Monday, August 13, 2012

Campaigns that never happened: X-Crawl


Pro-wrestling meets DnD and professional sports. Dungeon Crawling is the national pastime of the North American Empire, formerly part of the Roman Empire, lead by Emperor Ronald I. Dungeon Judges (DJs) create the most elaborate and exciting dungeons for a team of XCrawlers to battle their way through for fortune and glory broadcast to every television in every corner of the Empire. Playing to the crowd is just as important as skill while traversing the dungeons. The more the crowd loves you, the more money you get.

The setting was created at the end of 3rd edition's cycle, just prior to 3.5 hitting, so it has some adjusting that needs to be done if you were going to play it today with a more refined rules set like 3.5 or Pathfinder. I suppose you could run it as a 4e game, but there's that whole inability to adapt 4e to non-WotC sanctioned environments so... yeah...

Anyways, the setting is entertaining to think about. Anything with a unique flair for the dramatic usually catches my interest quickly (see me obsession with Yu-Gi-Oh and pro-wrestling) and get's my head filled with entertaining ideas about the setting. This one, combining an alternate modern Earth setting with Pro-wrestling and fantasy gameplay, is right up my alley. Oh the things I wanted to design and play in it...

Being able to just jump right into a dungeon crawl without a real narrative attached is something I have trouble doing, but in a setting like this I can do it as an entire session just because. You can take classic crawls and make them special events. A pre-made dungeon? Easily incorporated. Random dungeon idea with strobe lights and fog machines? Done!

That isn't to imply that this setting is just dungeon crawls and roll-playing. There is real potential for international intrigue and hidden plots. XCrawlers are extremely skilled individuals from drastically different backgrounds. What happens when countries go to war? The Drow are still hidden in the Underdark waiting to take vengeance upon the surface world. Hitler could be resurrected under the right circumstances. There are entire criminal organizations running their own "basement" dungeon crawls. Sponsors and rival teams can interfere with you between Crawls. So much there.

I have wanted to play/run an XCrawl campaign so badly since I first picked up the book, but as always, my enthusiasm was rarely matched by those around me and when transitioning between different gaming groups over the years it was always more important to find the simple thing that everyone would play rather than the out there stuff that is difficult to get an established gaming group to try out. 

I don't expect I'll ever actually get to play this game at this point, as much as I would like to. I like the setting, I like the feel, but I'm not sure I'll get a group together at this point anytime within the next 10 years and there are other systems/settings I would rather play first so once again it goes on the back burner.

Tuesday, August 7, 2012

The Campaign World Map

The World Map



First off, the map is a master piece of my art skill. I know you're jealous. I'm amazing. Yes it has been edited. I've taken out some things that are not for player knowledge yet. (Full size available here, also, sorry for not posting the full size here. Blogger just doesn't like to work for me.)

This is to give you a view of what the world looks like and when coupled with my earlier entry about the campaign setting should be able to give you more of a picture of what you're going to have in store for you. this is going to be a simple key to give a layout of the lands and what their environments are like. The map is oriented with North being directly towards the top of the page.

1. Temperate Mountains/Forest continent- This is your Britain-like land. Stone castles, royalty, and such. Primarily a human population with halfling and gnome populations scattered about.

2. Tropical Volcanic Isalnd- doesn't have a specific purpose yet, open for use for helping develop character backgrounds or gives me a place to stick in a new idea

3. N/A for now, there's an adventure there, where "there" is you won't know

4. Massive Island Chain- There are 20 Major islands in this chain along with hundreds of smaller ones spread throughout, the elves come from here.

5. N/A for now

5.a. N/A for now

6. 8 Primary Islands with a lot of smaller islands in the area- This is a well known area for pirates. The small islands lend themselves well to hidden bases and stores. Pirate hunters, privateers and military vessels patrol this area looking for bounties. Its central location to the rest of the world put's it right along the best merchant lanes and makes it easy to get to almost all of the rest of them.

7. Savannah/Plains Continent- Tribalistic societies are known to come from here

8. Rainforest/Jungle Isle- Orc home island, these orcs have a Aztec/Incan/Mayan style culture. Human sacrifice, colorful clothing/rituals, the works.

9. Rainforest/Jungle Isle- Orcs invaded this isle a long time ago and enslaved the human inhabitants. They are still kept as livestock for the Orcs

10. Volcanic Tropical Isle- Blank slate

11. Desert Continent- An Australia/Middle East like continent.

12. Temperate Continent- Another European style continent, there is rumblings of a civil war brewing here.

13. Tropical Island Chain- This chain is ravaged by the Storm Wall, the storm that has raged across the Western part of the world for thousands of years. There is a group here studying the Storm Wall and trying to discern the cause of it.

14. The Storm Wall- The storm that has been constantly raging for thousands of years. It follows a basically straight line.

15. Snowy/Icy Land- Pretty self explanatory. North of here the is covered in a polar ice sheet.

More will come regarding each of the regions in the future. For right now I think this is enough. I don't have accurate distances yet, that's still being worked on, I've never had much love for the gooey bits of D20 travel so I've been really, really lazy with figuring out distances.

Sunday, August 5, 2012

Character Profile: Night Weaver

New character profile up on my DeviantART page.

http://epithail.deviantart.com/#/d5a05a5

This one is of Night Weaver, an Ananasi from Werewolf the Apocalypse that went far beyond his original confines.

Thursday, August 2, 2012

DnD and Economics (aka Why a Libertarian shouldn't read too far into a game system)

Those who know me know I have a sickness. I like studying politics and economics for fun. No, I don't know why I do, I just do.

But I have promised to keep that Passion off this blog unless it is something that relates directly to gaming/nerd culture in general. So this one will be about economics and DnD. (3.5 or Pathfinder, because these are what I am most familiar with)

I've never really like the economy of the system. It is too arbitrary and static. Part of it plays into the magic system's interaction with the medieval/pre-enlightenment society that the setting is based around. It's a weird spot for the game to exist at. It has tons of implications for society and how people would interact.

And I wrote a long tirade with a bunch of economic analysis and theory in it and then deleted it. Probably not the best thing to ramble about to people who want to talk about gaming. I'm just going to say that the game detracts from my enjoyment by having such an arbitrary system in place. So, anyways I designed a prototype system for trade goods and a living economy for my campaign setting. Let's take a look.

Since the characters will have their own ship and will be globetrotting they might want to make some easy money along the way. So trade is a good way to do that, and if they so decide they could also engage in a little privateering/piracy/pirate hunting which will also get them some goods they can sell off along the way.

(Okay, really don't feel like playing with HTML to get a table to work here so please excuse me choosing to do this in list form.)

I have devised a way to simulate unique economies on each island. This is only going to apply to trade goods  for the purposes of this system. All of the normal equipment and such will remain at normal levels to keep things simpler.

So for this system you have 3 levels of economies; Global, Regional, and Local. Global should be obvious. It also will not likely be used all the time unless there is a specific reason for it, at least for this campaign. Regional applies to each major island, archipelago, or continent. Each region has different resources so each will have their own percentage modifiers to the prices of goods.  For example, a heavily wooded continent would have a lower price for wood than a desert one. These ones are typically going to be permanent modifiers. The final one is local. These are ones you're going to be rolling on these charts for.

The random economic statuses should last in effect for 1 Economic Interval, typically 3 months which is a fiscal quarter in the real world. That can be completely up to the DM though.

Trade goods are measured in Tons. Whether or not they actually weigh an actual Ton isn't important, it is just to give you and idea of how much space they take up. A single ton of livestock for example could vary wildly in how much space it takes up. So to keep it simple I just use Tons. The prices were determined using simple extrapolation of what is already in the PHB.

The trade goods are as follows:

-Food: Dry - 40 GP/Ton, Salted fish/meat, grain, pickled, and other preserved foods
-Food: Fresh - 80 GP/Ton, Fruit, veggies, fresh fish, and such. Unless magically or mundanely preserved it loses 50% value every week, 2 weeks if preserved
-Food: Livestock - 120 GP/Ton, price includes their own supply of food. Random assortment of animals used for food purposes.
-Luxury Goods - 1,600 GP/Ton, These are fancy general purpose items. Candle sticks, silverware, art, furniture, etc.
-Goods - 400 GP/Ton, Same as Luxury Goods only cheaper, common man versions.
-Spices - 6,000 GP/Ton, It must flow... but really this is stuff like salt, cinnamon, pepper, etc. Not usually seen in more than a ton or two at a time because of how rare they are and how little space they take up.
-Lumber - 150 GP/Ton, Lumber is important to civilization, especially with this much ocean
-Metal - 200 GP/Ton, These are trade metals like iron, brass, lead, etc. Precious metals are a whole different story
-Other Raw Materials - 150 GP/Ton, Rock, sand, earth, whatever random stuff they might need somewhere else
-Booze - 800 GP/Ton, trade may be restricted based on the port
-Weapons - 2,000 GP/Ton, random assortment of mundane, normal quality weapons. trade is typically restricted
-Contraband - 1,500 GP/Ton Anything from drugs to slaves, falsified documents to knock off Gucci sunglasses. Stuff that is black market almost no matter what it is or where it goes.
-Special - If a region/local area has a very special product, like say a magically reinforced wood or a spectacular metal like Mythril, those will be handled on a case by case basis.

Black market goods might have an increased price but you'll have to be careful trying to sell them.

When you need a new port's economic environment you roll d% on the following two tables. You roll on the economic conditions table twice. Once you determine what economic conditions exist you need to roll to determine which trade goods are affected by using the second table.

Economic Conditions:
01-40: No Change
41-50: Market Boom- +10% to value of selected goods
51-60: Market Bust- -10% to value of selected goods
61-70: Goods Shortage- +20% to value of selected goods
71-80: Goods Surplus- -20% to value of selected goods
81-90: Heavy Taxation- +10% to value for purchase, -10% to value for sale
91-99: Roll again twice
00: War/Disaster- All goods increase by 50-150% ((2D6+3)x10), some may be at risk of confiscation.

Trade Goods:
01-07: Food, Dry
08-14: Food, Fresh
15-21: Food, Livestock
22-28: Luxury Goods
29-35: Goods
36-42: Spices
43-49: Lumber
50-56: Metal
57-63: Other Raw Materials
64-70: Booze
71-77: Weapons
78-84: Contraband
85-00: Roll twice, if the same good comes up, the economic status stacks.

So how this works is pretty simple in practice. You apply these percentages directly to the base price in this order Global, Regional, Local. When you apply multiple effects, apply them in the order they were created/determined. Don't just add up the percentages, apply them individually. (Although you totally could do that, I just like doing it this way because it creates wildly different numbers and simulates the wildly varying nature of an economy better) Here's an example:

Port of Prototype:
Global Effect: None
Regional Effect: This region is known for it's vast forests and lumber industry, Lumber (-15%)
Local: Market Boom (Goods) +10%, Heavy Taxation (Lumber) +/-10%

Goods:
Base Price: 400 GP/Ton
Effects: Market Boom +10%
Value: 440 GP/Ton

Lumber:
Base Price: 150 GP/Ton
Effect 1: Regional -15% = 127.5 GP/Ton
Effect 2: Heavy Taxation
To buy: 127.5+10% = 140.25 GP/Ton
To sell: 127.5-10% = 114.75 GP/Ton

Now obviously a PC and their skills should be taken into account for the buying and selling of goods. So I've taken this into account. The most obvious skill for this is Appraise.

Each local area/port will have a base Appraise DC that the PC will roll against to determine how much they can buy/sell something for. For every two points above or below the DC of a port it changes the price by 1%. If you roll below the DC you suffer a penalty as appropriate.

Example: Using the Goods from our Port of Prototype:
Port Appraise DC: 20
Roll to Buy: 16 = +2% => 440 + 2% = 448.8 GP/Ton
Roll to Sell: 30 = +5% => 440 + 5% = 462 GP/Ton

You can make one attempt to buy or sell a particular trade good once per week or port visit, whichever is shorter. You don't have to accept the price after you roll, but that counts as your attempt for the week. There could be feats that let you get around this restriction.

As for what determines the local area/port's Appraise DC, I don't know quite yet. I'm just going to go with gut feelings for the moment until something can be figured out.

Thoughts, questions, concerns, think it sucks? Let me know on Facebook or in the comments. I want feedback!