran to completion along with a couple campaign question unrelated location sites for variety. The dotted lines represents hooks or clues leading to other sites. The entire map (a 1976 highway map absolutely scribbled with location annotations, spooky sketches, cryptic expressions and stored in a combo locked leather briefcase along with some other weird props.) was made available to players near the start of the campaign to give them more info to make adventure choices.

5. Leave Wiggle Room In The Number of Sessions.

Players are unpredictable and wily creatures and some things will be a lot quicker or take more time than you anticipate. If a particular adventure takes two sessions instead of one. While you are putting some gentle pressure it’s not worth turning into a demanding wagon driver, spurring your players on faster. Sometimes they’ll find things interesting. With a bit of wiggle room for slow sessions, or unexpected left turns that have you scrambling to expand on the campaign world.

Also conversely if they breeze past content you find interesting to move on towards the ultimate question, you don’t need to drag them back to check it out. Just like you shouldn’t force your players to explore every single room of a dungeon, they don’t need to interact with every adventure site in your campaign. The goal of the characters is working towards answering the campaign question to their liking. If they bypass a few adventures on their way that’s just reasonable. If you want to entice them to explore more adventure sites, one way is to include useful contents in them that could help them make sure the resolution to the campaign’s dramatic question is the one they want (Resources, information, power, etc.)

6. Still Wanting More? Renew for Season 2! 

Blades in the Dark RPG recommends treating each campaign like a season of TV that ends after a dozen sessions or so. The main questions get resolved by the end of the season. This chunks a campaign into discrete segments that allow for multiple satisfying end points whenever the campaign draws to a close. To start again, build on the events of the previous season and introduce a new dramatic question for Season 2. Since you’re not beholden to squeezing profits out of a dead horse you don’t need to crank out 33 seasons of The Simpsons- you can quit renewing whenever you find you or the table is satisfied with what they’ve gotten out of the campaign and interested in something fresh. 

Related Reading:

https://slyflourish.com/breaking_endings.html

https://grognardia.blogspot.com/2024/05/how-do-you-end-campaign.html

https://thealexandrian.net/wordpress/8015/roleplaying-games/node-based-scenario-design-part-6-alternative-node-design

https://dungeonfruit.blogspot.com/2024/03/beginning-of-end-how-to-finish-campaign.html

Using 2d6 Downtime Activities In My Worlds Without Number Game

Downtime is sweet, it breaks the campaign into chunks, making time pass and allowing players to pursue personal goals that might not be interesting to the rest of the players to play out for an entire session but lead to interesting developments and more hooks into the world.

Time becomes a resource as torches burn low, and the increasing risk of dangerous and non lucrative wandering encounters increases. Time in wilderness exploration is also expended to discover interesting locations or reach a distant destination at the expense of rations and the risk of wandering encounters.

Downtime is available to do all sorts of useful and interesting things but is also limited. Using Downtime requires choosing what is important at the risk of random campaign events like natural disasters and the success of opposed faction machinations. Also with enough time, aging could cause a character to need to retire and an heir to be decided upon (I’ve thought about using seasonal downtime turns like Pendragon or Ars Magica uses but I prefer a little more granularity in a year of adventuring.).

I’m a big enjoyer of the Worlds Without Number RPG and using it for my current campaign. It’s not my go to for one shots or convention games due to a bit more mechanical complexity than Knave, Shadowdark, Cairn, or OSE but I’ve found that during an extended campaign WWN really sings for me. I’m running an open table sandbox in a dying earth desert city in the unstable wake of the king’s assassination where the players are effectively fantasy cyberpunks, taking missions for different scheming factions as freelancers.

WWN uses 2d6 rolls for skill checks as in the Traveller RPG, instead of the familiar d20 used for combat and saves in the game. This keeps combat swingy but makes experts very likely to succeed at things they’re good at. I don’t always like skill checks in game but when I do- the sharp curve of a 2d6 system is my favorite. You know what else uses 2d6 rolls? The excellent downtime rules from Downtime in Zyan and Errant!

Here’s the gist of how this system works in an excerpt from Downtime in Zyan:

This is also the same system used for many rolls in the Powered by the Apocalypse rule family of games for extra player familiarity if they’re coming from that background. Here’s how World’s Without Numbers skill system works.

Downtime in Zyan assumes the same -2 to +2 range of ability score modifiers to this roll as Worlds Without Number which makes the conversion even more seamless. This would be a really short blog post but the one factor to consider is the presence of skill points (up to another +4) in WWN increasing the maximum odds of success. I initially considered raising the base level difficulty but decided it was more fun for specialists to have the chance at greater success in their Downtime activities for their investment in the skill than to make even basic successes more unlikely for nonspecialists.

A Worlds Without Numbers Downtime System:

Roll 2d6 + Attribute + Relevant Skill

<7: Failure: There’s a complication and/or it doesn’t work.
7-9: Basic or Mixed Success: It works but there’s probably a complication.
10-11: Expert Success: It works!
12-13: Master Success: It works and an extra good thing!
14+: Legendary Success: It works and some really good stuff

Downtime Types

Inspired by the systems from Downtime in Zyan, Errant, and this blog post. More are possible pending player interest but I thought these were neat to me. The various new talent and martial training options from the Downtime Systems have been omitted as Worlds Without Number provides more mechanical advancement and character customization by default than B/X type games but I could see them fitting in the games too if focused in scope and potency.

Animal Training: Step Tracker
Assassinations: Single Downtime
Building Bonds: Step Tracker
Building an Institution: Step Tracker
Burglary: Single Downtime
Create a Magic Item: Step Tracker
Craft: Single Downtime
Expeditions: Single Downtime
Burglary: Single Downtime
Pit Fighting: Single Downtime
Proclamations: Single Downtime
Investigation: Step Tracker
Revelry: Single Downtime

Here’s some examples:

Investigation

The GM creates a tracker for the number of successes required. Each success reveals a portion of the information.

Number of Steps Needed:

  1. Widespread Knowledge
  2. Uncommon Knowledge
  3. Esoteric Knowledge
  4. Forgotten Knowledge

<7 Failure: Stumped, no progress is made on the research tracker this downtime.
7-9: Basic or Mixed Success: The research tracker advanced but the GM may decide the information found is misleading or wrong. They don’t let the PC know if they’ve done this or not
10-11: Expert Success: The research tracker advances
12-13: Master Success: The research tracker advances 2 steps.
14+: Legendary Success: The research tracker advances 3 steps.

Revelry

Drink, debauch, socialize, and be merry!

<7: Failure: Roll on the Revelry Complications Table! Gain a hostile contact.
7-9: Mixed Success: Gain 1 new contact. Roll on the Revelry Complications table.
10-11: Expert Success Gain 1 new contact or 2 new contacts and roll on the Revelry Complications table.
12-13: Master Success: Gain 1 new contact. Roll on the Revelry Boons table
14+: Legendary Success: Gain 1 legendary contact. Roll on the Revelry Boons Table.

Creating a Magic Item

Most Downtime activities are an open spectrum from Failure to Legendary Success . However, some like Magic Item Creation require greater success than Basic as a baseline requirement to achieve the goals. I’m using WWN’s provided rules as a baseline and its system of accepting flaws in a failed item creation roll to still produce the item without the time and cash being wasted is neat and I’ll stick with it.

Multiple Downtimes

Every time a mission based adventure is completed (or abandoned) the party gets Downtime. This Downtime period usually represents about a month before the next adventure in my game. If an adventure or mission takes longer, players get a bonus Downtime activity for every ~3 sessions of adventuring without a Downtime. This doesn’t make much sense from a diegetic standpoint but exists to not penalize the amount of Downtime received and keep it relevant in the game if particular adventures or missions can’t be easily compressed into 1-2 sessions. Further reading on this idea.

Glory of the Elder Days: Magic Items and Sandbox Histories


A hundred spells Phandaal personally had formulated — though rumor said that demons whispered at his ear when he wrought magic. Pontecilla the Pious, then ruler of Grand Motholam, put Phandaal to torment, and after a terrible night, he killed Phandaal and outlawed sorcery throughout the land. The wizards of Grand Motholam fled like beetles under a strong light; the lore was dispersed and forgotten, until now, at this dim time, with the sun dark, wilderness obscuring Ascolais, and the white city Kaiin half in ruins, only a few more than a hundred spells remained to the knowledge of man. Of these, Mazirian had access to seventy-three, and gradually, by stratagem and negotiation, was securing the others.

Jack Vance, The Dying Earth 

Stick with me, I’m getting to the fantasy worldbuilding and dead gods.

In ecology the trophic pyramid is the basic structure of the food chain. Up to 90% of energy can be lost as waste heat instead of converted between steps, organisms higher up the food chain are more inefficient. It could take 1,000 calories of grass absorbing a fraction of the awesome energy of the sun to produce 100 calories of grasshoppers or 10 calories of shrews feeding on grasshoppers or just 1 calorie of tasty, succulent, owlflesh fueled by catching shrews. As is, this is a neat tool for figuring out the population if you want a bit of simulationist ecology to establish the territory of your biggest scary predators in a sandbox region based on available food sources if you dig that style of world building.

But now let’s take the pyramid and flip the bird.

The power from the owl’s mighty corpse flows upwards, diffusing from its original form to feed a larger number of smaller but still great beings that feed yet tinier and more plentiful beings and so on.

I dig this as a metaphor for how magic and ancient powers can be handled in many post apocalyptic/fall fantasy settings. There is no active inflow to the system in this model. Magics originate from a mighty but finite original source (The Precursors, The Divine World Empire, The Ancients, etc.) that loses up to 90% of its power in waste heat (dead archbeings, spilled blood, burned archives, smashed artifacts, annihilated civilizations) as it is transferred to the next age and then reduced again until the current age is but an echo of an echo of the great power of the past. 

This type of worldbuilding method is useful for fantasy setting of old powers buried deep and drawn upon in diminishing fragments by the lesser inheritors searching through the ruins. The concept of a time abyss touched on in Matt Colville’s “Dead Empires” video and Joseph Manola’s OSR Aesthetics of Ruin blog post which elaborates on the idea that “the more wrecked things are, the more open they are to free-form adventure” are both highly recommended pairings with this post.

In order for impressive ruins with cool stuff in them to exist there must exist greater past civilizations. The scattered remnants of House Targaryen at the start of the Game of Thrones series is a shadow of their dominating power in the House of the Dragon prequel which itself is a mere shadow of the wonders of old Valyria. Each age is a shadow of the one before, picking through the bones of its sire.

Some ancient and modern writers saw the arc of real history as grouped into broad ages following a declining trend. Loads of fantasy like Tolkien’s Four Ages or Howard’s Hyborian Age takes inspiration from schemas like this and the influence persists in the heaps of works they’ve influenced.  Every age is diminished from the last. Entropy increases. Things fall apart, the center will not hold. All is an echo of the past stemming from initial greatness, the lesser shards and spawn of which produce their own pale imitations of grander forebears.

It should go without saying that real history is messy and doesn’t follow easy schemas, taxonomies, or universalized trends- but fun post collapse world building doesn’t always require accurate historical analysis’s it’s very common that whatever current era the writer was living in was the most unsettled, degraded, and dangerous time- it’s always the end of days, and the worst time in history to be alive, past greatness fading. That’s a pretty powerful vibe, what if it actually was the case for once instead of eternal cyclical nostalgia?

“Our sires’ age was worse than our grandsires’. We, their sons, are more worthless than they; so in our turn we shall give the world a progeny yet more corrupt.”
-20 BC, Book III of Odes, Horace

Step 1. Outline your Ages

These ages serve as guide posts for a loose timeline broken into big chunks, things you know are true about your setting and places to slot in your weird magic items, creatures, and ruins. This isn’t  prescriptive but rather paints the broad strokes of your setting.

It can be easy to get lost in the weeds here. Don’t do it. If you catch yourself wanting to detail the complete lineage of five thousand year old noble houses, stop! Make a note- come back to it later if it still inspires.

  Break down your setting’s history into 3 or 4 main ages of creators, and their ruins, and artifacts- this allows you to have a general concept of what’s happened that can be discovered by your players. What we’re trying to do is add anchors that lend congruency to our loose worldbuilding without building an encyclopedic straitjacket of facts about the setting that ossifies it into a dead fixed thing.

The RPG, The Sword, The Crown, And the Unspeakable Power breaks the process of mythmaking origin worldbuilding into a sweet fill in the blank format that’s worth stealing for any game to come up with the elevator pitch for what your average commoner knows about the past as popular history and what you tell your players.

This is awesome and we can steal the Mad Libs method of history generation for a less elegant version that fits our quick history by Ages format to link it all together. I actually recommend making the Golden Age stuff unknown to most common folklore to leave a more mysterious time period to discover.

“In the beginning… (Golden Age)
† Until… (Fall of Golden Age)
† This resulted in… (Silver Age)
† Until… (Fall of Silver Age)
† Then (Bronze Age)
† Until… (Fall of Bronze Age)
† And now…” (Iron Age)

Questions About Each of Your Eras

How Long Ago?
What Were They Like? (Culture, motifs/architecture/ruins style, etc.) ?
What types of magic items/creatures were often created during this era? Why?
What influenced them from previous eras?
Specific Notable Figures or Creators of Magic Stuff? (Limit to 1- 5 initially, you can always add another hero, traitor, or godking later)
How did their ruin come?


Example Ages of Power



Golden Age/Age of Myth
Examples:, Ascended Immortals, Primordial Beasts of Creation, Angels, City Sized Elder Dragons, Kirbyesque Space Gods, Alien Overlords, Nasty Old Ones
OSE Spell Level Range: 6-???

The most magical time, the origins of your setting that matter, the deepest layers of Just because it’s the most wonderous time, doesn’t mean that it needs to be the most enjoyable time to be alive. Maybe the world was ruled by unknowable Lovecraftian Old Ones, whose slumber led the way to the new age where people could live outside their rule. This could be the dawn of time itself or a thousand years ago, it is the point at which the interesting stuff in your campaign first emanates from. You don’t care about anything before this, it doesn’t matter. In most games most creatures or relics from this era are outside of the range of possible player advancement and gameplay unless you want to wind up playing a truly epic level game. Real Infinity Gem, Simiril, Dragon Ball type stuff. I mostly use this age to set the vibes of the setting, themes, and to influence the direction of following eras.

    

Silver Age/Age of Legends
OSE Spell Ballpark Levels: 5-6+?
These beings come directly from the scattered magical essence of the Golden Age. Inheritors, usurpers, spawn, or rebels? Their magic items are the most powerful artifacts, creatures, spells, around, campaign macguffins, mighty dungeon treasures or threats. Of these make at least one absolutely crazy artifact as your power ceiling for the expected campaign somewhere, go nuts with that one. This is your One Ring or God Slaying Blade for your sandbox. Tuck it away in a dangerous dungeon somewhere or give it to an ambitious NPC antagonist. Put it somewhere a level 1 PC is likely to pick it up if you want some great shenanigans early on.



Bronze Age/ Age of Heroes
OSE Ballpark Spell Level: 2-5?
These beings and items are inheritors or creations of the Silver Age Powers. This era is your bread and butter, recent enough that it’s vaguely familiar history to most people in your settings but old enough that it has enticing magics and was suitably mighty.  If you need a sweet magic mace, wild wonderous device, or helm this will probably have it. I like to have a recent centralized empire, a nice contrast with modern scattered and endangered successor states and settlements for that swords and sorcery vibe.




Iron Age/ Age of Today
OSE Ballpark Spell Level:1-2
Inspirations: Conan/Dying Earth/Dark Souls/Lord of The Rings
This is the fallen realm of today, squatting in the layered shadows of the past.. This where your strange minor items, common supernatural beasts, and new creations of modern mages, witchlords, and alchemists fall under. The realm of the impressive but knowable. In a limited magic setting even these lesser sorceries might be wonders or terrors. In a wide magic but low power setting these types of items and charms might be widely available or replicable. All of these minor magical items from Goblin Punch fit well.

Step 2: Create Magic Items for Each Age

Reserve the most powerful or impactful items for being created or originating from the oldest eras with a little overlap between the mightiest craft of a new era and the weakest of the old. Older stuff is generally rarer and more powerful. New stuff is less potent but more  Try to tie almost every interesting magic item to an Age. Give it a style, trademark special effect, material, associate it with one of the historical powers to create a denser web of hooks. This helps players learn more about the world’s connections and history in an interactive manner and be given the context to act on this. They’re also paying more attention than average when you describe treasures. Your players might grow beyond the limits of the current Age and create more mighty items of their own- sweet.!

The trophic pyramid might use a 1:10 scale between new and old tiers but you could use 1:4 or 1:6 or whatever fits your idea of how prevalent magic items from each following era should be. You might also need more or less magic items depending on the scope of your games setting. The specific ratio doesn’t matter just the basic principle.

 Example Magic Item Spread:
 
0-1 magic items? = The Golden Age
10 magic items = The Silver Age
40 magic items = The Bronze Age
160 magic items = The Iron Age 

Now at this point you might say “Joel, there’s absolutely no way I’m going to spend the time to come up with 210 magic items for prep – that’s a recipe for burnout.” No worries, that’s cool! You don’t have to, no should you write down a couple hundred magic items before you start your campaign. If you can’t even come up with ten big Silver Age magic items at first, steal and adapt from other sources or just come back and add to the list when you’re inspired or need to invent a magic item on the spot. It’s an aspirational list, but I think it’s neat that there’s also a limit to the number of items of each potency and era existing in your game. It’s a finite resource.

Name:
Appearance:
What Does It Do:
Origin (Who created it and the era, 1-3 sentences ) :   

Thrown Together Example:

Name: The Eye of the Flamemother
Appearance: Bloodshot Quartz Eye with boxy geometric engraving, smoking pupil enterally darting around. Shines bright orange When Used.
What does it do: Replaces an eye, ignites everything stared at for 2d6 damage – covered with a ruby eye patch. The user can look into any flame and see what has passed before it in the past. Visions push the user to greater pyromania and must Save to not ignite large flammable structures in view. 
Origin: Plucked from the Fettered One’s face during the Silver Age of Legends by the Eld Lord Hanuba who wore it on the battlefield. After he was felled during the Year Without Summer, The Eye was passed down the generations by the Slayers House of Jareen. (I don’t actually know what all these lore references are yet besides the broad strokes of which culture/faction/force was the power of each age, you can flesh out nuggets in random details if needed )

Step 3: Scatter Magic Items Around Campaign Setting

At this point you should have the start of a list of sweet magic items of varying eras and puissances. Start putting them in dungeons and the hands of powerful NPC’s. Anytime you need to place a magic item and don’t already have something specific in mind, grab it from your list.

In creating your adventure sites use whatever your method of sandbox stocking is. I like the Worlds Without Number, An Echo Resounding, and Beyond the Wall region generation procedures supplemented by hand placing others.

Now roll on this d10 table and tie all of your built adventure sites to the.  (Again, odds can be shuffled to taste.)

1d10
1-4: Iron Age(Modern Era) – 40%
5-7: Bronze Age Ruin- 30%
8-9: Silver Age Ruin- 20%
10: Golden Age Ruin 10%

This doesn’t track with the various eras’ magic item ratios but those get looted or destroyed over time and shattered ruins stick around longer. If you roll an older era for an adventure location that’s modern and in use then it’s a repurposed original structure dating back to that era-also helps give this setting a sense of history.

If players notice a recurring patterns from exploring a black marble swamp laboratory showcasing eight headed snake motifs carved with glowing eye gems and holding strange animate bone whips and scissor blades, and built atop a collapsed ziggurat whose interior grave chambers contain the undying skeletons of hydras with a single vial of glowing blood locked in a chest of shimmering blue crystal in it’s deepest vault.

This seems a lot more fun and engaging then telling them the players via a lore dump that the vanished Hydramancers of Thaarn built their laboratory compounds in the swamps to revere the undead remnants of hydras bred long ago by the Gray Emperor who used the blood of captured gods in awful rituals. They’re going to remember actually experiencing that archeology live a lot more. Maybe they don’t ever get the whole picture but because you know it, it’s easier for a sense of verisimilitude and consistency to develop with your world- a feeling that there’s always something new to discover.

Not every site needs every layer of history to be present and tangible. Plenty will just be a recent construction or built upon a site associated with a single previous era.

Leveling Up and Digging Down

So what are adventurers and seekers of lost lore doing? They’re scavengers converting the power of the former Age more efficiently and reducing the waste energy that bleeds away to the past on the magic reverse trophic pyramid.

A dungeon consists of going deeper and deeper through the layered ruins of these past ages. The deeper you go  the weirder things get, the more dangerous, the more magically potent. As adventurers gain levels and power they are digging back into the past. Explicitly and symbolically. Modern Iron Age structures and settlements are everywhere, Bronze Age ruins are fairly plentiful, Silver Age ruins are rare and the location of the couple intact Golden Age sites are lost to all or the deepest held secrets of some order. 

Perhaps in forging great wonders of their own, delving into secrets, they might turn the Wheel once more towards the wonders and glory of elder days?

Later something new and great and terrible could be created- some atom bomb analog capable of putting to shame anything the old order had and laying waste to the new era’s wonders in the process. The future ruins of this brave new world created by that party could be the era’s ruins you have another party crawl through in your next campaign’s shattered future. The cycle continues.

Dungeon 23: My Procedure for Making A Megadungeon Sandbox

If you haven’t heard, a lot of folks in the RPG space are taking part in the #Dungeon23 challenge. Recently started by Sean Mccoy on Twitter the idea is that if you key a single room a day starting on January 1st in a dungeon complex you’ll have a detailed 365 room dungeon at the end of 2023.

It provides a framework for easy, gradual, but constant progress where you have a huge complete thing at the end of the year! There’s tons of other resources and variations on the idea folks have posted. There’s even a subreddit now! You should totally do it.

I’ve been laying the groundwork for my Cinderstrom volcano megadungeon and the surrounding wilderness sandbox of the Steaming Basin for around a year now and it’s got a lot left to go, mostly in specific keying of rooms. Doing Dungeon 23 should help with that.

I thought I’d share my own messy, slow, process so far in making a connected sandbox region/megadungeon for eventual publication at Silverarm and see if it’s helpful for anyone.

Joel’s Method for Megadungeon Sandbox Design So Far:

  1. Pick Concept and Theme. Just write down the cool ideas that get you stoked in a not super organized way that you want in this megadungeon sandbox. This part is easy dopamine and the least work of any project for me but provides the loose core that the entire project will metastasize and pick up other influences over time.
  2. (Read The Hobbit, Dying Earth, and Conan Red Nails story. Volcano megadungeon.  Andalusian Islamic architecture. Metro style podway and science fantasy. Abandoned dwarf hold sorta like Moria. Dragon with berserker cultists.) 
  3.  Lightly key and name Wilderness Sandbox locations, deciding on scope (7×7 hexes with 49 locations of interest. Procedurally generate hex contents to speed the process up using Hex Describe, replacing bad ones with completly different ideas and tweaking and twisting and stealing from good ones to create new version of contents that fits the setting.
  4. Rough level layout of the megadungeon using Scapple to create flow chart style map. (~300 rooms divided into  levels ringing central lava chamber of volcano in three tiers connected vertically and horizontally metro style ancient podway system that also connects to some other dungeons in sandbox outside)
  5. Come up with lots of great  room concepts rapidly using this brainstorming method from GFC D&D.
  6. Detail and name other dungeons/settlements around the region and establish size, lightly key whichever you have energy for. (12 other dungeons, average of 10 rooms each)
  7. Detail the factions that are already in head with a more detailed treatment, decide how everyone feels about each other, where they’re based, and what their goals are. 
  8. Create Sub Regional Encounter Tables and other Random Tables (Campaign events, merchants, rival NPCs)
  9. Jaquays your wilderness sandbox for interesting navigation and meaningful choices because the wilderness is a dungeon. Create a variety of specific detailed paths between locations. 
  10. Start Actually Playing with players in an unfinished setting! Build out based on organic play needs helping you create and tweak setting to be better.
  11. Have three different games in the setting sporadically end and start over a year period.
  12. Read too many OSR RPG blogs and books for good design ideas to bookmark and steal ideas and procrastinate on the hard part of actually writing the specific detail of every keyed location slowly.
  13. Transfer everything from a huge Google Doc to OneNote because organizing different areas and topics into folders is easier to parse.
  14. Settle on a dungeon level and room key format that provides a high level of usability at the table and provides a clear framework for work ahead. Acknowledge this will likely change some when I find a format I think is even better.
  15.  Nail down the loose history already in head and then simplify the huge historical timeline to no more than 50 short events. These must be referenced in actual things the players engage with for organic discovery in the world Dark Souls style. All history must connect to actual play and be load bearing lore the players can interact with.
  16.  Create World Anchors or themes and content that reoccurs throughout the sandbox for an organic sense of congruence and cohesiveness outside of a railroaded narrative. Plan that every dungeon or hex must have some link to one of these ~1d10 anchors to build these themes up. 
  17. Pass back through Step 4 again and make things more cohesive with a new understanding of the setting’s context and history .
  18. Plant 1d4 hooks in each hex or dungeon leading to other hexes or dungeons to better interconnect sandboxes. (Still not done, takes a lot of work)
  19. Use a version of the Basic D&D Dungeon Room Stocking procedure but adapting to wilderness hex versions to add more stuff in a good ratio of types, continuing to treat the wilderness as a single overworld dungeon with other dungeons fractally inside. 
  20. Decide roughly how much total gold there is in the sandbox (Lots) based on how many levels that would get the average party that found all of it (From Level 1 to at least Level 10 for a party of four Fighters in OSE). Once there’s this budget of total treasure, distribute it around the setting with more of it being found in higher level places of danger. Figure out how many significant magic items will be in the sandbox (At least 46 in the Cinderstrom megadungeon, 23 elsewhere.) Distribute these across the various dungeons)
  21. Get sucked deep into Metroidvania and Zelda style game design for the megadungeon and setting and creating a series of soft “locks” for accessing difficult and lucrative levels and areas  and discovered “keys” in other locations in dungeon or sandbox that would help bypass these (Keeping in mind player ingenuity allows for tons of other ways to sequence break through locks and limits of video game design applied to tactical infinity of the tabletop rpg sandbox). 
  22. Tweak things more
  23. Today. I have~420 total rooms to key in the megadungeon and surrounding sandbox. So far I’ve at least named and lightly keyed ~100. but only have a handful of detailed keys.

How I Plan on Using the Dungeon 23 Challenge:

I have my scope already established which helps me see that there is light coming at the end of the tunnel. Starting in January I’ll attempt to key at least a single room for every day of the week. However, knowing my brain and the way I work I think it’s most likely I’ll achieve these 7 rooms in a single day or two over the course of the week and do nothing towards it on most days. I read about someone starting an accountability Discord server for folks working on Dungeon 23 and I think that’s a great idea. It’s like having gym buddies to keep you making progress except with more hunching over a laptop looking at a screen.

The specific granular work of detailed keying and refining of every single room and wilderness location is never the fun part for me. It is, however, incredibly necessary to produce a megadungeon sandbox worth playing for others instead of a collection of cool ideas on a blog. Feeling inspired and producing neat ideas is awesome but it’s being willing to commit to the grind of implementing these things in a playable form instead of tweaking format and high level design that will let me publish a megadungeon in a yearish instead of have a series of cool blog posts about the design I would use in a hypothetical awesome sandbox that I never made.

Do you plan on participating in Dungeon 23?

Down With The 6 Mile Hex! A Modest Proposal

Creators often live in the shadow of their own previous work, the big thing they’re known for. Danial Radcliffe isn’t called the guy from Guns Akimbo or Swiss Army Man– he’s Harry Potter to the average person on the street. Steamtunnel at the Hydra’s Grotto can be counted among these shaded creators by their well known 2009 blog post “In Praise of the Six Mile Hex”. In it they laud the 6 mile hex scale as the most convenient for computing distances at the table.

This post has become one of several classic and seminal OSR posts with the blog getting linked in blogs and social media threads everytime someone is discussing how to build and scale a hex crawl. Open any RPG hex crawl product that’s come out since and it seems like there’s at least a 75% chance the module uses a 6 mile hex. (This blog post isn’t the only reason for the scale’s popularity as a 6 miles is the suggested small hex size for detailed wilderness areas in B/X D&D, though older D&D adventure modules use a large variety of hex sizes- still it’s definitely helped popularize the scale.)

There’s just one problem- its conclusions are complete bunk for many styles of hex crawl and the author agrees.

Their second post that revisited the topic of hex scale nearly a decade later has been far less widely shared and spread. In The Ergonomic 3 Mile Hex, Steamtunnel noted that the three stated benefits of their first post are tied to a certain view which views hexes as rulers to measure specific distances instead of as discrete units themselves. Different styles of hexcrawl run hexes as discrete boxes while some use hexes as rulers of specific distance which allows for fractional hex travel. My preferences find the specific measurement method as simultaneously more work and less immersive. To quote the post:

“Human beings generally don’t think about travel in a continuous Cartesian way. We think of it in a discrete linear way. That is as lines between origins and destinations. The rivers, roads, passes, trails, and other linear routes that we use to navigate about our day are really just lines connecting origins and destinations with sequences of landmarks we are familiar with. This is why the point crawl is such a powerful and familiar idea. The most important thing we ask ourselves about these lines is not the question “How far?” but rather “How long?” And this question should drive how we determine hex size.”

One discrete hex can be the same as one wilderness turn or watch. The size of the hex determines the length of a turn, the frequency of random encounters, and the density of wilderness points of interest. I agree with Steamtunnel’s take on the alternative merits of the 3 mile hex for tables that prefer using hexes as discrete units of time and specific game content as opposed to markings to aid exact distance measurements.

“These factors indicate a 3-mile hex is the superior measurement and here is why:

Travel from the middle of one hex to that of the next takes 1 hour over open terrain. This makes counting time easier.

Time to cross can be adjusted to allow for various terrain features.
The center of the next hex can be viewed from the current hex rather than the edge as is the case in the 6 mile hex.
This allows for all movement to be discrete and informed – we no longer need measurements.
A smaller size (approximate to 1/4 of the 6 mile hex) allows for a better focus for what is in the hex and thus a better discrete location.”

Being able to see 3 miles to the horizon allows the PC’s to always see the general terrain contents of all surrounding hexes allowing for informed decision making instead of randomly selecting a direction to be locked into for six miles even if there’s no access to a tree or hill to climb to see to the next hex. Terrain can be more detailed in chunks that measure allowing a “small” region of even 21 miles across to be revealed as a content rich, diverse and adventurous area that a whole campaign could be based in. This makes the world feel bigger and more discrete.

This 3 mile hex scale also helps provide a faux medieval feel if you care about that as it matches the 2-3 miles average minimum distance between villages in much of Medieval Europe if that era is an inspiration for your setting.

3 mile, one hour hexes can also be a great diegetic hex measurement as they are the same distance as one league and it sounds cool and old timey fantastic to have NPCs say “The bandits are camped 4 leagues up the road” instead of miles or hexes. I’m a proponent of a gradually filled PC hex map being a player facing tool and in game artifact. Burn some holes in it with a lighter if the party map carrier gets fireballed. Difficult terrain? Just increase the number of hours it takes to cross the 3 mile hex. A party can travel for a total of 8 hours.

If you are stuck being used to silly imperial units like me, the 3 mile hex also converts well to close enough to 5 km if someone in the metric majority of the world wants to use your hex crawl.

Coins and Scrolls blog has noted that all of medieval and modern Siena, Italy including the surrounding countryside, hills, farms, and over 17 castles fit in a single 6 mile hex. I think it’s a sparse fantasy setting that only has 1 or 2 points of interest in 6 miles. A 3 mile hex is still a large space but at least it’s ¼ of the area of a 6 mile hex resulting in a denser and more discrete region, defined in less abstracted terrain and content detail. 

Outdoor Survival, the wilderness board game that OD&D used for overland exploration also used 3 mile hexes to break down travel across terrain into discrete chunks. This experience tracks better with my experience hiking in the wilderness than chunking the day into huge 6 mile blocks.

Okay Joel, so when do you think larger hexes are good?
If instead of a location designed for exploration like a dungeon is, the wilderness is just connective tissue or purely an obstacle to be traversed between sites of interest where the real meat of your sandbox content is then larger hexes work well.  Also if you’re moving rapidly over great distances, such as in a sailboat or airship, then a hex scale of 18 or 24 miles could be better as the world whips by you and you don’t need to be concerned with more granular terrain for navigation at all. A point crawl between these detailed hexcrawl regions of deeper interest could fill this region space as well and simplify your prep.

(On the topic of point crawls I’m currently mulling over new stuff I’ve been reading including Ava Islam’s response to my post on the topic.)

Example Comparison Region

Below on the left is the 6 mile hex map from Kevin Crawford’s excellent Wolves of God historical fiction setting. It shows all the cities and regions of that era’s Britain after the fall of the Roman Empire and invasion by the English and is a land split into petty sparsely populated kingdoms where even the lords are poor and most of the population lives in tiny hamlets. This is a setting where societies are small and diffuse and dangerous wilderness covers much of the terrain. But I think that the larger scale and smaller density of this version of the map makes this area feel smaller and less imposing and wild than the setting implies due to it’s sparseness. In a setting like this, two days journey should provide a large serving of adventure and danger.

The larger the hex scale the less keyed stuff there is to encounter in the world through exploration gameplay and the smaller and less wild the world is. On the right is a fan made map of the same region done in 3 mile hexes.

Move the slider around to check out what I mean. I don’t think I matched up the scale exactly but you get the jist.

I think the 3 mile version provides a more interesting wilderness navigation experience due to the increased specificity of the terrain and contents. It makes a geographically smaller area feel imposing and dense.
It also might be too large of a region now due to the huge increase in the total amount of wilderness hexes over the same area.
For a more manageable scope a campaign could zoom into just the kingdom of Dyfed and environs and have plenty of content.

This smaller area is still 138 miles wide.
If you’re using hexes as discrete boxes of content then the grander your unit of hex measurement is, the smaller the world feels.
While the characters may travel further distances but the players experience of wilderness adventure is more diffuse because the content engaging with it is more spread out and sparse.

The advice on wilderness journey’s in Dungeon Crawl Classics RPG follows this principle as well. “In a game that accurately attempts to capture the medieval adventuring experience—or, phrased differently, in a game that retains the spirit of Appendix N—you do not need a vast space for adventuring. An area of land only 100 miles square should provide years of adventure.”

I think many GM’s including myself tend to inflate the size of our sandboxes using larger scale hexes due to our modern understanding of distance. This is influenced by our access to cars and trains and accurate maps of the entire globe to the nearest mile in our pockets. Enormous tracts of land feel instinctually more epic and large, but I think by making a smaller setting dense with content and wild we better inspire a feeling of scope and fantastical awe.

P.S If you’re researching how to build a great hexcrawl sandbox this recent post by Prismatic Wasteland is one of the better summaries and synthesis of good advice I’ve seen.


The Wilderness is a Dungeon: Jaquaysing Your RPG Sandbox


The dungeon is the primordial ooze that tabletop RPG’s wriggled out of. There is something elemental and powerful about a mysteriously connected location to explore with treasures and dangers hidden within. It’s just plain fun game design. Many of the layout and design elements that make a dungeon great can also be applied to the sandbox region around it in the form of a point crawl where paths connect locations just as hallways connect rooms in a dungeon.

The way we make a fun sandbox region can be the same way we make a fun dungeon.

What Makes a Good Wilderness Dungeon?

A happy marriage?

I’ll be using the Alexandrians’ article on Jaqauying the Dungeon as a template for the type of elements found in good dungeon layout. If you haven’t come across it yet, it’s well worth a read. The core thesis of the article is that open exploration focused sandbox design has a number of recurring features that allow for varied, alternative, and interesting routes while exploring a dungeon.
It’s not the only framework for quality dungeon layouts but it’s an excellent one.

The name of the blog post and design philosophy described is informed by his analysis of the designs of Jennell Jaquays- a legendary dungeon designer. She created naturalistic, non linear, and diverse dungeon spaces in the excellent adventure module The Caverns of Thracia (1979) and later as a level designer for the Quake and Halo Wars series of video games.

We can transfer these elements of design practice over to our overland sandbox point crawl to improve the layout of the region and take the engaging elements of dungeon navigation and apply them to a sandbox wilderness region.

For an example case of these Jaquaysing principles in action on I’m using the Cinderstrom sandbox region I’ve been designing using these design ideas. If you’re one of my Cinderstrom players this is going to spoil a whole lot so close the tab and leave this one for the internet strangers to read.

It’s dungeons all the way down (or up)!

Jaquaysing Elements of the Wilderness Dungeon with Example Region

Multiple Entrances

In a traditional dungeon this is a great feature to have because it allows players to approach the dungeon from wildly different angles and completely bypass something they want to avoid or hop into incredibly dangerous situations right away and skip some of the less perilous areas.

In a wilderness dungeon, multiple entrances allow you to have multiple answers to the question of and where your players enter into the sandbox region. Because the region is set in a broader world you can provide several potential means of entry that lead to different play experiences and paths to start your parties experience with the wilderness region to open a campaign. This can also give your players choices also gives them multiple ways of tackling entry into the region from the outside world if they don’t like the dangers or rewards present at one approach in an already running campaign.

Example: The trade road that threads along the region from 704 to 501 offers two points of entry if the party is visiting the Cinderstrom Basin region from a different area of a campaign setting to the North or West.
There’s no other formal paths from outside that I’ve created yet, but the possibilities for wandering in lost and dying of thirst from the Starglass Desert, being awoken with no memories of their past in one of the dungeons as tomb raiders accidently disturb their stasis, or starting in the drinking hall of the settlement in 0402 are all very different introductions to adventuring in the region.

Loops and Branching Paths:

When I run traditional dungeons from other creators this is one of my favorite parts of a well Jaquaysed design. Instead of a linear experience of rooms placed in a chain to be encountered in a certain order, introducing loops and branches allows players to explore in the order and fashion of their choosing as well as use their knowledge of looping paths to bypass areas they don’t want to travel through or ambush some foe from an unexpected direction.

I try to follow this this in the wilderness dungeon by aiming to by limiting the number of dead end paths to just 6 locations of the 49. Most locations have at least three obvious branching path connections to provide for freedom in navigation choices and stop the point crawl from turning into a railroad. I haven’t accurately counted the number of potential loops built into the path navigation but it’s more than 12. Maintaining this complexity of a navigable environment in a wilderness dungeon should keep exploration flexible and sandboxy.


Secret and Unusual Paths

In traditional dungeons these are important because they reward exploration with increased options for navigation and access to undiscovered areas and they work the same in a wilderness dungeon.

The purple line represents the ancient podway network, a relic infrastructure of crystal capsules shooting beneath the earth at great speeds. Upon discovering one of its stops and figuring out how to use the podway it can function as a secret passage to access and connect between the deep and perilous levels of several dungeons.

There are also a few areas that serve as natural chokepoints to funnel exploration through difficult to access paths. In particular the Gray Lake at 0303 and the river canyon block off connectivity to much of the North part of the map with only the Old Bridge over the island between 0402 and 0501 providing connectivity. These constraints on navigation place value and emphasis on exploration to discover these links and open large new areas of the map.

Sub Regions

Red Grids: Mist Haunted Hills
Green Grids: Mastodon Plains
Purple Stripes: Rib Peaks
Gray Scribbles: Sagebrush Steppe
Yellow Grids: Howling Crags
Blue Lines: Starglass Desert

This wilderness dungeon is divided into subregions by obvious biome- areas that are distinct environments and offer different challenges and rewards. This mirrors the different content, dangers, and random encounters found in levels or sublevels of a traditional dungeon.

The Sagebrush Steppe is the largest region and serves as a hub to connect each of the other regions. It’s also the least dangerous area and holds the keep of Nabtaar in 0402 that offers the quickest access to the megadungeon of Cinderstrom. The Mastodon Plains and Howling Crags also have smaller settlements, though they are significantly more dangerous areas. Finally the Mist Haunted Hills, Rib Peaks, and Starglass Desert offer the most danger and lie along the periphery and no “areas of civilization”. The regions were inspired by the West Marches campaign idea of increasing difficulty as one gets further from settlements though it’s not adhered to religiously.

This mirrors the press your luck gameplay of player characters knowing that traditional dungeons get more dangerous (but more lucrative) as you get to deeper and deeper levels but used here in the horizontal plane instead of vertical depth. PC’s know when they’re entering a new region as the terrain changes with the random encounters and they can decide how much risk they want to take as they’re exploring a region.

Landmarks

In a traditional dungeon environment these could be fountains, statues, gaping sinkholes, imposing silver doors, or other features that let PC’s recognize the area when they return. It’s not much different for a wilderness dungeon. Each fork in the point crawl has a location of note. This makes each area where a navigational choice is made, more distinct and easier to remember again. These include curiosities like an ever spouting geyser, a standing stone carved with hawk glyphs, a derelict landship, or bubbling mud pots with giant footprints around them that don’t require too many words to describe and only a few kinds of hidden interactivities. There are also 16 full mini dungeons spread out throughout the region as locations that provide more complex landmarks for players to discover and delve into for traditional dungeoneering in the wilderness region outside the tentpole volcano dungeon of Cinderstrom.

Detailed Paths

“It’s also important to realize that there really can be too much of a good thing: There is a point at which endless loops and countless connections within the dungeon result in meaningless choice instead of meaningful choice. In jaquaying your dungeon it’s important to beware this featureless sprawl of ever-looping corridors.”

Justin Alexander “Jaquay(s)ing the Dungeon”

I think that a limited number of interesting and detailed paths to choose from leads to more interesting gameplay then a vast number of abstracted paths.

I initially wanted to make all my sandbox modules as classic hex crawls due to the liberty of players being able to explore in any direction. My issue with point crawls was a perceived linearity and lack of freedom. What about the spaces in between?

But as I’ve discussed in my last post- a hexcrawl is still a point crawl but one in which there are 6 possible and abstract paths from each point to the adjacent. Why does it matter if I go North or Northwest in the same hex terrain type other than one being a more direct line to my objective? Even if the six paths are actually described (A heap of extra GM prep) then you’re still interconnected to the point of overdose, a surfeit of freedom that turns the navigation of a complex natural environment of a region into a flattened abstraction flavored primarily by noting the dominant terrain type. In the sandbox design so far I’ve trimmed the obvious path options from an abstract and ever-present 6 to a distinct maximum of 4 with 3 apparent path options being more common.

Again I need to emphasize I really do still enjoy hex crawls.
I just also really like detailed paths and how they bring the fun of dungeon style path based navigation into the wilderness.

Examples:

Bandit Villa Connections:
NW: A narrow boulder shaded dirt lip along the ravine holds the prints of large cats and hurried goats, water rushes along cataracts far below
SW: A murky stream that smells of vinegar dribbles down a gully into a fetid and murky pond. Dead quail and rabbits lie sparsely scattered along its banks.
S: A dusty rut on a valley floor pitted with the impressions of horseshoes and crushed brush meanders towards a distant trade road on the horizon.

Hunters Camp Connections:
NW: A goat trail is matted through the dry grasses and sage along the riverside towards a towering jumble of boulders and marked with cloven prints and the occasional large feline paw.
NE: The new trade road bends along the floor of a small valley, near a grey silted river. Plumes of cooking smoke can be seen in the distance beyond the valley.
S: The new trade road continues straight along a wide plain studded with sagebrush.

Nabtaar:
NE: Outside the Gate of The Stranger the trade road forking left is poorly maintained. To the left it heads straight towards the river and an incredibly wide span of an ancient crumbling bridge spanning the ravine on the horizon.
SE: To the right fork the well maintained trade road curves into a small valley and is soon lost from sight.
S: Outside the ornate Gate of the Lady, a time worn highway composed of exact cut granite blocks leads straight through the slagged remements of a city and to the sage steppe beyond, dry grass protruding between the stones.

Okay But What if the PC’s Really Want to Make Their Own Path?

Unlike a traditional dungeon, a party can go through the “walls”. Wandering away from paths and easy topographic routes like mountain ridges, valleys, or rivers gets a lot more difficult to make progress.

While following a path I’ve been trying out each route spanning roughly 3 miles or one league.
I prefer this scale of hex or path for exploring detailed but smaller sandbox regions without needing to resort to breaking broad 6 mile areas into sub hexes. Travel times range from 1 hour Watch on open plains to 3 Watches on a plateau of fractured glass. A Wandering Encounter check is made each Watch using the sub regions encounter table.

For “off path” travel folks have worked on a number of cool more complex rules but I’d just say that it takes at least 2x the time following a path to get to the closest location would unless they can fly or something (Try to keep limitless flying abilities out of your sandbox regions if you want to keep time and distance choices important.)

I keep keep a hex overlay on the map for ease of concrete distance measuring if needed by the GM. You could use procedural generation for subregion based locations along the way while rolling encounters. I don’t use any rules for getting lost when I run sandbox games because they’ve never seemed fun for me and the players seem to get plenty turned around on their own, especially if they’re required to map the region paths as they might exploring a dungeon instead of provided an absolutely accurate path map.

Wilderness Jaquaysing Case Study #1: Slumbering Ursine Dunes

Slumbering Ursine Dunes is one of my favorite classic point crawls and the author invented the term “point crawl” back in 2012 to describe this type of map and exploration format.

Scale: 150-300 yards between locations.
Number of Locations: 25
Multiple Entrances: Yes, two great staircases ascend the high dune ridge.
Midpoint Entry: Possible, access or egress from the river is possible
Loops and Branching Paths: Yes
Secret and Unusual Paths: A boat in a dungeon can be pooled into the Cosmic Void, The docked Barge of the Eld allows for dangerous travel to strange locales, and a pit leads to the Cold Hell. Most of these secret paths lead to locations outside of the Dunes.
Sub Regions: Mostly no, though the content within locations 23,24, 25 is linked by being adjacent to the ancient reservoir.
Landmarks: Yes
Detailed Paths: Yes. Routes are given descriptions that are succinct while giving players enough information to inform their navigation choices.
“13. Ironwood Grove. The trail broadens out and cuts through a 50-foot-long ironwood grove to a central four-way intersection . Fine delicate human bones are tied with silk rib-bons on a tree just off the intersection. A well-maintained trail with a split-log fence on its sides runs south from the intersection. Two narrow, unremarkable trails head north and southwest while the path to the east is faint and weed-choked.”

Wilderness Jaquaysing Case Study #2: Desert Moon of Karth

Desert Moon of Karth was my first published work and was inspired by modules like Hot Springs Island, A Pound of Flesh, Ultraviolet Grasslands, and Slumbering Ursine Dunes. It was my attempt at doing a sandbox space western crawl in Mothership and I think it holds up fairly well. But through the lens of Jaquaysing a wilderness, it has some weak areas.

Scale: 246 mile circumference tiny moon region, travel time measured in number of 6 hour Watches.
Number of Locations: 8
Multiple Entrances: No, unless the ancient orbital defenses are deactivated or destroyed somehow, then every site is a potential entrance landing a spaceship.
Midpoint Entry: Yes, the lone entry point at the space elevator to Larstown is located in a central location surrounded by other points of interest.
Loops and Branching Paths: Yes
Secret and Unusual Paths: No, present only inside dungeon/detailed locations.
Sub Regions: No, it’s all in a big desert- though the map provides some visual inspiration for coral strewn valleys and narrow passes.
Landmarks: Yes, each point has a notable landmark ranging from a fallen monument head to a calcified organic hive tower that will inform party of where they are on repeat visits.
Detailed Paths: No. I think this is something I’d tweak if I ever do an updated version of Karth. It’s up to the GM/Warden to describe the paths and give the players meaningful information towards what they’re interested in which would have been nice for me to include.

On Effort

In one of the Discord servers I shared another of my blog posts in, someone pointed out that my sandbox production process was a big heap of work. They’re absolutely right, I wouldn’t recommend this as the default method of starting a sandbox region. For the average sandbox game, procedural generation and improvisation can take a larger role in exploration while creating just a starting town, an initial dungeon, and the immediate surrounding area help to minimize DM burnout. For me this high prep prior, minimal prep during the campaign makes sense because I’m working on RPG material for published region as a pickup sandbox that’s useable at the table for other GM’s.

As Playful Void’s response and several others pointed out- this strategy of creating bespoke paths for a point crawl is prep heavy and doesn’t allow for using pure random generation at the table. This method is ideal if you have the energy and time to do a good deal of front ended prep instead of improvising most area contents.. Though I will say, if you who have the time for and enjoys creating a bespoke dungeon of 50 rooms, I think it’s a comparable amount of effort to make a sandbox wilderness dungeon with 49 locations of interest for a lot of reward on detailing the wilderness region.

However I don’t think this method of prep is only useful to people publishing for others. Unlike spending time prepping plots and overarching narrative arcs that rely on railroading players to follow a preset story fleshing out the connections in a sandbox provides long term returns to your time investment.

Once you have a detailed wilderness dungeon region that you’ve at least roughed in you now have a trademark locale- a place that you can pull out and run with minimal effort for players at the drop of a hat. The method should help create a fleshed out and interconnected sandbox you can pull out and run quickly for years to come.

What are your thoughts on the merits of drawbacks of creating a wilderness dungeon this way?

Why I Use Point Crawls More Than Hex Crawls

Point Crawl over Hex Crawl Cinderstrom

Hex crawl sandbox settings can suffer from an overdose of non meaningful choice without enough information to make informed decisions. I think using a point crawl makes choices more interesting by constraining them to detailed specific choices.

You wouldn’t run a dungeon of rooms with six entrances connected to each other in a large grid because the complete openness without sufficient information doesn’t lend itself to meaningful and fun decisions.

I love hex crawls but the more times I’ve run them the more I think that they’re best saved for certain use cases. Specifically they’re best for campaign that covers huge distances and is concerned with surveying the unknown expanding outwards from a point as opposed to making decisions about which route to take. They also are great for low prep pick up games that rely on procedural content over planned description and pre-connected areas pe of game where you’re surveying an expanse of land to eventually catalogue what’s inside each sector of a region and for a feeling of completion as your explore each hex. Because the way things are connected and the nature of the paths in between nodes of a point crawl matters it’s preferable to prepare the connections between locations ahead of time. A hex crawl is path neutral and abstracted so it does have the benefit of being quick to randomly generate the connecting hex, random encounters, and other content at the table and then improvise connections. If I need to play a quick pick up game. But if I’m buying a prepared module for my use or making one for someone else, it seems nice to have the detailed paths and connections done ahead of time.

I’ve grown to be a big fan of point crawls and prefer them in most of my sandbox games for increasing interconnection.

Hex crawls give the illusion of complete exploration and offer a level of top down abstraction that makes navigation choices less compelling then they could be.

When people talk about the value of a good dungeon as a quintessential play structure of old school inspired play they’re usually talk about how it can be designed in a way that maximizes and increases player navigation choices. Strange interactive objects you can mess around with. Verticality. Loops. Multiple paths. Secret entrances. Shortcuts to much deeper levels.

However the other thing about a dungeon that makes it such a strong structure is the constraint it places on choices. Because there’s only so many routes and rooms a GM can create a lot of interesting specific content in the area descriptions that makes these choices fun by spending some prep time providing meaningful information for each of the choices.

There’s a reason that dungeons aren’t designed in one huge cavern with no walls and sightlines for miles, it’s too much to parse and run effectively. Like a computer’s memory a GM only has so much brain power to render encounters and location details. Breaking things into rooms allows the rooms to be described in more detail and for specific connections between rooms to be meaningful. This means that you can improve your sandbox setting by using the same principles used in good dungeon design. I’ve attempted to follow these principles in designing the sandbox region surrounding my Cinderstrom megadungeon.

Some psychological studies have shown people with more options are more likely to be unsatisfied with their eventual decision then those with a limited amount as they suffer from analysis paralysis . When I was a kid growing up in Nevada I didn’t get the concept of the casino buffet right away. I discovered to both mine and the nearby buffet patrons horror that there is an upper limit to how many plates of chicken alfredo a 9 year old can devour. You can spare your players this unpleasant experience by giving them a cultivated set of path options instead of an endless void.

A dungeon of 50 rooms laid out in a grid with all with doors leading to six other rooms wouldn’t be the most satisfactory for exploration. The overload of choices makes navigation a series of random choices with minor information.
Why are so many hex crawl sandboxes formatted this way then? The same joys of making travel choices based on relevant information and limitation shouldn’t be left at the dungeon exit.

Now generally in a hex crawl you’ll be able to tell the party what terrain is in each cardinal direction but if you’re in a great desert that extends all around their location, what meaningful choice do the players have in their choice of direction between South and Southwest? If they know the direction of their objective they can just always head in that direction, cutting through the “walls” and forgoing having to consider the terrain around them. You can have a “getting lost” rule but frankly I’ve never talked to players who enjoyed this, nor do they tend to reflect reality as someone that’s done a good deal of off trail wilderness hiking (I’ll cover this in a future post). Now a good GM can provide more meaningful landmarks and cues to make navigating more of a meaningful and interesting gameplay, a lightly used game path to the east, a towering iron spire that stretches to the heavens to the south, a mirror like glimmering to the south east. But they’ve just effectively created a point crawl on top of their hex crawl off the top of their head. The other three cardinal directions are vestigial organs if not given some kind of more interesting clue to what the direction holds. I say hack them off!

I had originally planned on creating a hex crawl for my megadungeon region but realized that if there was 49 hexes in the region and I wanted to provide details for each of the I would have to create 294 different path descriptions. This didn’t seem worth the effort to me, along with the delay in play of describing each of the 6 exits to the hex to the PC’s each time without being an overcomplicated bore. Some WOTC designers visited Gen Con undercover in 2005 and found that DM’s get about 2-3 sentences of describing a location in a monologue without player responses before eyes glaze over and people stopped paying close attention. Initial node descriptions in a point crawl need to be just as pithy as a dungeon room description.

Switching to a point crawl based sandbox most human navigation in fiction or real life adventure is a point crawl. People follow paths of some kind to get to destinations. Look at Lord of the Rings, the Dying Earth, or Conan and the very specific and fascinating paths they had to decide during in their adventures. The Fellowship of the Ring were on a point crawl to reach their destination to the East when they had to choose between climbing the snowy Redhorn Pass and braving the path through the feared Mines of Moria. It was only when the snows proved too thick on the Redhorn Pass that they felt they had to chance the darkness of Moria (which could be run as a point crawl connecting different dungeon areas itself to give the sense of megadungeon scale but that’s for another post).

On a hex crawl all of these atmospheric and interesting environmental decision points could be summed up within one six mile “Steep Mountains” terrain hex.

Pictured: Not a hex crawl

Even in an open desert or rolling plains trekkers follow ridges, saddles, gulley, and other preexisting paths of less resistance. In my experience the very specific path is the interesting play space between the points of interest not the abstracted general terrain type surrounding around them.
“Should we take the skull and ruby strewn arroyo through or the crumbling remnant of a black marble highway around?”

Again, all this said I think the freedom of the hex crawl structure is still a swell and serviceable sandbox campaign structure and has been used in many of favorite sandbox books like Hot Springs Island and Neverland. I’ve just become a bigger fan of point crawls lately and think all the sweet hex resources out there like these sweet wilderness hexes can also be used for populating nodes and path connections to make a sweet point crawl.

P.S You can always layer a point crawl on top of a hex crawl as I’ve done in the header image and use your hex crawl procedure to adjudicate what happens if players decide to go through the natural “walls” and just pick a direction where there’s no terrain to make it easier. It should take a lot longer then following an occurring path like a road, or stream, or dune ridge though.

A Web of Hooks: Quest Connections in a Sandbox Megadungeon Region

When one tugs at a single thing in nature, he finds it attached to the rest of the world.

John Muir

In order for a sandbox RPG region to have a sense of verisimilitude it’s important for many of the locations in the area to be actually connected to each other instead of existing as a series of unrelated vignettes. The dynamism of considering how two areas affect each other creates more immersive and creative settings that increase conceptual density and packing more interesting ideas into the available space of your sandbox region.

One way to achieve this interconnection creates a web of hooks that pulls players from location to location and unites the patchwork quilt of locations into a unified whole. In game design terms all rumors, jobs, quests, and lore are hooks that exist to help create a call to adventure by telling the player something about a location or something at a location and provide context for the setting. They should be linked to specific locations instead of something abstract or unactionable. This location could be anywhere from a settlement, a dungeon, an area within a dungeon or settlement, or a desolate bluff in the desert wilderness.

At their core adventure hooks break down into some fairly simple formats.

For example:
I’ve heard there’s something valuable over there.
Here’s how you can avoid the dangerous thing over there.
Go there and get this thing and you’ll get something in return.
Bring this thing there and you’ll get something.
Go here and kill this person or monster.
Go here and rescue this person or monster.

This excellent table from Hex Crawl blog for inspiration is great when you’re stuck coming up with types of hooks that connect locations.

This is a simple process. We can make these hooks more engaging by applying the therefore or but principle to the hooks and adding complications. The more of these hooks between locations we create, the more interconnected and dynamic our sandbox is.

One type of hook that’s worth discussing in more detail is the rumor. I prefer adding a good number of diegetic rumors spoken and known directly by specific NPC’s or found on specific documents rather than always rolling on a random rumor table and hearing the rumor mysteriously bestowed from a general entity “They say…”.

Is That What They Say Oh Really GIF - Is That What They Say Oh Really Is  That So - Descubre & Comparte GIFs

Multiple people might know the same rumor or have similar quest hooks, though their versions could be widely different. And if rumors are false or misleading, the PC’s know who to blame! Specific information can be a reward for seeking out and talking with specific people in the world.

I still think there’s still a big place for rolling on a Random Rumor Table. It would take way too much work and page space to specify what general information every single NPC knows about the region. Instead it’s better to roll to procedurally generate rumors on the fly that NPC may be likely to know, just once for establishing the background information a PC starts with, or if the PC’s hit the tavern and do some socializing.

I really like how The Halls of Arden Vul divides adventuring rumors (adventurers, people with practical experience with the locations, or people who talk to them) and historical rumors (sages, researchers, and ancient beings). The tables are broken down into Common, Uncommon, Rare, Very Rare, and Legendary rumors that have varying odds of the person knowing them. I’ll probably adopt something similar.

Getting back to the process of laying out the hook connections while planning a region my attempts to use a Google Sheets document to note all the location interconnections using a format similar to the Colossal Wastes of Zhaar crowdsourced hex crawl was difficult for me to wrap my head around. I’ve discovered I’m a bit more of a visual person and decided to use Scapple to take each of my hex locations from my map and create a diagram showing arrows designating hook linkages.


cinderstrom area map
So this hex map…

quest hook connections
Becomes this web of hooks.

Each arrow represents a specific hook leading from one location to another.
Yellow locations are dungeon sites, Blue locations are settlements, and the brown one is the Cinderstrom volcano megadungeon.

I have lots to add and tweak but you can see some patterns emerging.

There are hubs that are both popular end points and starting points. Some hooks just lead directly to one location while other hooks lead to the next in a series of them. A couple desolate locations don’t have any hooks leading to them and can only be investigated by stumbling upon them. I haven’t finalized all of the quests or come with an equation for connection over just eyeballing it.

Every settlement has at least 3 hooks leading to other places with up to 7. Cinderstrom has 8 different hooks leading to it and in turn leads to 3 different locations outside of it. These numbers should increase for all locations as I build up higher interconnectivity by adding more hooks. Here’s a quick example of a segment of these hooks from the Bandit Ruined Villa.

Hooks in the Bandit Ruined Villa:
Jorgan the Hammer: “There’s a floating rock with a silver pool under it just to the north! I heard if you submerge your body you can whisper a wish to be granted. (F- Jorgan has a fell bargain with the hungry Tarn Demon.)
To Tiny Tarn (pg.xx)
Lobster Jacques: Secret “Headwoman Lana of Ulark hasn’t been paying the whole protection tax, find some leverage to get her to pay up and I’ll make it worth your while.” (T-2000 gold each and command of squad of bandits)
To Ulark (pg.xx)
Doctor Cathero , drunk: “Tunnels in that mesha to the west are crawling with shpitwurms! If I could get my hands on their glands, what a rich harvesht! (T-can be made into expensive and unstable explosives)
To Spitwurm Caverns
(pg.xx)
Graculous Clay the Prisoner: “Ol’ Jailor Jean needs an escort to the Mud Pots to rest his bones in their healing muck. Poor man can’t make the journey anymore.” (T- he’ll die in one week without their healing properties)
To Mudpots (pg. xx)

Following this process of hook connection building can take a sandbox from a weightless series of random encounters and strange locales to a more cohesive overarching adventure.

With a video game like Fallout New Vegas or the Witcher III, side quest hooks are included to add variety and interest to the expansive world instead of demanding the player follows only one main plot bearing quest. While in a tabletop RPG sandbox region everything is a side quest!

However in a region with a tentpole megadungeon there’s a center of gravity to the sandbox and a nexus around which a hurricane of potential energy and plots swirl. Just as the megadungeon volcano Cinderstrom looms over the basin, its shadow and influence should touch a good number of the other hooks in the region. I’m looking to accomplish this by having all the major factions care about the megadungeon, having a lot of hooks that lead there seeded throughout the region map (8 so far), and putting the most valuable, weird, and powerful stuff inside of the megadungeon.

Nothing stops me from flipping the script and placing hooks and important items or people within the megadungeon itself that connect outwards istead. This replicates the organic feeling of interconnectedness found between rooms within a good dungeon and supports adventures outside of the megadungeon that remain linked.

One unformatted example of this in action:

Within a side passage of the black marble Grand Halls on Level 1 of Cinderstrom there is a great brass door with three evenly spaced slots the size of a dagger’s blade. The magically sealed door seems impervious to physical damage or mechanical lock picking. A bas relief on the door above the slots shows the outline of a jeweled dagger with odd serrations above each slot.

The moldering tomes found elsewhere in the Forbidden Archives of Cinderstrom note that the Thrice Locked Door of Thrones requires certain jeweled dagger keys to enter-last seen in the tower villa of Sorcerer Lord Polgath. One of the dagger keys has been looted by Lobster Jacques, the bandit leader squatting in the ruins of the tower villa.

Of course if a different hook brough them to the tower villa they could still find two oddly serrated jeweled dagger in the treasure hoard of the bandit company that now occupies the villa and recognize a matching one on Lobster Jaques Belt.

I probably should add at least one more connection hook here from elsewhere to increase player’s odds of figuring out how to access the Thricelocked Door of Thrones in keeping with The Alexandrian’s Three Clue Rule This type of content gating behind specific access requirements shouldn’t be required to access the majority of locations. Instead these hooks are for an optional hidden bonus and danger for those who venture to investigate off the beaten path.

The thicker woven these web of hooks are the more likely your PC’s are to get stuck fast and cause impacts that ripple throughout the region while the organic story that’s generated through their episodic roving and delving develops overarching themes, reoccurring nemeses, and familiar territory that help tie past actions to future consequences.

About Damn Times: A Campaign Event Table

There’s been heaps of great writing has been about the value of specific procedures in old school D&D that atrophied away and were forgotten as editions marched on. The reaction table, morale rolls, and a system of location exploration turns linked to diminishing light and increasing odds of random encounter are all valuable to support a specific style of gameplay that has time and resource pressures and doesn’t default to all things invariably trying to kill you.

Another element of specific procedure for sandbox games that I think could use a renaissance are Campaign Events.

The original AD&D Oriental Adventures comes with mountains of well deserved baggage but it did have one area that provided a really useful table for inspiration-the Campaign Events section. A DM could use the tables to roll up the overarching events of an entire year in advance.

I think the ‘Maiden of Virtue’ entry is going to remain absent in my version of the table.

There was also a daily events table but I feel that territory has been pretty covered by using location Wandering Encounters table stocked with events as well as potentially hostile foes for whatever city, blasted wasteland, or hole in the ground the PC’s find themselves in.

A neat element of the system is that the table rolled for monthly events are affected by whichever yearly event was rolled while the seasonal event is happening. If there’s a 4 month War for the seasonal event on then Major Battles and Bandit Activity are likely while there’s little or no chance of marriage events for the months that the War lasts. Curiously, seasonal events of natural disasters also make every other natural disaster likely while they last, if there was a Famine then a Minor Earthquake is suddenly more likely during this time. I think this non-scientific take can work well for a lot of fantasy settings as the natural world is often portrayed as magically interconnected and if there’s a period of natural disaster and instability it makes sense that it affects the rest of the natural order.

These tables are interesting because they introduce a broader plot that doesn’t involve the players while using the oracular power of dice to surprise the Gamemaster and inspire them through producing seeds, pushing the game in a direction they wouldn’t have taken it if they had just created the timeline of future events from their own plotting and creating an impression of the wider world going on and changing without them giving a great sense of verisimilitude to the setting. These events don’t have to be written in stone but offer inspiration and provide a living world that changes without the PC’s touching it.

When I’m running a campaign I’ve found that it’s easy to have everything just remain in a state of delicate stasis instead until the PC’s come and screw it all up. In my opinion, Hot Springs Island is the best sandbox RPG adventure published at this point. They refer to the setting of the island as a “keg of black powder” with volatile elements and complex factions in a precarious equilibrium waiting for the PC’s to come in and light the match that blows it all to hell with their shenanigans. One downside of this approach is that that large changes to the setting are only precipitated in a rippling butterfly effect as a result of direct or indirect interaction with the PC’s and centers most events of broad reaching disruptive change around them.

This is my default way to run sandboxes. If the PC’s haven’t interacted with it, it exists frozen in the same state until they do, or their actions impact it. This works for my brain the same reasons most video games don’t render every single level and simulate every entity in the world while the players aren’t there- I’m saving precious processing power. Still, there’s a lot of gameplay value in simulating a world that feels alive and changes in big ways in the background without any PC input.

Before getting to the tweaked campaign events table there’s a couple other ways I’ve seen modules and systems introduce change that exists independent of PC’s. The sandbox Mothership module Pound of Flesh uses an event meter that ticks up in one direction every session along a series of crises from a dockworkers strike to a cybernetic plague until they get to their inevitable cataclysmic conclusion unless PC’s act to prevent this. I used a more limited potential timeline of future events if the PC’s do nothing in my space western module, Desert Moon of Karth. (I took the future timeline idea from Deep Carbon Observatory.) These are great and focused but only provide one or three potential timelines of changes instead of a huge procedural range for a long term campaign in the same area.

Faction procedures offer another way of introducing more setting dynamism without needing the PC’s finger in all the pies. I ran a real enjoyable star hopping campaign with friends using Stars Without Number for 14 sessions. The detailed faction procedure was a lot of fun to run six factions through for an hour each week with an automated spread sheet of their assets but the solo RTS I was playing didn’t seem to deliver the same value for the players. I think something like Mausritter’s faction procedures would have been more useable for my purposes. In that procedure, factions each have several goals that require a certain number of progress marks depending on how difficult the goal is. Between sessions a die is rolled to see how many progress marks are added to their goal adjusted by how many unique resources they have at their disposal. If the goal is targeted at harming a rival, they lose one targeted resource when the goal is completed. If PC’s help or harm the goals of a faction they can add or remove a number of progress marks towards the goal depending on the scale of their interference. I think a faction system like this could pair nicely with an overarching campaign events table representing more unexpected outlier events and acts of nature than the steady progress of factions towards their goals.

Fun to make and brainstorm, but worth the extra 1 hour a week rolling dice and creating a newsfeed? Maybe!

In making my own version of a Campaign Event Table, I made a number of changes from the Oriental Adventures events table to make it more user friendly, and customized to my swords and sorcery campaign purposes and preferences.

First, I changed the types of disruptive overarching events to the categories Faction Chaos and Natural Chaos which sums up the origin of most types of large changes that affect the area. I also reduced the timeline scale from Yearly Events and Monthly Events to Seasonal Events (12 weeks) and Weekly Events. I did this because I tend to operate campaigns on a shorter in game time scale than I think they were assuming in 1985. If you run a game with regular downtime in between or that operates on the same time frame as reality in between sessions and dungeon expeditions it’s easy to have an event come up every session, which is my ideal pace. You could easily adjust what increment of time the tables represent to your liking.

I think these are best rolled in advance to create a timeline of outside happenings if the PC’s don’t interfere and synthesized into a more detailed and partially interconnected series of events. Also credit to John Arendt for the Campaign Events table in their Black City setting inspiring several of the entries.

How It Works

  1. Roll on the Seasonal Event table. Roll for how many weeks of Faction or Nature Chaos caused if needed.
  2. Roll 1d12 to see what week of the 12 week season the Season Event starts on. 
  3. Roll a Weekly Event for each week, rolling on the Faction Chaos or Nature Chaos table if the week occurs during a period of either from the Season event. 
  4. Repeat the process for more Seasons if more time in your game’s calendar is needed. Though probably best to just wait until you get right before the next season to roll again.
  5. Look at the series of events and weave them into an interconnected timeline of what will happen in the region that season without direct interference by the PC’s.
1d100Seasonal Events
1The Dragon Wakes: Faction Chaos for 2d6 weeks as it ravages before it returns to it’s slumber.
2-7Major Birth: Local celebration lasts for 1 week.
8-14Faction VIP Visit: Remains for 2d6 weeks
15-21Assassination of Faction Representative:  Faction Chaos for 1d6 weeks
22-28Death of Faction Representative: Faction Chaos for 1d6 weeks
29-35Diplomatic Marriage: Celebration at both factions lasts for 1 week.
36-42Coup Plot Discovered: Faction Chaos for 1d4 weeks
31-35New Cult: Faction Chaos for 1d8 weeks
36-42Invasion: Faction Chaos for 1d10 weeks
43-49War: Faction Chaos for 1d8 weeks
50-56Famine: Nature Chaos for 1d6 weeks
57-63Plague: Nature Chaos for 1d6 weeks
64-70Great Earthquake: Nature Chaos for 1d8 weeks
71-77Steppe Fire: Nature Chaos for 1d4 weeks
78-84Gray River Floods: Nature Chaos for 1d4 weeks.
85-91Starstone Impact: Nature Chaos for 1d6 weeks.
92-98Red Comet* Only occurs once. Nature Chaos for 1d6 weeks.
99-100Cinderstrom Erupts: Nature Chaos for 1d10 weeks

Weekly Events

1d100During Faction ChaosDuring Nature Chaos During Normal Times
1-4AccidentAccidentAccident
5-8Bandit ActivitySkystone ImpactLocusts
9-12BirthLocustsBandit Activity
13-16DeathBandit ActivityBirth
17-20Outsider VisitBandit ActivityDeath
21-24FireBirthMinor VIP Visit
25-28HauntingDeathMinor Fire
29-32Deadly PredatorDeathHaunting
33-36IncursionMinor EarthquakeTravesty
37-40TravestyMinor EarthquakeMistaken Identity
41-44RaidFloodingHidden Hunter
45-48SkirmishFloodingMarriage
49-52BattleMinor FireInfamous Criminal
53-56Major BattleMinor FireVengeance Seeker
57-60Infamous CriminalHauntingBad Weather
61-64RecruitmentDiseaseSeasonal Festival
65-68MutinyDeadly PredatorBlood Feud
69-72KidnappingDeadly PredatorDisappearance
73-76Troops MovingTravestyNew Dungeon Discovery
77-80Vengeance SeekerLandslideSupply Issues
81-84Bad WeatherLandslideOutsider Visit
85-88FireBad WeatherTeam Up Offer
89-92LandslideBad WeatherRival Party Slain
93-96Minor EarthquakeDemonsSkystone Impact
97-100FloodingMastodon MigrationMerchant Caravan

Blank Season Calendar of Events

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An Example Season:

I rolled for the Seasonal Event of the year and got a 93, Red Comet. They then rolled a 1d12 to see what week the Seasonal Event started and got Week 7. Reading in the description of the Green Comet that it lasts for 1d6 weeks of Nature Chaos they roll to see how long it will last and get 2 weeks. The first 6 weekly events are rolled using the During Normal Times table, and weeks 7 and 8 are rolled on the During Nature Chaos table, and the last 4 week’s events are rolled on the During Normal Times table again for the following 12 week Season results.

  1. New Dungeon Discovery
  2. Accident
  3. Birth
  4. New Dungeon Discovery
  5. Mistaken Identity
  6. Merchant Caravan
  7. Red Comet; Death
  8. Red Comet; Death
  9. Supply Issues
  10. Skystone Impact
  11. Haunting
  12.  Outsider Visit

  Looking at this timeline of events I decide that the Season starts with a rival adventuring party discovering the Steaming Grotto’s hidden entrance to the volcano megadungeon of Cinderstrom and bragging about it a bit too loudly in a settlement’s drinking hall. Next week one of the members falls into a mud pot and is nearly fatally scalded on a subsequent expedition requiring bandages over their entire body. The third week, Anasa the herb merchant gives birth and there’s much celebrating and festivities in the village of Nabtaar. In the fourth week, the same rival adventuring party decides to venture away from Cinderstrom and stumble upon the Mound of the Horselord and prepare to loot it and brag copiously again. This angers the plainsfolk who hear about it and a rowdy mob is assembled the next week to punish the party defiling the tomb of their ancestor. Unfortunately their info is bad and they believe the PC’s are the ones that entered the mound while the rival party skipped town.

On the sixth week a merchant caravan passes along the trade road and brings merchants bearing strange goods that are available for the short week the caravan stops in the Cinderstrom Basin, the rival party flees the region with them. On the seventh week the Red Comet is visible and magic is empowered and strange things stir as it’s visible for two weeks, in the same week dealer of the black pomegranates in the Janeer Bastion is wracked by convulsions while gazing up at the Red Comet and dies. The eighth week see’s the strange death of the recent mother Anasa the herb merchant in the village of Nabtaar under similar circumstances. After that the comet passes and the natural world reverts to a less weird state. However, the Red Comet’s emanations polluted all of the magical potions brewed in the region and none are available for that ninth week until more are brewed. On the tenth week a blaze is seen in the sky as a late chunk of the Red Comet flies from the sky and lands on the Tallgrass Plain  with an ear shattering boom, killing a herd of mastodons and emanating magical radiation. The eleventh week the tortured and angry souls of the mastodons rise as specters and create a new hazard for any travelers across the Tallgrass Plain. Finally in the last week of the season a robed stranger with a huge ax comes to seek out the Mound of the Horselord that they heard about from the rival adventuring party fleeing north with the merchant caravan 6 weeks ago. They claim they are the heirs to the Horselord and wish to claim their birthright within the Mound.

This took me about 10 minutes to come up with and write down. The events rolled aren’t set in stone but fertile seeds for inspiration for a timeline of what will happen without player activity that actively prevents the events from occurring. In order to get information of these out to the players it’s great to add to drop evidence of the event into local rumors or NPC conversation if the player’s don’t directly witness the event.

Let me know what you think! Have you ever used a campaign events table? How did it work?

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