You have built your world; you have included continents, mountains, oceans, rivers, lakes, forests and other terrain features. What do you have to do next? Simple: civilization. This article continues our world building discussion with how civilization has affected the developing world.
1) What Is The Basic Unit Of Civilization And Where Can It Be Found?
The basic unit of civilization is the city; a hamlet, village, town, city, or megalopolises all are groups where people come to live, work and trade. There are cities; then there are special buildings, monuments, and roads. Most herd animals are migratory so for the first few thousand years so was mankind. It wasn’t until the development of agriculture that mankind literally put down roots and built cities.
Cities were first built in fertile areas near sources of fresh water: lakes, rivers, and streams. With the invention of agriculture there came in the invention of engineering to bring the water to the crops and irrigate them. Some of the earliest recorded civilizations were founded in the Middle East; Egypt is one that survives to this day, albeit greatly changed.
Cities were built all up and down the Nile river and were later unified into the Egyptian Empire led by the Pharaohs, the God Kings. The Egyptians built massive tomb structures and an entire city devoted to the art of embalming: Karnack. The three greatest known structures of the Ancient World are the three Great Pyramids of Egypt. Buildings whose height was not equaled until the invention of the skyscraper. After construction the three massive tombs were covered in white marble so that they became blinding monuments to the Egyptian Pharaohs. Their cities were built all along the Nile River valley and every year, when the rainy season came to the tropics of Africa, the Nile would flood. During this time fertile soil was carried over the crops as well as water. People couldn’t work the fields, so they participated in huge civic projects like the construction of the pyramids, Karnack and the Great Sphinx. The ancient Hebrews may have been Egyptian slaves, but it was not slave labor that built the Pyramids. Slave labor was regulated to the cities that served the builders and the fields that fed them. The first civilizations were founded close to supplies of fresh water, because literally, water is life. Only later with engineering could cities be built in less hospitable regions.
The Seven Hills of Rome is a protective ring of hills with walls built on and in between them to found the city of Rome. Rome was founded on the Tiber River, but the rivers that fed it were not enough to feed the megalopolis that Rome became, instead huge aqueducts fed the fountains and bath houses of Rome. The aqueducts were so well built that they can drop only an inch over thousands of feet. They used sheer gravity to carry water to Rome from miles away. These were unique special structures that were only built on their grand scale by the Romans. That is because in the Dark Ages the knowledge of concrete was lost and it wasn’t rediscovered until the Industrial Age. Nowadays we have aqueducts from Lake Meade feeding the thirsty mouths of Los Angeles and Los Vegas.
When cities were founded on sources of water, that water proved to be a natural highway for trade. Later cities were built along the coastline to allow for transportation up and down the coast, usually at the mouth of a river or in sheltered harbors and bays. Look closely at the coastline of the state of California and you will find few islands offshore. Look closely at the shorelines of Texas and you will see that 90% of the coast is protected by barrier islands. These barrier islands prevent storm damage because the storm surge and the force of the storm spend itself on the barrier islands before going onshore. When Hurricane Ike came though Galveston Island was totally submerged, it is after all a barrier island, but the damage to Houston was minor. It wasn’t until the follow up hurricane that hung around that Houston was drowned by flooding. When Hurricane Katrina came ashore the old French Quarter of New Orleans hardly flooded. It was the lower ninth ward built on low ground between a lake and the sea that flooded. To this date over 75% of the world’s population lives along the coast because that is where their ancestors founded cities.
What size cities do you have in your world? Do they run to the small hamlets or closer to the megalopolis? The biggest thing preventing a city’s growth is access to water. That is why the aqueducts of Rome were so revolutionary. Magic can make water easily available to your huge cities; imagine a fountain with a Decanter of Endless Water buried at its core. That could supply fresh water to thousands of people.
2) So Where Else Were Cities Built?
They were constructed on top of resources; like gold, silver, tin, iron and coal mines. The first mines were narrow and dark as the tunnel followed the vein. Modern mining techniques dig up vast amounts of the ground to sort out the few valuable bits of ore. That is not how mining was done throughout the majority of human history. Mines were shallow because below 30 feet water would start to seep in and no pump system existed that could handle the amounts of water that came in. That is, not until the Industrial Age and the Age of Steam. First an efficient pump was invented that could operate just by the heating and cooling of a piston, not by the labors of men and beasts of burden. Those methods worked, but only on a small scale. It wasn’t until James Watt took the piston pump and improved it by using pressure and steam power that digging below 30 feet became possible. Strip mining was also an option and it was used in rock quarries to provide marble and limestone: two of the favorite stones of architects.
There are cities around the Great Salt Lake and the Dead Sea because of the salt that could be harvested easily. Also, bathing in saltwater is reputed to have healing properties. Some people with heavy allergies or asthma vacation at the Dead Sea because only there can they breathe freely. The extremely arid air supports few molds or spores so their allergies can calm down. Salt and minerals weren’t the only resources found by ancient man. Wood was a major resource and once again the proximity of the river to the forest is what made logging a viable trade. The trees could be cut down, dragged to the river, and then floated downstream to the sawmill, which would also be water powered to cut the logs up into lumber.
The best engineers, as far as water is concerned, are the Dutch. When I was in grade school there was a large body of water known as the Zider Sea. It lay off the coast of the Netherlands (Holland to the layman) and was protected by a series of barrier islands. The Dutch put in walls between those barrier islands and pumped out all the saltwater. By the time I had graduated college the Zider Sea was no more, and the Netherlands had expanded their country by almost a third. When Venice was being flooded the Dutch Engineers were consulted and they created the world’s first tidal gates that are elevated during times of storm or when the New Moon brings about an unusually high tide. Now the Marco Polo Square is not flooded. London and Rotterdam soon followed their paths with tide barriers of their own. Super Storm Sandy proved that New York may have to go down this road before much longer. Ancient peoples tried to be careful in where they founded their cities to prevent storm or floods from destroying them. Of course, that didn’t always work; look at Pompeii that was overtaken by the volcano Vesuvius. Cities are built on and near volcanoes because volcanic soil is extremely fertile. In your world where are your cities built?
3) What Are The Special Buildings Of Civilization?
I have touched on two of the major special buildings: monuments and protections against water. Almost every great leader has wanted to have a magnificent tomb to make their mark upon history. The biggest one outside of Egypt was the crypt to the unknown Chinese Emperor who united China and had the Terracotta Army built and entombed with him. We are not sure what all the loot was that was buried with the great Egyptian Pharaohs, as the tombs were long looted before we could find out, probably within a few generations of the death of the Pharaohs. All we know is the later Egyptians were burying their Pharaohs in secret, in the Valley of the Kings. We were only able to find one of those tombs unlooted: the tomb of Tutankhamun. His tomb was probably unlooted because he was a very minor Pharaoh who died at the age of twelve, and yet he had millions of dollars in gold and jewels buried with him. What monuments have your past kings, queens, and empires left?
4) What Comes After Tombs?
Dams, monuments, shrines, temples and monasteries are special buildings that were constructed by ancient mankind to serve as special structures. The shrine was a roadside structure devoted to a god and visited by travelers, with rarely more than one family maintaining it. Temples had entire staffs of people devoted to them and later developed into the soaring churches of the Middle Ages, like Notre Dame Cathedral. These churches were a revolution in architecture where the glass was put into the walls to flood the cathedral with light. To support all the weight of the building the builders created the flying buttress which built the walls on the outside, at a distance to the cathedral and connected to it with arches.
Dams are methods to control water to prevent flooding downstream. In the age of electricity, the dynamo was invented so that water power could provide electrical power, but dams had been used for thousands of years before electricity were generated from them. The great Nile river was tamed with the Aswan Dam to prevent the annual flood. The Chinese built the greatest dam in the world, the Three Gorges Dam, to tame the Yangtze River and therefore harness its hydroelectric powers and prevent its hazardous annual floods. Humanity didn’t invent the dam, beavers did, but once humans saw what wonders a dam could do, they built a lot of them. Have your civilizations built dams and the resultant lake behind them? Are their lost complexes that can only be accessed by those who have water breathing powers?
Monasteries (Abbeys are special forms of monasteries) were built to devote the inhabitants to a special work. From the famous Shaolin Temples to the great monasteries of Europe. The Shaolin Monks became errant knights traveling the countrysides of China righting wrongs. The monasteries of Europe varied in their purpose, from making fine beers and ales, to creating new bibles. Mendel, the first genetics professor, did all his work at a monastery. The Jesuits were the most studious of monks, and from them came great philosophers and scientists. Does your world have great monasteries? If not, where do monks come from? Are your monks in the tradition of the Shaolin Temple, traveling warriors, are they retired samurai, or are they the scientists and researchers of their day?
Monuments have been made for ages to celebrate victories, to place over graves, or to show devotion for a ruler or for God. The biggest of these monuments might be the huge statues of Buddha created in Hong Kong and India. Washington D.C. is a city devoted to monuments: from the Washington Monument to countless statues to important figures from American history to the Marnie Memorial and the Vietnam Wall. Two of the greatest monuments to the industrial world are the Eiffel Tower and the Statue of Liberty, both with framework built by Gustave Eiffel, out of wrought iron. These were built before steel became a standard building component. In fact, cold is another term for wrought iron. Iron heated and bent is wrought iron, it remains cold in that it was never melted. Iron that is melted combines with carbon and becomes steel. Today India is at work on a monument to dwarf the Empire State Building and the Statue of Liberty if they were stacked on top of each other. Monuments are markers that are entered into the historical record and are meant to exist for the ages. The World Trade Center was attacked by terrorists because they saw that as a monument to capitalism. What monuments were created in your world, by past and present civilizations?
5) What’s The Biggest Contribution To Travel Created By Humanity?
The answer to this question is pretty obvious: roads. The Roman Empire was built on roads and it used roads to send its legions around and all across its empire. Early roads were made of dirt and when it rained, they became an impediment to travel. However, the Romans perfected the construction of roads and some of those roads are still used today. These cobblestone roads had a slope and ditches on the sides to drain the rainwater. They became permanent features of the land. The Romans even invented a machine that could be mounted in a cart and traveled behind the engineers counting out the leagues of road so that road marks could be posted at each league. Roads bound society together for thousands of years and still do today. The train track is just a special form of road, as is the monorail, the highway, and the hyperloop. What roads exist on your world and how well are they built?
6) So, What Does This Mean For Our World Building?
You need to put cities on your world and cites don’t spring up in the middle of nowhere for no reason. They are planned and happen at points of commerce, along trade routes, at the intersection of rivers, along the rivers, and at river outlets, in bays and harbors. The early city was a walled structure to protect from raiders. The ultimate in this was reached with the castle which usually presided over a walled city, with a walled courtyard inside the city and a fortified keep inside that walled courtyard. Castles and forts proved to be the pinnacle in defense technology until the invention of the cannon. Siege engines could be used to tear down a castle’s walls, but the most common method to take a castle was to wait for their food to run out by laying siege. Cannon were built to be the ultimate in siege engines and in World War Two we proved that cannon could breach fortresses by mounting them offshore and pounding German positions. Where are the castles and forts in your world positioned, and what do they protect?
Capitals were usually the largest city, but this isn’t always true. Large cities grow because people came there to trade and from the services created to help facilitate that trade. Boats made great methods to cross small seas like the Mediterranean or sail along the coast and later ships grew mighty enough to circle the world. When traders went to the Far East, they did so first on land along the trail blazed by Marco Polo. The Italians had a monopoly on trade with the Far East, so millions of dollars were spent to break that monopoly and shipping technology developed to enable man to sail around the Cape of Africa and reach the Far East. In another attempt to reach the Far East, the New World, the Americas, were discovered. The Spanish exploited this and flooded into the void left by the Incas and solely destroyed the Aztec Empire; that is why Spanish is spoken in every country in South America except for Brazil. The pope tried to stop Spain and Portugal from arguing and taking Europe into war, and since he was Portuguese he divided the world in their favor running the dividing line right through the Americas, which were unknown at that time, saying that Portugal got all non-Christian lands to the east while Spain got all non-Christian lands to the west. The Pope thought Spain got the raw end of the deal, but after the Americas were discovered he was proven wrong. The reason why Brazil speaks Portuguese is because the Pope’s dividing line runs through Brazil. How have nations and religions divided your world? Have those dividing lines changed over time, if so, how?
Rivers and oceans were the superhighways of their time. Horses need to stop to eat and sleep, boats don’t need to stop traveling and can run all night, thus making them a faster mode of travel. The Ancient Greeks had explored all of the Mediterranean Sea’s lands and islands and when they fell from power the Romans slipped into that void and claimed the entire civilized world. Of course, India and China would argue with this statement. China refers to itself as the Middle Kingdom, the oldest source of civilization. India and the rest of Southeast Asia also had major empires, that were later dominated by the European Colonialists. So, the final force that civilization creates to dominate the world is the Art of War. War hasn’t changed the actual lay of the land that much, but it has redrawn the borders of nations time and time again. It has sent people on migrations around the world and across its oceans. With the invention of weapons of mass destruction like the hydrogen bomb we finally have the capability to remake the very landscape itself; like Bikini Atoll. If man does this or not will depend on our ability to get along with each other in an increasingly crowded world. Magic serves as an equivalent power: at its strongest it may summon Outsiders to walk the Prime Material Plane, it can unleash earthquakes, and it can remake entire nations with plagues, diseases, or magical calamities. War is almost a constant state with humanity. The Game of Thrones series is loosely based on Europe’s 100 Years War. So what has war done to your world? Has it raised and dethroned civilizations or has it spread religious practices? And what about the migrations that war creates? How have people moved across your world and why? Humans started in Africa, and they have spread to every corner of the world. Humans are usually the most numerous race in a fantasy world with enclaves of other races mixed among them. Where do people live in your world, where are their racial centers and where are they the strongest?
You need to ask yourself what civilized forces are at work in your world. What great cities have they built or brought down, what rivers were tamed with dams, what major monuments were created, what fortifications exist, and what roads were emblazoned upon your world. How has civilization affected or effected your world? How many civilizations have risen and fallen in your world and what undiscovered wonders lie in their ruins? This can be the root of adventure and the source of stories and legends, just as they have been in our world.
Daniel Joseph Mello is active under that name on the Facebook d20prfsr.com and Pathfinder Gamemasters forum. Feel free to login to Facebook, on of these groups and drop him a line. He has been involved in D&D since 1981 and by the 5th game he was the DM. He has gamed in the Army, in college, and at conventions. He has written tournament level modules for gaming conventions and has been writing about D&D on Facebook for over 3 years. He’s also a budding fantasy writer.
Picture Reference: https://www.deviantart.com/araiel/art/Fantasy-City-115035048
Looking for a dark fantasy D&D module to slot into your early campaign, or just as a fun one-off? The Curse of Sapphire Lake is part of the Critical Hits series, each module of which is designed for a single evening’s play. I was fortunate enough to receive a review copy (full disclosure: the author, Neal Litherland, contributes to this blog) and thoroughly enjoyed my night GMing this spooky tale. Here’s why I think it’s worth your time and money, presented with minimal spoilers.
1) As Dark As You Like
While the tale presented here falls within the genre of dark fantasy, I found it profoundly simple to include levity at several points throughout. One can certainly keep the tone foreboding should one wish, but should the party be in the mood for laughs, there’s plenty of opportunity here. The party is investigating disappearances in a northern viking-esque town, and its leaders are desperate to solve the issue swiftly to keep the population growing. This desperation, and the cast of colorful characters, can lend themselves to keeping things light; perhaps the town leader drops the macho act when he’s alone with the PCs and begs them for help. Maybe the self-styled witch who advises the town leader joins the party and regards the situation with a bit of humor. Whatever the case, the module allows for the GM to turn the levity down and bring the spookiness back whenever they so choose. This way, the flavors of the evening never feel too vanilla.
2) Crafty References
Cinephiles and even casual horror fans will pick up on some sly references in this story. My players picked up on them, and instead of tipping them off to the direction of the narrative, they simply added to the fun with unexpected twists and turns. We had a blast exploring the town and meeting NPCs, even if I took a few liberties with some of them. The tale doesn’t feel tropey at all; even though most horror themes have been done to death, this module stayed fresh throughout. It manages to walk the tightrope that any referential material must, and does so deftly. I cannot say more without spoiling the fun. Suffice it to say your players will have a good time interacting with both adversaries and locals, and the story beats will keep everyone pushing ahead.
3) Room To Improvise
The most important part of any module for me is the capacity for a GM to get off track and not be too lost. My players are like many others: they love to stop the plot train, hop off, and sightsee. Luckily, the module is written to accommodate such scenarios, and I found it simple to throw in my own details and even new NPCs to add to the story without deviating from the main thrust of the narrative. The adversaries are balanced well, and even with my terribly unlucky rolls, I was able to keep the story on track and provide an interesting challenge for the players, with minimal GM fiat. The players enjoyed their stay in the town, had fun with the combat, and I never felt like I needed to run back to the module text and retcon anything to salvage a situation. As a fun aside, let me mention that certain 1st level spells are far more powerful than they appear, and provide a challenge instead for the GM to overcome them!
4) Fun Factor
If it isn’t already apparent, we all had a blast playing this one-shot. As it is built for a small group of 1st level characters, the threat of danger was real and palpable, which allowed me to easily play up the darker aspects of the story. Then came the nervous jokes, and the party was quickly off to the races. What made this transition even easier was the inclusion of a “Reasons Why You’re Here” section. There are four great examples as to why a PC might be going to town, and I assigned them to players based on their characters (with the players’ input, of course). This gave each PC not only a backstory, but a real presence in the narrative. As an example, one of our players wanted to clear the town of misfortune because they had already purchased a home there. This ended up becoming a major plot point, because the character absolutely ran with this idea, and kept accusing the town leader of scamming him. I made his house the “flipper” house, where new arrivals would move in, then flee or simply disappear. Everyone really enjoyed diving into that aspect of the narrative, and it all sprang from the character’s motivation. Settling into roleplaying a one-off has never been easier, and I commend the creators for this inclusion.
Overall, my group, which included one new player to 5e D&D, had a ton of fun with this one. As a side benefit, I'll mention also that it includes awesome artwork and a map of the area. Really high quality stuff, and the layout is great. I especially recommend it to horror film enthusiasts, or to those who like a little darkness in their fantasy tale. Take a look, you won’t be disappointed!
David Horwitz is the Blog Manager ‘round these parts and a freelance writer/editor with an obsession for exploring new forms of leisure. If you’re looking for an inquisitive mind and a deft hand, or just want to chat about gaming, contact him at www.davidhorwitzwrites.com/contact.
Picture Reference: https://www.drivethrurpg.com/product/275191/Critical-Hits-The-Curse-of-Sapphire-Lake-5E?affiliate_id=657321
There are a lot of different ways to play tabletop games, and to be entirely honest, no singular “correct” way, no matter what some people may tell you. But, for those of you who are interested in creating interesting story-based campaigns, oftentimes the largest hurdle is coming up with an actual story and ways to make it meaningful. In truth, it’s a lot more simple than it seems, so don’t let the Matt Mercer effect get to you.
1) Know Your Players
This is a surprisingly simple trick that can net you some pretty rewarding gameplay and roleplay. What keeps a player invested differs from player to player, and as such, it’s key to understand what gets the proverbial motor running behind each one of your players. A nice and easy way to gauge what they want is to ask them to rate the Three Pillars of D&D, which are Roleplaying, Exploration, and Combat. (Please note that these are the official pillars as laid out by WOTC, I would argue there are at least two more, that being Problem Solving and Story Telling, however, you could in theory group storytelling in with roleplaying. But I digress.) If you get your players to rate these things, you’ll have a much easier time leading the group.
One of the parties I DM for meets up very sporadically and only for around two hours when we do. As such, a prolonged storytelling experience isn’t nearly as practical as it is with the other group I’m with, who meets bi-weekly for upwards of four hours. I asked both groups what they were looking for and the one very much so wanted much more combat and exploration, while the other prefers roleplaying. This sort of awareness of your players’ expectations are going to make it much easier to plan for them, and to know what will keep them involved in the game. Don’t forget to also ask them what kind of difficulty they’re looking for. I typically run my games on a homebrew critical system, where any critical can in theory instantly kill a character or monster. For people who are looking for a more relaxed game, this sort of overhanging threat of death at any moment might be a bit too much, same goes for players who are looking for a more character driven experience.
2) Create Meaningful Stakes
People are inherently selfish, to a certain extent anyway. As such, saying “the world is in danger” often isn’t good enough to motivate players to get into the mood. Besides, if it’s that important won’t some other, far more legendary and powerful group be dealing with this? (Don’t get me wrong, writing a campaign of world-shattering importance is totally alright if that’s what your players are looking for. See point 1.) I find that smaller, more personalized stakes usually motivate parties best, and can almost always be a good way to introduce a larger plot. Starting with something as simple as a character’s family heirloom being stolen, or the wizard’s spellbook being mixed with a different wizard’s, or the mysterious death of a childhood friend or mentor can all open the door into building a deeper narrative and leading into what you want to be the main plot, by making the players already attached to some of the characters you implement.
This can feel a bit too general to get a good handle on, but the best way to do this is to know your players. If combat is what they’re looking for, then toppling a tyrannical king via military dominance might be the way to go and the stakes can be their own lives, and the lives of their families. If they’re looking to explore, have them sent out to discover new lands or gather artifacts, with some sort of rival adventurer party trying to steal their prize before them. Alternatively, perhaps one of the players decided to try to learn a new language through an ancient magic game, but if they fail to keep up with the lessons a large green owl will kidnap their family.
3) Enjoy What You Make
This probably sounds cliché, but if you don’t enjoy writing the campaign, your players won’t enjoy playing it. This is honestly true of most writing endeavors, however, I find it rings especially true in a table-top environment. This is, after all, a game. And games are meant to be fun for everyone. Including the GM. If you want to make a pirate based adventure, then make one. You’re better off making it and trying to make it work than making something you don’t have any interest in. The reason behind this is that quality is usually tied rather closely to effort, but one thing that is often overlooked in quality is passion. Because passion is also very closely tied to effort. It’s like a little reduce, reuse, recycle sign, but for writing your tabletop campaign.
As the GM it’s very easy to forget that you are just as much a player as the rest of the people at your table, and if you’re not enjoying the content at the table, the table will undoubtedly suffer because of it. When I first started DMing, I thought of it as a responsibility, and while that is partially true, it’s not all that it is. It’s having fun with traps and putting people in strange situations and seeing how they react. It’s messing around with your friends and describing a goblin named Tinkle for twenty minutes until the barbarian kills him. It’s exploring, it’s roleplaying and its combat -- oh goddamnit.
If there’s one thing to take away from this article it’s that if you feel you’re writing your campaign right, then you probably are. Everyone's table is different from another and in all honesty, the most important part is having fun. As mentioned before, this is a game.
Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm.
Picture Reference: https://geekandsundry.com/gms-3-tips-to-help-you-run-one-shots-like-a-pro/
Today we are happy to give you an interview with Robert Buckey about his Savage Worlds setting book, Sagas and Six-Guns! I’ve been tracking this project since Robert suggested it on the SW Facebook group, and I’m really hoping it catches your eye too. Of course, as a historian with an interest on both Norse society and the era of Manifest Destiny, my spurs got ringing when I heard this was coming down the trail.
So, Robert, tell us a little bit about why this setting. What about the Wild West and Norse/Viking society aligns to make this an excellent idea?
Well, it’s funny. The way the idea came to me was a total fluke. I was driving to work one day, and switching between Volbeat’s Western themed album, and Amon Amarth (a Swedish death metal band what themes all their music from Norse legends), and it just hit me that mixing the two would be awesome.
Now that being said, there actually are some overlaps between the two cultures. The Norse were hardy explorers, just like many of the men and women that settled the American frontier. There were similar concepts of honor and masculinity, and similar concepts of law and society that they shared. But ultimately, the idea of mead being imbibed from drinking horns in saloons, old west style signs with runic script, and wanted posters for trolls and Jotun just seemed way too cool to pass up.
I’ve noticed instead of our real world West, you’ve chosen to set this campaign world in an unsettled terrain. Was that to avoid some of the problems of the Western genre, or what else made that make sense?
So making this North America settled by the Vikings would have required an enormous amount of work, especially because it would require in depth writing regarding the Native cultures and what happened with them, as well as what’s going on with the rest of the world!
Obviously, North America, or even only part of North America, being settled by the Vikings five hundred years before Columbus made his voyage would resulted in major changes to the timeline worldwide. Trying to come up with any kind of accurate representation of how the Native Americans would have been affected would have been a monumental task, as it would have required extensive research into what group was where and when.
Ultimately, it just made sense to create this alternate world, and give myself a blank canvas to work with, so I could concentrate on what I really wanted to focus on, telling the old Sagas like Beowulf through an Old West lens.
Tell us a little bit more about the social rules systems you’d laid out here, what’s up with Ring giving and why is that important?
There are two major social rules that this setting introduces, Sagas, and Ring Giving. Your characters will have a personal Saga, which will give you certain benefits as it increases, representing your fate changing as you become a more well-known and celebrated hero, in which we integrate the Conviction rules from Savage Worlds, and also gives you certain effects in social situations, such as Jarls and other important people knowing who you are and calling on you and offering you work. It can even give you a negative modifier if you’re trying to go about unnoticed, as people find it easier to recognize you.
Ring Giving takes its name from Beowulf, when Hrothgar bestows rings and other gifts upon Beowulf and his men. The currency in this setting is rings, and this rule represents you gathering warriors to fight under you, and you throwing them a massive feast in which gifts are given and mead and food is consumed. The better your heroes do with this, the more enthusiastic the men are to follow you.
As you know, HLG is an Ace as well so we love SW, but why did you settle on Savage Worlds Adventure Edition as the backdrop for the rules?
I’ve gotten big into Savage Worlds the past few years. Not only that, residing in the Phoenix Area, I’ve had the pleasure of meeting its creator, Shane Hensley, on more than one occasion at local conventions. I’ve even had the honor of playing in one of his games of Deadlands, and he played in a game of mine of another setting I’ve been working on. He’s a great guy, and the Savage World’s community is just awesome. Not only that, the rules are amazingly versatile. It’s a rules system I just know very well, and it was on the Savage World’s Facebook page that Alan Bahr from Gallant Knight Games and I connected regarding this project, so it’s only natural that this would be what we would go with for this setting.
What’s the one thing you want people to know that you think will drive them to back the project?
Vikings are awesome. Cowboys are awesome. This setting lets you play both at the same time. Want to be that steely eyed gunslinger facing down a line of Draugr? You can do that. Want to be a fire and brimstone Godi exhorting your fellows to seek a valiant death so they can sup with the Gods in Valhalla? You can be that too. Want to be a Valkyrie trapped on Midgard, questing for a means to return home, while dealing with this strange new land and era? That’s right, you can be that too. How many cowboys can say they’ve skinned their smoke wagons against a troll?
I truly believe this game will allow you to tell stories that are faithful to both our favorite Viking and Western tropes.
Check out the campaign on Kickstarter now.
The title of this article is intentionally inflammatory, because there is honestly only one big reason we are going to hit another RPG Industry extinction event. In Designers and Dragons, Shannon Appelcline lays out the major developments in the RPG industry, and the one recurring rockslide is a series of what I’m going to call extinction level events. These are crises that cause the industry to implode and cause us to lose company after company that has built up during boom times in the industry. The last one of these happened at the end of the 90s into the early 2000s, which coincided with the d20 boom and bust, with the bust being caused by two things: a glut of product serving one dominant game system and an increase in the cost of paper. The paper cost increase made printing costs a major factor and since this industry is already built on small margins, small adjustments to production costs have a devastating impact. We’re about to head into another of these moments unless, you, the creators, and you, the consumers, help us do something about it.
How is this about to happen?
While this blog is Canadian, the integration between Canada’s and the United State’s economic systems is strong and this means that actions by one government have major economic effects on the other country. President Donald Trump, and the United States Trade Representative are calling for a 25% tariff on toys, games, and dice, as well as on paper printed products, like books. Hearings begin on June 17th to discuss this issue. I encourage you to tweet to https://twitter.com/USTradeRep to let them know about how this will impact you. I’m going to lay out a few of the reasons this is going to have a major, harmful impact to our industry below. If you live in the US, like I do, I also encourage you to contact your Representatives and Senators expressing your frustration about these tariffs. What am I talking about? Here’s an article on the topic.
Why is this about to happen?
2) Production Costs
You might think I’m engaging in hyperbole. But here’s the thing: RPGs are a very low margin industry. If you go on DriveThruRPG or look through a FLGS you’ll notice that most books cost between $20-50, with small press books usually being on the lower end of that scale. Having been involved with the creation of 70 products over the last three years, I can tell you that making a profit on these books is very hard. With most $20 books you are lucky to have net margin between $6-8, if you’re lucky. That’s not profit, that’s money that you get in hand after publication and marketing efforts. With the costs of writers, art, layout, etc, you’re lucky to make a profit at all, and usually only do so with sales exceeding 100 individual products. If you increase the cost of making physical copies of these books? You’ve wiped out the profit margin for nearly all small to medium publishers.
3) Digital Will Save Us?!
Digital/PDF options will mitigate this issue to some degree. The increase in PDF production happened when the cost of paper increased during the D20 Bust era. That’s something, and it does provide hope. However, it will not totally prevent this from being an issue. Most companies that are mid-sized have just begun pushing back into selling their books to stores, and pushing for regular bookstores to carry their games again. Many have been tentative about this move because it is fiscally risky and it has only just become profitable enough to do this again. Guess what? These tariffs will ruin that margin and will make a lot of companies step back and end distribution to FLGS and bookstores. This limits the industry, it limits the market, and it will hurt gamers.
The way this proposed tariff is currently being floated, it will have the biggest impact on game accessories like dice, miniatures, etc. While 3D printing will help to some degree it will not mitigate this issue completely. Manufacturing in China is so much cheaper, and it is still expensive to make quality board games that require a lot of miniatures. While I’m all for moving industrial production, it will cost more and it will not be a quick process to develop the infrastructure to do this in different places. While we don’t HAVE to have these things, a lot of gamers find them incredibly useful, and this will increase the cost of entry into our hobby, which is already perceived to have a high barrier to entry by new folks that don’t know if they want to invest in all the books and accessories to play these games. Do they need them? No, but it is the perception of cost that will push people away.
These proposed tariffs will reduce the ability of new talented and creative folks to publish products and kill the renaissance of gaming that we are experiencing right now. . While this will not destroy High Level Games right now, it makes it much harder for us to move from very small press to small press as we’ve planned over the next 2-3 years. We won’t be able to produce traditional print runs in the way we hoped. We are hardly the only company that will find this to be a major issue.
Please contact the USTR: https://twitter.com/USTradeRep
There are many issues for us to fight in today’s world, but this one is deeply personal and we need to strike now or watch our industry burn again.
Josh is the intrepid Chief Operations Officer of High Level Games and he organized the first HLG Con. With 20 years of playing rpgs, Josh started with Mind's Eye Theater LARPs and loves the World of Darkness. He runs, www.keepontheheathlands.com to support his gaming projects. Josh is the administrator of the Inclusive Gaming Network on Facebook. He’s a serious advocate for inclusive gaming spaces, a father, and a graduate from the International Peace and Conflict Resolution graduate program at American University in Washington, D.C. You can also find Josh’s other published adventures here and here.
Editor's Note: New Gamemaster Month is technically in January, but it's never a bad time to share insight and advice to new GMs. Happy gaming!
There is a natural order to roleplaying games, in which players and gamemasters coexist sharing wonderful tales between each other, and at some point during this magical connection a player will declare themselves worthy enough to run their own game. Most meet with success, while some others fall sadly short of their own expectations. The memory of this defeat either leads the charge into the next attempt, or becomes the final blow into retreating back behind a character sheet. My initial foray into running a game was disastrous, but I didn’t let that stop me from pushing through and trying again. The next few attempts were better, but not by much, so I figured what better way of explaining how bad things got with a few regrets from my first swing at this GM thing.
1) Reading The Rules
My very first attempt was at D&D 5th Edition, using the starter set. I had a copy of the rulebook and read all the character creation rules and set about getting the group together. Eight people made characters, only six played my version of Mines of Phandelver. No one really knew what was going on or how anything worked; play was broken up by the rulebook being pulled out and a 20 minute section took the whole evening. No one enjoyed it. What I really needed was a small group to help playtest the rules first using the provided pre-generated characters.
2) Not Reading The Whole Adventure
Getting so far through the adventure on my second attempt, I realised I had no idea what was coming next: a huge embarrassment. I had read what I thought would take the whole session but the players had whipped through to a point that I was unprepared for, and I had to fudge a few details to keep the flow. This would have been fine if I had any idea where the story was leading afterwards.
3) Over Preparing
I decided, after my blunder with not having read the whole story of Phandelver, to give writing my own adventure a shot. I spent a month meticulously planning an adventure in my own kingdom, created multiple storylines around various decision points, and populated the setting with a variety of NPCs who I built from the ground up, each for specific reasons. The players blasted through it in two sessions. The best advice I have ever been given with regards to preparation is to have a good story in the background running its course and improvise everything else.
4) Accepting Anyone
Looking back, a few of my non-D&D attempts were sunk by one or more players not really ‘feeling’ the setting or style of gameplay. Had I vetted my players better and communicated what I was expecting more effectively, I would have been running a game for a group who wanted to play the game I was offering. This kind of thing should definitely be established before you ask people to join your game to ensure everyone enjoys what you are trying to create, together.
5) Trying To Change Mid Game
The one huge thing that comes to mind is the intent behind the game. I tried running a light-hearted game with a player who wanted to bend the rules to their will and destroy all who stood before them. So I tried to change the mood of the game to suit them, which in turn alienated the rest of the players.
These were just five of my regrets from my starting years. I have since learned from my mistakes and try to create fun and enjoyable games whether or not I'm running a game. I always try to add to the enjoyment of the players. I still make errors when running games, but usually I can iron them out quickly. My one big recommendation for any newcomers to the realm of game mastering is to ensure you and your players are on the same page: know what you and they want from the game to maximize enjoyment.
Ross Reid is a roleplayer of many characters and has enjoyed many a good story, currently only running a game for his children, he plans a grand return in play by post format. His system of choice is FATE but will dabble in anything that looks interesting.
Picture Reference: https://www.montecookgames.com/new-gamemaster-month-is-coming/
Everyone has their own idea of what a gaming experience should be. However, one of the more popular defenses that comes up whenever a player points out that there’s unnecessary racism or sexism in a setting, or how certain themes or tones aren’t what they’re looking for, is simply to say, “Well, that’s just the way things were back then.”
This is a colossally stupid statement. Let’s break down some reasons why, shall we?
1) Back When, Exactly?
The biggest reason this defense falls flat on its face is that most of our games aren’t taking place in a real history (or even a real future, for the sci-fi players out there). They’re drawing on historical elements and weaving them together into a fantasy narrative. Just because there’s knights and lances along with crossbows and feudalism, though, that doesn’t make Westeros a realistic depiction of medieval England anymore than it makes a leopard the same thing as a leopard seal.
Comparing the reality of your game world (a game which often has dragons, magic, and dozens of sentient races in it) to, say, Germany in the 1300s is nonsensical. You need to take the game world as it exists on its own merits, rather than justifying why things exist by comparing them to a completely different planet and saying they’re somehow comparable. Because they aren’t.
2) The Game World Is What You Want It To Be
Unless you play with absolute purists, most groups are willing to alter the rules of a game in order to make it better fit with what they want. They’ll ignore this feat, or toss out that restriction, or change the damage die this particular weapon deals, until everyone agrees this version of the rules better suits them.
Altering the rules of the world so they’re amenable to everyone at the table is no different.
Some time back, I wrote a blog post titled Authors, Every Awful Thing That Happens in Your Book Really is Your Fault. The point of that post, which definitely applies here, is that a thing exists in your game world because you choose for it to exist, and because everyone at the table, in some capacity, agrees that it should be there. If you all mutually agreed that you didn’t want dragons in your game, or the ability to resurrect the dead, you could mark it out with a single stroke of your house rules pen. You could do the same for prejudices, abhorrent behaviors, or things that make your players uncomfortable, too. There is literally nothing stopping you.
3) History is Likely WAY Different Than You Think It Is
Something I’ve noticed is that the more often someone raises a defense of historical accuracy, the less often that person is deeply learned in the history they’re talking about. As an example, the article Vikings Were Never The Pure-Bred Master Race White Supremacists Like to Portray, talks about how there was a surprising amount of diversity among Viking crews. And why wouldn’t there be? They’re pirates after all! One man dies in a raid, you don’t sail all the way back to Scandinavia to find a replacement; you recruit whatever local talent is around who can do Einar’s old job.
Examples of stuff like this are all over when history is used to defend the negative aspects in a setting; from intolerance to a refusal to allow migration (in case you wanted to play someone who was the child of immigrants, as an example) it’s the same tune over and over again. Yet at the same time, we forget just how gay the Spartans were, or how Japanese mercenaries warred with the Dutch when that enemy was half a world away. For every example of prejudice, othering, and violence we find in the history books, there are equal examples of cultures where certain ideas we consider fringe, radical, or just uncommon were a part of the everyday; like how Native Americans respected trans identities in ways that seem like a utopia compared to what we often see in today’s world.
Take Inspiration From History, But Responsibility For Your Game
History is full of cool stuff, unusual personages, lost empires, and strange legends. It makes for great reading, by and large. However, it’s important to remember that the game you see in front of you is your responsibility, and no one else’s. If something is upsetting your players, or people object to a certain kind of content, you don’t get to shrug your shoulders and duck the blame.
It’s your game, so make it the best it can be.
For more gaming insights from Neal Litherland, check out his blog Improved Initiative, as well as his Gamers archive. Alternatively, to take a look at some of his books, head over to his Amazon Author Page!
Picture Reference: https://geekandsundry.com/song-of-swords-the-historical-fantasy-tabletop-rpg-with-gritty-tactical-combat/
I love building and exploring weird worlds, and there is no medium better suited to this than tabletop RPGs. There is no limitation based on art, or programming, or computational power; the world can be anything and everything your imagination can bring to the table. Given how important worldbuilding is to me, and many others involved in the hobby, I’m surprised by how few tabletop RPGs have settlement building as a major conceit. As someone whose imagination runs at a mile a minute, I get the appeal of going on adventures, of new places and new things always around the corner. But I think there’s something to be said for depth in world building as well. If your city, or spaceport, or hub location of another kind isn’t deep enough and interesting enough to set a whole campaign in, then what does it amount to, other than a wondrous novelty? So let’s talk about how to do interesting things with settlements in tabletop RPGs.
1) An Argument For Settlement Building Mechanics
If you’re like me and prefer games with as few mechanics getting in the way as possible, you may question whether we even need mechanics for settlement building. Of course you don’t need them, but I do think that having at least a few mechanics is a good idea. For starters, it serves as a signal to your players. Having some mechanics for settlement building in your game tells the players “this is a thing you can do, and can be a priority in this game”. The fact that there aren’t codified mechanics for settlement building in D&D (or at least, they’re often supplemental) is I think part of why we don’t consider this to be a major trope of tabletop RPGs along with adventuring and dungeoneering. Mechanics for settlement building also facilitate the process, compared to a free-form approach. Players can often be aimless and indecisive, but having mechanics for how to build a settlement gives players the direction they need to keep the game moving and keep the players engaged. It also gives GMs a framework to integrate settlement building into a campaign.
2) A Framework For Settlement Building
I like to keep games rules-light, so this is a simple framework for settlement building intended to be translatable to various systems. I’ve recently been reading Numenera Destiny, which was a major inspiration for this post, so my ideas are loosely based on their mechanics, but streamlined. Building resources should be separated into two categories. Mundane resources are things that can be found or bought fairly easily, like wood or metal in most fantasy settings. These resources should be abstracted to some combination of regular currency value such as gold and/or time to get the resources (or pay someone to get them). The second currency should be resources that are precious, difficult to acquire, or in such high demand that they cannot easily be bought. This currency should be specific to building (or maybe crafting more generally) and should not normally be able to be purchased with regular currency. As an example of how this would work, we can imagine a fantasy setting where the party wants to build a magic lightning turret to protect a village plagued by undead fiends. The construction will be mostly wood and metal (some gold value), but the magic lightning will require some magically conductive materials (our secondary resource). Assuming they have the resources, they can either spend time to build the construct, hire laborers, engineers, and artificers to build it, or if the settlement has attracted a sufficient number of specialists already, the city budget may already account for labor costs. If they want to add additional features, like multiple magical lightning rods to target multiple enemies, or a longer rod for longer range, or some enhancer to give it an area of effect, this will increase the secondary resource cost, whereas just making it better fortified may be a simple gold cost increase. It may help to give the structures levels, where the level determines some range of gold cost and secondary resource cost (and possibly also the time cost). There are, however, other things we need to consider when it comes to adding settlement building into a campaign.
3) The Practicalities Of Settlement Building
As stated above, construction takes time, and managing downtime is always tricky in tabletop RPGs. One option is to hire builders, as suggested above. Another option is to roleplay out “vignettes” of various activities that the party gets up to periodically during the course of construction (a construction accident where somebody may be in danger, a necessary schematic has gone missing and is believed stolen, etc.). This “vignettes” idea could work as a general mechanic for dealing with downtime, but given that downtime may be more prominent in a settlement building campaign, it’s especially important to think about how to make it fun in this context. The mechanics for settlement building in Numenera Destiny require a series of rolls to determine how successful the building process is, where the failures may add time to the construction, or add a defect into the structure, but I’m not a fan of this approach. First, multiple rolls for a single outcome is cumbersome. Second, adding time to the project just delays the thing the outcome (and by extension game progression) without adding any value to the game. Third, given the time and cost of building, ending up with a defect seems unsatisfying. I think the building process should be treated more like a “take 20”, where it’s a guaranteed success unless it’s at some critical moment where it would create tension (the enemy army will be here in two days and we haven’t finished the wall!), or where a defect would make the game interesting (the teleporter accidentally sent the party to an alternate universe!), and then it can be reduced to a single roll like any other skill check.
4) Progression In A Settlement Building Campaign
The settlement can be thought of as a character. A level 1 settlement will have a small population (relative to the setting), access to few resources, at most one advanced structure (a structure that would require the secondary resource to build or repair), and would have only mundane shops. There would be few settlers (or travelers) of note, and the quest board or NPC quest-givers would be few and simple. The settlement may have some needs, like a wall or other defenses, a road, a grainery or some other resource-related structure. To advance from level 1 to level 2 will require a few mundane structures that cost a decent amount of gold, and one advanced structure that costs a secondary resource. If you also used a level-system for structures, you could have a cap like a level 1 settlement can only have level 1 structures, and a settlement levels up after some number of structures have been produced or upgraded. The resources (mundane or advanced) may be found in a nearby forest, or would be more available if they could cut a deal with the neighboring village, giving the players a justification to explore and go on quests and adventures. Once the settlement reaches level 2, new and more interesting NPCs move in, or old NPCs gain new skills or have resources that allow them to do more interesting things, like the blacksmith being able to make better weapons and armors, and higher level structures can be built. My OSR Weapon Hack, where a base weapon is given added qualities of different cost values, may be a good basis for filling out these shops as the settlement advances, and I may at some point design a similar generator for settlement building as part of a larger crafting system. In addition to new and improved shops and more or more interesting quest-givers, the settlers may be able to build certain mundane, lower-level structures at a lower cost, or without assistance from the party (besides resources). The players are rewarded for investing in the settlement, both in a quantitative sense, like leveling up their own character, but also because the settlement will grow and change, partially in ways they designed, but sometimes in interesting and unexpected ways.
5) Settlement Building Campaign Seeds
I wrote a settlement building campaign scenario for my current campaign in my Aquarian Dawn setting, but there are all sorts of possibilities:
After crash-landing on the planet, the crew of the starship must find a way to integrate into the nearby village while they work on their repairs. Normally they have strict rules about interfering with less advanced civilizations, but while they’re stuck here, how can they sit by while they watch people suffer due to inadequate knowledge, poor infrastructure, and external threats? Also, without processing facilities, how will they repair their ship?
In the near future, global warming and the subsequent series of wars and economic disasters has devastated the planet. A coalition of peoples from throughout the world have united to send a generation ship into space, to colonize a distant world and give humanity a second chance. The crew will have to maintain order on the ship for generations, maintain its systems, and eventually terraform and colonize the distant world. Very loosely based on my Antikythera Nova setting, which could also be used for a settlement building campaign.
A group of wandering warriors / adventurers find themselves resting in a small, peaceful village, far removed from the wars and plights of the kingdoms. However, no peace is everlasting, and various bandits and warlord “tax collectors” exploit the hard-working villagers, taking more of their crops than the village can sustain. The villagers beg the wanderers to help them, but the wanderers won’t be able to do it alone. They’ll need to train the villagers to defend themselves, and build traps and fortifications to defend against the marauders who vastly outnumber and would otherwise overpower them.
Settlement building as a mechanic and campaign premise deserves as much recognition as a core feature of tabletop RPGs as adventuring and dungeoneering, and I hope this framework inspires more people to try it out. As my current campaign progresses, I will likely flesh out this system in more depth, and I hope people will be interested to see how this develops. As a worldbuilder, this is a fun way to add depth and to bring a collaborative worldbuilding element to your campaign: by allowing the players to determine how the settlement progresses. If you have thoughts on how to add settlement building mechanics to tabletop RPGs, or how to run a settlement building campaign, please leave a comment!
Max Cantor is a data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds. He writes a blog called Weird & Wonderful Worlds and hopes to spread his worlds across the multiverse of imaginations!
Picture Reference: https://www.drivethrurpg.com/product/240655/Numenera-Destiny?affiliate_id=657321
In any creative medium that lasts long enough, there’s bound to be stretches where it seems like everybody is just copying what everybody else is doing. (In art history, they refer to these periods as movements.)
Tabletop roleplaying games are no exception. An acquaintance of mine once lamented that so many games were using Powered By The Apocalypse, but not really doing anything to really make their game unique, and made the leap in logic that they were just doing so because everybody else was making a game that used PbtA.
I remain largely unimpressed if a game bears a logo signifying that it uses a certain ruleset. However, I have also witnessed a few instances of people reacting strongly to such labels, both favorably and not. I try to remain dispassionate whenever I notice a trending game engine or game style in our hobby. I’ve seen it happen numerous times before. More often than not, it’s just that: a passing trend that in time, will be mostly forgotten.
In light of that sentiment, for your reading pleasure, I present you with “5 Creative Movements In The RPG Fandom” so as to celebrate the unique inventions of our hobby.
1) The Fantasy Heartbreakers
A term coined by Ron Edwards of the web forum The Forge, Fantasy Heartbreakers is a type of game that Edwards identifies being prominent in the 1990s. They were independently published games of the fantasy genre that seemed to be products of people trying to bring their own take on what Dungeons and Dragons could be.
He describes many of them as having great ideas, but being trapped behind the shortcomings of D&D, for one of three reasons. They don’t play to what truly makes them unique, they make some minor adjustments to some of the apparent problems D&D had at the time, or they just flat out keep some of the absurd themes that D&D was stuck with.
The reason these are titled Fantasy Heartbreakers is twofold: they were obviously fantasy games, but more importantly, this was a considerably more difficult time to self-publish. The internet was budding, and some of these games did take advantage of having websites, but DriveThruRPG didn’t quite take off till some years after 2000. This meant the cost of self-publishing was considerably higher, to the effect of thousands of dollars just to print. (The cost of commissioning artwork, if you could even afford it, would compound the issue.)
And so, a fantasy game designer’s dream of being the next Gary Gygax would often end in a broken heart -- so much effort, so much investment, all to be forgotten in a market too small for them.
2) There’s A GURPS Book For That
Generic Universal Roleplaying System is the flagship RPG of Steve Jackson Games, the company that may be better known for the Munchkin franchise. While now typically scoffed at as having way too much math to be enjoyable, there was a time when GURPS addressed issues of contemporary games. Issues such as character creation being too rampant, or playing in a different setting requiring learning a completely new game.
In the 90s, GURPS was all the rage, and much like how Steve Jackson now licenses out Munchkin whenever he needs to pay the rent, he did the same with GURPS during its heyday. While both Steve Jackson’s own web-store and Drive Thru RPG boast staggering collections, this isn’t the complete library.
There were numerous books published that bore the GURPS logo, including the now out of print Vampire: the Masquerade GURPS sourcebook, and even a few Japan-only exclusives such as GURPS Runal. The heyday of GURPS may be over, and large swaths of its library may now be difficult to find, but it’s hard to deny that it’s an important artifact of tabletop gaming history. (Especially since the Secret Service once seized all of Steve Jackson Game’s equipment over one of their GURPS sourcebooks!)
3) D20 System
After the Fantasy Heartbreakers bled out, but before the weight of GURPS’s massive library collapsed on itself, Wizards of the Coast acquired the remains of TSR, and brought us Dungeons and Dragons 3rd Edition, and with it, the Open Gaming License and the moniker d20 System.
With the freedom to use the rules to D&D to make one’s own supplements and games came a deluge fan made splat books, along with officially licensed games. Some of these were good, or at least well received, such as Mutants and Masterminds, or Blue Rose by Green Ronin publishing.
I’ve read through Blue Rose; frankly, this was much like one of the Fantasy Heartbreakers opined upon by Ron Edwards close to two decades ago. It added a few new mechanics and a different setting, but at the end of the day, it was Dungeons and Dragons 3rd edition with a different coat of paint.
Most games either fell into the above category, or showcased some of the flaws of Dungeons and Dragons’ core mechanics. Big Eyes Small Mouth d20 is one such example of the latter. It tried to include the freedom of a point buy game with the structure of a level based one, and failed pretty miserably at both with a kitchen sink setting.
The surge of the d20 system died down some the flop of Dungeons and Dragons 4th edition, and the revival of D&D in the public eye with 5th edition. Though somewhere between the 4th and 5th edition being released, a new movement gave way.
4) Powered By Fate (Or The Apocalypse)
Sometime before Dungeon and Dragons 5th edition being released, FATE and Powered by the Apocalypse picked up in popularity. I remember some of the ways friends of mine initially described FATE when its 4th edition was released in 2013. They described it as being “easier to understand” and “letting you do anything.”
Which brings us to where we stand now. We’re in the middle of a movement marked by narrative games using FATE or Powered by the Apocalypse cropping up, either as fan made games like the numerous Star Wars FATE games, or as independent publishing, such as a Nahual, a Mexican game about urban fantasy, set in (surprise) Mexico.
Social movements have a strange way of not being all encompassing, though. The Fantasy Heartbreakers were happening at roughly the same time GURPSmania was, which dragged on sometime into the era of the d20 System’s reign. Moreover, with Dungeons and Dragons having some of its rules released under the Open Gaming License, we’re seeing a second wind of extra Dungeons and Dragons material during our current age of FATE and PbtA, including High Level Games’s own addition to this canon: Snow Haven.
5) Bonus! Standard Roleplay System
To illustrate that this isn’t exclusively a trend in the English speaking roleplaying game community, I’d like to touch on something similar that’s happened in Japan. The game publisher Far East Amusement Research is one of the big names in publishing RPGs in Japan. They’re known for two things: having published Tenra Bansho Zero, as well as creating the Standard Roleplay System.
The Standard Roleplay System is exactly what its name implies: a standard set of rules that FEAR’s games use, creating a similar wave of games in Japan as we’ve had in the West. One of the most bemoaned examples from Western fans of Japan’s RPGs is a game called Monotone Museum, which was designed to prove a point about SRS: anybody, even those who don’t have much experience in RPGs, can make one.
The rules deviate very little from the SRS document, and shares a lot of common themes with other FEAR Games, including Tenra Bansho Zero and Double Cross. Themes such as stacking multiple archetypes to make your character, having a cosmic force that both empowers and corrupts your character, and having to take steps to avoid being lost to said force.
I’ve initially bemoaned how similar so many different RPGs can all be the same, but as I wrote this article and took the time to organize my thoughts on the matter, a few things did dawn on me. The first is that every so often, something truly new does come around and shake things up. The other is that even within a familiar framework, there can still be room for something interesting to be made.
After all, despite basically being a clone of JRPG video games of the time, Earthbound is still one of the best games of its kind.
While Aaron der Schaedel has been in the RPG fandom for a very long time, he’s spent most of that time in the fringes of it, where he’s found all kind of wonderful, bizarre, and even horrifying things. You can (and should) ask him questions about the things he’s found via twitter: @Zamubei
Picture Reference: https://www.drivethrurpg.com/product/224851/GURPS-Fantasy
All blog materials created and developed by the staff here at High Level Games