Wednesday, October 16, 2019

The Gygax 75 Challenge: Week 2

TLDR: I go through the process of drawing a hex map.

This series is collected under the gygax75 label. This is the third article. My pal JJ is doing this exercise simultaneously and blogging about it at Beyond the Gates of Cygnus.

Week two went fast. JJ sent me a message about his progress towards the end of the week and I realized I had committed nothing to paper yet. However, I had been thinking about it for some time and, having set the world concept first, it all came out in an orderly flood (which is a total oxymoron, I realize).

I wrestled with the scale recommendation of 1 mile per hex. I knew I wanted to based my map on the fertile crescent cultures and specifically the cities between the Tigris & Euphrates in the late bronze/early iron ages – with the serial numbers filed completely off. So I printed off a map of the area that had a scale marker and identified a 100km/62m square of land to work with.

When in doubt, steal.

I then began sketching in my new and improved workzine (workbook + zine, which you can get at my Patreon). As I filled in terrain I would get bored with one type, so I became a little more inventive and the history of the place grew in my head somewhat. Which was a cool experience. Here is my first take on the map.

Sketching in my Gygax 75 Workzine

Scale is still an issue in this, but I turned it into a strength. I decided that the map was drawn by people of the time who would, naturally, place greater importance on the cities than on the surrounding wild. So the city hexes are scaled around 0.5 miles per hex. But the wilderness hexes are closer to 6 miles per. I wanted the dungeon (see the little cave openings and "Nazca lines" east of Ruk) to be a hard day's ride away.

What follows are the notes I added to explain places on the map.

Timuria, Land Between the Rivers


Timuria is the initial focus of play. Features appearing on the map are:

Ruk. A walled city of 70k inhabitants and likely home for new characters. The city is ruled by Sinaruk, a being descended from both divine and mortal parents. She is 9' tall and terrifyingly beautiful. The Krat river runs through the city and surrounding farmlands in gated canals. Livestock are herded in the grasslands beyond. Borderlands are patrolled by the centaurs – by treaty. Land owners serve as soldiers when called.

Garan. "The Old City" is also a dying city. Increased flooding and the encroaching desert has caused many to migrate north to Ruk. Those that are left are highly religious, by inclination or out of fear (or both). Nominally, the city is independent and ruled by a complicated hierarchy of priests, but it pays tribute to Ruk and is protected by her.

Zagash. The hated enemy of Ruk, the Zagash do little herding and less farming, preferring to raid for worked goods, food, and slaves when they can. They prey especially hard on the Centaurs that live in the steppes east of the Godswall.

The Godswall. A labyrinthine tangle of low, stony mountains. Sources of water are few outside of the rainy season and the peaks are home to feral harpies (and worse).

The High Stones. These rocky spires in the Noor: the Desert of Stars, are the eyries of strange, vampiric shapeshifters. (None name them for fear of drawing their attention.) The tops of the spires have been tunneled out into elaborate palaces. 

Uskad: The Bloodwash. A largely uninhabitable area due to seasonal flooding that covers the land in red clay and silt. Several old cities (and their relics) lie buried beneath the muck.

Myr. The only way into this valley is by following one of the many small tributaries of the Uskad. Travellers do not go there. Or, if they do, they do not return. Many say it is the home of strange “mud men.”

Next Steps


Well. First of all it's on to week 3 of the challenge in which I'll be detailing several levels of dungeon. (Or perhaps three different tombs, each further into the Godswall.) But as time permits I am going to convert the hand drawn map into a full color job that is part Hexographer and part digital drawing/painting. 

[Update. I did the map – and I did it in vibrant Jack Gaughan colors!]


Strategic Review 103 Autumn 1975


Contents

  • An editorial by EGG sniping at Arnold Hendricks over a poor review of D&D
  • TSR News announces the Games Division and the Hobby Division
  • Announcement about the upcoming Empire of the Petal Throne by M. A. R. Barker
  • New monsters: the Yeti, Shambling Mound, Leprechaun, Shrieker, Ghost, Naga, Wind Walker, Piercer, and Lurker Above*
  • A ranking of most popular game genres by 42 members of the Strategists Club and ...
  • Announcement about Boot Hill*
  • A tongue-in-cheek bestiary featuring "Weregamers," "Umpyres," "Hippygriffs," and the like
  • The Battle of Ebro River, a scenario for 15mm Napoleonics
  • Wargaming World News
  • An article, The Art of Gunfighting, uncredited*
  • A truly dumb poem about unicorns
  • Mapping the Dungeons: a news column about various GMs and their games
  • The Deserted Cities of Mars, by Jim Ward*
  • Appearance of the TSR Hobbies lizard man logo

Items of Interest

The monsters added in each edition are of great interest to me. They represent player behavior in that one can suppose they are a direct response to needs of the dungeon/fantasy ecosystem. Another way to say it is that these monsters seem to be partly driven by general interest and partly driven by the need to challenge (punish?) players who are tearing through dungeons! Of course Yetis are carnivorous and "very fond of human flesh." And have a look at Shambling mounds! They have brains that are hidden behind "thick, fibrous, ... difficult to penetrate" layers that are immune to fire. Shamblers are difficult to hit, AC0, and when you do hit them your weapon does half damage. Lightning makes a Shambler grow! Cold does one-half or no damage. Crushing doesn't do much either, as a Shambler can flatten itself. Leprechauns exist to play tricks and be a general pain in the ass (polymorph non-living objects, make illusions, etc. at will). Shriekers are the alarm system of the dungeon, calling in Shamblers and Purple Worms when hit by torch or spell light. Piercers and Lurkers Above (Lurker Aboves?) are classic trap monsters – very hard to detect, often attacking with surprise.

The top genres for wargames as ranked by 42 of the 60+ members of The Strategists Club in 1975 was Fantasy, Ancients, ACW (American Civil War), and WWI. If you had asked 7 years earlier, I suspect you could replace Fantasy and Ancients with Napoleonic games. Also, I'm a bit surprised by the absence of WWII. Of course there were other genres that appeared in the ranks, SR only reported the top 4.

Western didn't make the list. Which seems to have been a disappointment to Gary Gygax and Brian Blume, as they were all set to release Boot Hill. So much so that they say: "We would not have gone ahead with BOOT HILL based on survey answers, but sometimes the publishers can know more than their market." (What a cocky thing to say! If you don't want to hear other answers, don't ask the questions, right?) I think Boot Hill is a cool game and a cool idea, but it has never been as popular as other TSR games/genres. I think what we have hear are two guys who grew up on cowboy movies not realizing that the market for "cowboys & indians" (I lower cased the latter on purpose as it's such a misnomer) had shrunk/was shrinking in the same way as the market for boxing and horse racing. IOW, a great game with a narrower, if hardcore following.

The article on The Art of Gunfighting was released under the heading Gallery of Gunfighters (essentially promising more western articles to come). It was a really interesting read for me. The author (uncredited but I'm guessing Gary) dives fairly deep into styles of holstering (or not) guns and the relative merits of each for speed of draw. The basic theme is to debunk a lot of romantic/Hollywood ideas about gunfighting.

Deserted Cities of Mars really speaks for itself. I love that we are getting more diversity of genre in the SR -- Western, Fantasy, Napoleonics, and Science Fiction (Science Fantasy actually) as well as D&D in this one. I dislike the amount of silly humor, but ... humor is often relative to its time and doesn't always date well. Anyway, the great thing about Deserted Cities is that the description of Martian cities not only helps draw out a picture of the world of Barsoom, but is backed by tables for generating the features of a typical Martian city.


Thursday, October 10, 2019

The Gygax 75 Challenge: Week 1

TLDR: I develop a setting pitch in a few bullet points, using my interpretation of the process Gygax suggested in an old wargaming newsletter.

You should probably read the introduction to the The Gygax 75 Challenge, first!

Also, follow my friend JJ at Beyond the Gates of Cygnus as he takes the challenge.

FYI, our system of choice for this is Delving Deeper.

Enough preamble. How did I get along with my first week? I think it went quite well. I finished in about 4 days of off-and-on thinking and writing. Actually, the thing that took the longest was developing a Pinterest board, which is kind of an ongoing project.

I wanted to assemble my world from images - to use a visual palette. I specifically set a focus for myself, choosing images from the covers of vintage paperbacks that I had not read! Mostly this meant drawing heavily on the work of Jack Gaughan and his peers. But I eventually started cheating to get some diversity. The board is  Uzerak: Where Gods Walk


Jack Gaughan art from the cover of Andre Norton's Garan the Eternal


I started with a visual palette; JJ began with a musical one – 1975 albums by Rush. In the end, however, he made a board too. (I have yet to make a playlist, but I probably should.) I think the more you can nail down the "feel" of your world the better. Nail it down without constricting it, that is. Maybe "focus" is a better word? It's easier to start focused in fantasy and branch out, adding ideas, than it is to do the opposite.

Here are the bullet points of the setting:

  • Gods of Chaos and Law vie over the servitude of mortals, luring them into bondage with immediate gains and promises. Those who draw on the power of the gods slowly lose their humanity. (MUs and Clerics who begin to manifest inhuman traits are looked upon with fear and reverence.) The gods are playing a long game for control of the cosmos.
  • Uzrak is a human-centric world. Though none of the “classic” fantasy nonhuman races (e.g. those from The Lord of the Rings) are found in Uzrak, the dalliance of gods with mortals has given rise to scion species such as the centaurs and harpies. Most humans harbor some level of mistrust and/or fear of the scion races. For this reason, and because scions are prone to feral impulses, they tend to live in the wilds. 
  • The proliferation of humans is met with jealousy and hatred among Uzrak’s strange, older races. Feudal, vampiric shapeshifters rule the deserts to the southwest from spires of stone. Trolkin from the frozen lands raid along the northern borders. Snake people infest the dense jungles to the southeast. And many other forgotten ancient cultures and cults stir in their cold lairs. None worship the gods of humans, nor would those gods have the worship of these failed/failing races.
  • People of consequence make a statement with their attire. Brilliant, ornamental robes and armor are the norm for heroes, magnates, and wise men. Badges of office and affiliation are common, expected, and displayed openly. Majestic beards are all but indispensable among the wise. You will be judged on your appearance!
  • Iron forging is still a new technology. Things made from iron are expensive and difficult to acquire. The secrets of forging are jealously guarded and often controlled by rulers. Owning iron armor/weapons is a sign of status; but will also make you a target. Those who draw power from the gods find that iron is an anathema to magic; it becomes extremely hot, cruelly burning whatever it touches and losing its temper.
  • City states each have their own code of law. Best know it before you pass through the gates. Ignorance is no excuse.
  • The Great Game. Raan, is a complicated chess-like board game played on a 10x10 board. It is an obsession among the cultural and intellectual elite. Sometimes Raan is used to determine the outcome of major decisions or events; some even believe that the gods give favored players inspiration or lead the profane into foolish moves.
  • The Mythic Underworld. The deepest places in the earth sometimes open up into the underworld, where things shift from mundane, logical, and concrete to exotic, surreal, and fluid.
Those are the main points, but I added two more that are more like notes to myself.
  • Inspiration drawn from the work of Jack Gaughan and "Fertile Crescent" civilizations c. 1200 BCE. Other sources include The First Chronicles of Amber, Dark Sun, Dune, Chariots of the Gods, Necroscope III: The Source, Dungeon Crawl Classics
  • Prompts for players to drive setting home. What powers or causes do you serve? (Especially MUs & Clerics.) Describe your outfit and what it says about you.

These bullet points force a small amount of work on me. Namely to make the scion races and to come up with a mechanic for binding one's self to a patron and drawing on that power. Also to develop a bit of a bestiary for riding lizards and such. All pretty easy stuff in Oe D&D, actually. What worries me a little more is things like naming conventions and developing political factions. Was I supposed to have done all that at the start? Gygax isn't very specific on what all is entailed in this step.

Next week, a hex map!

WEEK 2

Monday, October 7, 2019

The Gygax 75 Challenge

TLDR: Gary Gygax wrote an article in 1975 about how to get a campaign started. It's not bad!

It was a Dragons Never Forget blog post that first drew my attention to an article on beginning a campaign that Gygax penned in the 1975 wargaming newsletter Europa

I was surprised by a number of things in this article. Not the least of which is how well Gygax wrote in his earlier days. He is generally clear and organized, doesn't over indulge in big words and obscure abbreviations, and writes with a helpful tone.

He also provides some interesting and generally sound advice. (Caveat: it's for building a campaign around an old school dungeon crawl. If you aren't into that, you won't be into this.) The article breaks down into two halves. The first half contains the five steps he outlines for generating a minimalistic stage on which players will invent a story. The second half is a grab bag of advice in which he details playing other races, including a gold dragon character.

The Five Steps


  • Establish a setting concept. "Step 1 is something you do in your head." Embrace as many sources of inspiration as you like, but keep your sources hidden to preserve the mystery. Setting  some limits on the scope can be very interesting as long as the players' imaginations still have a relatively free-reign.
  • Develop the surrounding area. Gygax suggests a large sheet of paper with a scale of 1 mile/hex. Include some interesting terrain, locations, and places to explore, camp, adventure, and set up a base or even a stronghold.
  • Create 1-3 levels of a dungeon. Choose a distinctive theme and/or key feature for each level. Map it, noting transition points to lower levels. Plan where key monsters and treasures will be found.
  • Detail a sizable, nearby town. "Here your players will find lodging, buy equipment, hire mercenaries, seek magical and clerical aid, drink, gamble, and wench." (Hmm.) Add strange towers, a thieve's quarter, temples to horrible deities, etc. for flavor. 
  • Build the larger cosmos (concurrent with play). Gygax says this step will likely come after play begins. "Most referees work on their campaigns continuously:" adding, changing, and expanding. 

I made a PocketMod for you to carry around in your journal if you want to follow the advice to see how it works out. (You'll need the folding instructions.) Once folded it will fit in the smallest Moleskine notebook (3.5" x 5.5").

The PocketMod is designed around one week per step – no more, no less! My friend JJ [Beyond the Gates of Cygnus] and I are currently trying it out, so I'll be posting the results here as we go. Stay tuned.


It's Gary's world. We are all just livin' in it.


Launching the Expedition


This part of the article is two longish paragraphs. The first is about generating characters and basing and outfitting an expedition. The second paragraph is the interesting one. Here he talks about the selection of character types. He gives the advice that characters with average stats might do well to consider one of the non-human types: dwarf, elf, or halfling. (Presumably their extra abilities offset the level cap, which wouldn't matter much to a character with low/average stats anyway. Hmmm.) 

Then he says something really interesting: "What do you do if a player opts to become a Golden Dragon? Agree, of course." He goes on to suggest some of the problems with a GD character: only able to adventure with lawful types and scares off hirelings. And he suggests a very slow level progression (every four years or several 100k gold pieces add to its hoard).  We've probably all seen the advice in original D&D (1974) about allowing players to play other species, but it's a one-off line and I've never been sure how seriously to take it, until now.

Pretty fascinating stuff. 

The article is only three pages long. It is not paragraphed well and is in tight, slightly fuzzy scanned typewriter. But it's well worth your time if you want to see some very early advice on "how to" do D&D. 


Do yourself a favor and continue reading into the reader responses to the D&D craze. They are interesting as well!

WEEK 1