The debate around Special Snowflakery
has taken some interesting turns. For one Courtney counterposes what
I think is an over-narrow definition of the Special Snowflake setting
(and lumps in the heavy-handed/railroady elements that I also
dislike) to what he may think is my over-broad and likely murky definition. The
principled disagreement is all fine and good, I learned things and
got a chance to clarify my own thoughts.
Strangely, a number of people both on
these posts and on Google Plus seem to raise counter-points that I
not only agree with whole-heartedly but have been central features of
the six-plus years of the Hill Cantons campaign—and a re-occuring
thread in the posts here about that play. Small is beautiful, less is
more, and that play should drive what is vital in a setting world are
all things that I have written about—not as abstract principle—but
as part of my own observations about where the players and I where
taking the sandbox campaign over the years.
Further the discussion made me think
hard about whether or not my campaign world was itself a special
snowflake. I mean sure in many ways its a very traditional D&D
game: the mechanical baseline is a mostly untouched B/X clone and
most all play revolves around micro-site underground exploration. All
roads lead to the dungeon is a running and not inaccurate (and
terribly funny) joke in the Hill Cantons.
But it has had any number of grand
experiments (pointcrawls of all stripes, domain-level play, stupid
player classes, etc) and it has grown up with a steady accumulation
of highly personalized setting details—up to and including the
hubris of actually inflicting that hubris on the world through
publishing the Slumbering Ursine Dunes. It's hard to not admit in the end that it has very much evolved into the most special of snowflakes.
How a simple barebones sandbox grows
into that whole other thing is an interesting open question and one
tied to the zig-zagging actions of the players. Tazrun, a PC
thief, dies and the party wants to raise him from the dead so they
decide to break out of what has been the geographic delimited
campaign zone and go to the big city. Then that big city, half-ruined Kezmarok in my case, becomes a whole new arena for the players—and
then itself gets dropped for a wilderness clearing new phase. The
world and its details start accreting.
I would hazard a guess that it mirrors
other folks sure but steady building up from the ground floor (and
yes this is your place to chime in about that experience).
Obviously I speak best to my own
experience. Fortunately for me that experience rather well documented
over the years here. Doubling back to my indexing project I can kill
two birds with one stone.
The Road to Snowflake Perdition
I am tempted to skip right over this as
vaguely embarrassing but it all started here, my very first post for
a blog that was intended just to be a campaign clearinghouse. The
campaign was nothing but a few terse setting dress lines. A skippable but relevant post.
Five sessions and a month in and I am
already pushing at the limits of what I had intended to be a plotless
West Marches. Still I apologize for worldbuilding impulses. The links
here are wonderful, some classics in the thinking of sandbox
campaigning in neo-old school circles of the time.
I try to have my West Marches cake and
other quasi-plotted elements too by introducing hare-brained and
baroque mechanics to keep me supposedly grounded. Some ideas I have
kept with me, like the general dynamic of creating just-in-time
mystery but most dropped.
Musing on the campaign “stages of
evolution” and wondering if it is part of a generalized pattern for
all long-running sandbox campaigns. The comments are interesting (and
a shame that the Google Plus side vibrant discussion is lost to the
ether.)
Kicks off a series of articles about
Top Secret networks and character-based sandboxes. The attempts to do
this as part of a espionage part of the campaign were not found to be
all that fun by several players (and it took the campaign too much
away from site exploration for my own tastes) so it was quietly
killed in the night.
I finally recognize that the WM like
features of the campaign are long abandoned and wonder why the many
other “West Marches” have disappeared.
One of my favorite posts, I evoke the
final season of Lost and a high-falutin' literary concept to return
to talking about how mystery and worldbuilding are evolving in the
campaign.
Taking a cue from Morrowind I talk
about how to introduce info dump as an optional experience. (Note I
have been way too overwhelmed to do anything like this over the last
year of the campaign).












