Showing posts with label index. Show all posts
Showing posts with label index. Show all posts

Thursday, July 16, 2015

The Ten-Minute Guide to the Hill Cantons

What the Hell is This Special Snowflake?
This Slavic acid fantasy snowflake is the world of Zem. The Hill Cantons is a region proper (a loose collection of poorly-run borderlands cantons ostensibly ruled by the Overking), the name of the seven-year campaign and now a published backdrop to be ignored and smiled at indulgently like an eccentric uncle.

Zem is a world divided into four near-symmetrical parts, double bisected by the World Canal, domed by the heavenly firmament, and riding on the shell of the World Turtle that swims in a spiraling loop through the cosmic void. It is believed to have its reflection in an mirroring Anti-Reality.

Old wives also foolishly believe it to be a spherically-shaped, concentric “shellword” , a world inside of an Overworld and containing another Underworld. And that the heavenly firmament is but the illuminated rock underside of that upper layer of the world which itself elliptically orbits an outer sun, one of countless billions.

But that's crazy talk.
You can click on me. 
Where did Zem Come From?
Some believe that a dreaming Overgod in floated from Demonspace to this dimension and created it in his self-loathing/loving image. Others believe that the world is but a psychic projection of another, a shadowy cave of folk-spirits and broken platonic ideals.

What Kind of Cracked God Would Want to Live Here?
For a world dominated by a monotheistic religion (the Sun Lord and Solarity) that denies even the existence of other divine forces, Zem is crawling wall to wall with countless cohorts of failed gods, godlings, local gods, beast gods, hero cults, and atrophied gods.

Read all about it in the Hill Cantons Cosmology if you aren't asleep yet. Or see here for the Cosmological Appendix N


Just What Exactly is Up with the Weird?
The Weird is a marble-cake band of mythic wilderness/underworld and magitech other dimensions bleeding over and living in a constantly changing/moving (dialectical) tension with human civilization. It is a shifting zone of Other Reality. It's where the feral things are.

But I said it way better and with more detail hereOne of the in-game models of this is the Chaos Index campaign idea

Civilization?
Human civilization is smaller, more thinly-rooted and more inwardly-focused than our world. There's a small-scale survey of the campaign spots in Hill Cantons Compendium II , but here's the big picture rundown:

The Overkingdom of Nemec, Nurian, Heimeti, and Pahr Lands, a “bright colors” psychic projection of late 16th century Western and Southern Slavic (the Pahr) and German (the Nemec) countries. The coreland Overkingdom has three large semi-autonomous borderlands regions: the Hill Cantons, the Translittoral Canton of Hoimatbuch and the Marches of Nur (famous for its War Bears and kuduks).

Kezmarok on the Rock and Over The Water, a former empire now clinging to life in a half-ruined metropolis after 500 years by the Turko-Fae. Run by the Decade King, a monarch that until late was deposed and blinded each decade. Quite a bit written about this glorious dump here, here, and here.

Himyar, the 19th century Orientalist/pre-Muslim Arabic-ish “Scarlet Sultanate” of the south (with a splash of Clark Ashton Smith necromancy). 

Hy-Brasos, barely-settled Magyar-esque horse nomads cum feudalists with war wagons. Pity the poor dirt-gnomes, glammer-slyphs and talking dogs enslaved by them. 

The Kozak hordes, Old Pahr horse nomads. The western horde being led by Hetboy Pavol.

Oiorpata, that distant and exotic isle near the resting point of the Sun Lord's daily ride, are a fine, strong-boned, if verbally assertive race of Amazons noted for their love of high-crested, baroque helmets, polished armor, and knitting circles.  

Races and Places Weird
Hyperboreans. A long-fallen, world-spanning super-human civilization that possessed great lost sorcerous techologies (read Kirbyesque space gods/science fantasy). Shit went south a millennia ago and their Necromancer-King successor-states left great undercities and ruins on their way out.

Anticantonal Eld. Lords of one of the Cold Hell (a rigid, hierarchical anti-reality). You know, these assholes.

Turko-Fae. Grey-skinned and inscrutable, these strange turbaned warlords have laid seige lines outside Kezmarok for five centuries. They wipe clean (literally) any bit of civilization they wrestle control over.

Grugach. Crazed homicidal and anarchic they pore forth from the so-called "Summer Country" in elk-riding hordes to lay waste to...well anything.

Vlko. A lost (but found by the players) Old Pahr kingdom.

The Feral Shore. A former Kezmaroki borderlands completely wiped clean 500 years ago by the Turko Fey. Now thick with Old Pahr mythic wilderness and the center stage for the current campaign.

So Wait, Aren't We Still Talking About an Elfgame Here?
Yes, yes we are. While I will admit to slipping semi-embarrassingly into long daydreams during the real world grind, there is no childhood hand-carving figurines, collection of awkward short stories for my made-up world. The HC is a creation that has no independent force driving it other than the anarchic and organic process of layer being laid down on lair from the repeated bruising contact with the play table over seven years of running it.

It's a campaign world that has an arc divided up my discernible “phases”. Starting as a West Marches, radically plotless and exploration style campaign, it morphed into a broad-bases sandbox with layers of accreting layers of mystery. (That devolution plotted here)

Still the game, D&D and its microexploration focus, drives the setting. And all roads lead to the dungeon.  

Tuesday, May 19, 2015

AD&D's Apocalypse and Domain Game Index

Mad Max Fury Road is predictably jamming my nerd circle frequency on Google Plus. Naturally thoughts run to things post-fall-like and discussions around post-apocalyptic gaming are breaking out here and there. An interesting thread on Big Purple has resurrected an old school line of exploration: the apocalypse of D&D's implied setting.

That thread dovetails nicely with my blog indexing push, so let's run a circle back to two series of interlocked Talmudic ruminations that started with the post-apocalypse of AD&D's original flagship setting Greyhawk and led to analysis of the implied domain-level play in first edition.

If you read one post out of this list, I would suggest “What Rough Men Tell Us About AD&D's Implied World,” one of my personal favorite posts (and I usually hate with a passion the things I write). If you read a second check out the “Howling Emptiness of the World of Greyhawk” or the last post “AD&D's Apocalypse and Hereafter.” Do make sure to read the comments, they are half or more of what makes the threads interesting and the posts bounce dialectically from them.

Post-Apocalyptic Greyhawk

Some seriously nerdy number crunching around the population density of the Greyhawk gazzeteer revealed a very interesting fact: that world is much crazy empty compared to medieval Europe. Rumination on that wildness and its implications launches the series. “...Even the wildest places of Europe at the time are orders of magnitude more settled and prosperous than Veluna. Those wide light green clearings on the Darlene map turn out not to be dull vast tracts of farmland peopled by plump, happy yeoman, but barely held little bastions.”

Analysis and historical comparisons supporting the previous post.

Emptiness comparisons between the Wilderlands and Greyhawk and the two apocalypses of each setting.

A full exploration of the post-apoc dimensions of Greyhawk and encounter tables in the DMG.



Domain-Level Play in AD&D

A second branching thought train starts here. The first edition hardbacks support a wide and robust (but horribly organized) range of domain-level play guidelines and rules with implications for game play that are more interesting at points than recent attempts to implement “domain games.”

What the DMG actually lays out for domain play and how that differs from later attempts.

Another one of my personal favorites despite the long awkward header. The weird gonzo beauty of what happens when you use the DMG encounter tables for demense recruitment (as suggested by the book).

In which I try to figure what the hell is going on with all the name-level characters and large bands of "human monsters" the Monster Manual prescribes and the implications of that.

Taking the previous thought and comparing to the near-apocalypse/collapse of 14th century France. Many of the previous thought trains come to together and reach climax.

Some further postscript analysis about NPC, hirelings and production of goods by the book.  

Thursday, January 22, 2015

On Sandboxes Growing Into Special Snowflakes

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).

Thursday, November 20, 2014

Pointcrawl Series Index

One of the enduring thought experiments of this blog has been the pointcrawl, a concept which has passed into my brain by way of point-to-point wargames and Zork. Though I pose it as an alternative to hexcrawling in truth at the table for me it's more of a supplement, filling in and enhancing certain ways of running large spaces (hey there's probably a post in there).  This is the second edition of my own-going annotated index project for the blog. 
It's worth clicking on this. 
Pointcrawling
The meditation that kicked off the ongoing thread. An introduction and counter-position to hexcrawling.

My first concrete attempt to adapt the pointcrawl concept to something other than wilderness. The post presents the known areas of Planescape's Sigil as a single pointcrawl map. This experiment helped me gel further non-hypothetical explorations in using pointcrawls to run undercities, megadungeons and city ruins.

An attempt to break down the horizontal hugeness of an undercity into a manageable form. Should be read in conjunction with this post

In which I admit to having a difficulty in running city ruins and start to wrap my brain about how to do so. The comments are interesting and not surprisingly start pointing to pointcrawls.

Real needs in the Hill Cantons campaigns lead me to put into practice the stuff above. Some methods and guidelines for putting it all into practice.

Second part to the above post with a crowdsourced unique structures table and other practical bits.

Not only are undercities and megadungeons monsters of the horizontal dimension they can often become quite complicated with vertical connections. Here is an attempt to untangle that (and an experiment that only half-worked at the table).

An example of how I use hexcrawl and pointcrawl maps in tandem, in this case how I often break out the contents of a single hex into a small area pointcrawl.

Win a Wargame Contest Results
Despite the unlikely title relevant as concrete examples of how to describe and present a point on a pointcrawl. 

Wednesday, November 19, 2014

Interview Series Index

When you run a blog for several years--and spend too many years abusing your head as a young man--a terrible thing starts to occur: you start losing touch with the things you wrote about. It comes way too often these days but long into gaming-related conversation in a strike of blindingly internal light I will suddenly find myself thinking “waitttt, didn't I write a whole mother-flippin' series of blog posts about that three years back?”

To stave off that “all that is solid melts into air” feeling, I've finally started on my long-procrastinated annotated blog index. As I do each chunk—and they are pretty much going to follow in the order of what I consider the best or most useful of the posts here—I will post about them and add them to a larger index page. Likely next is the long index of pointcrawl and wilderness posts. 

First up is one of my favorite (and neglected) groups of posts: the on-again/off-again interview series. A series which under pretext of presenting ideas, recollections, and analysis to a broader audience, selfishly allowed me to dig into the brains of people I have found interesting or critical to our hobby.

The Interview Series (in Chronological Order)

Jeff Berry
The first interviews on the HC where with Jeff Berry aka Chirine Ba Kal, a longtime player in M.A.R. Barker's Tekumel campaign and for a time a mover and shaker in its business end. I had originally reached out to him with the intention of doing a one-shot little piece on what the early Tekumel games were actually like. The ongoing conversation was so incredibly rich with insight and Jeff's memory so exact in the amounts of detail that it spilled over into several encores, all of which I still enjoy reading today.





David Dunham
If you pressed me for all my all-time favorite computer game it would have to be King of Dragon Pass. Not only was it a near-perfect blend of handpainted art, strategy, roleplaying and big ticket mythic themes it was set against the worldbuilding of Glorantha that I love (mostly from afar) so well. A huge treat to interview David Dunham, creator of the game, and pick his brain about the connections to KoDP to tabletop roleplaying.


Magira
Digging into the altnerative paths that roleplaying could have taken in the 1960s and 1970s led me to places I had never known about notably such great “world games” as that of Magira in Germany. An interview with one of its participants.


Jeff Dee
Looking back at this interview three years ago which focuses on Jeff Dee's then beginning drive to get his Tekumel rpg published, it makes to happy to see that it is not only sitting on my shelf right now but is helping re-raise the flag of Tekumel after Barker's passing.


Kyrinn Eis
Kyrinn Eis talks about her fascinating worldbuilding and quirky attendant game.



Robert Kuntz
One of the more controversial outings of the blog but one I am still proud of running. The interview sprawls over great length but there are fascinating bits spread through out. While one may like or dislike the man, his recollections are important to our understanding of the early days of the hobby.


Dan Boggs
A look at Champion of Zed and its creator before it became another casualty of the rpg crowd-funding bubble. 


Trey Causey
One of my favorite interviews with one of my favorite people from our side of the hobby. Trey on his post-Weird Adventures victory lap. You better believe I will be banging on his door again when his 70s space opera book Strange Stars sees the light of published day.