Rumors are the single most important tool in a DM's arsenal in a sandbox game. They allow the DM to nudge in one direction or another, without a train pushing the PCs along. They allow the DM to flesh out the world without making the PCs have 'eyes on.' A DM can make a power player known well before the first encounter. The possibilities that rumors give is literally endless.
There is a downside to rumors as well. They can overwhelm players, if there are too many given. They can distract from where the game needs to go. They can make the players over confident. And worst of all, they can become a crutch for both players and DMs.
How do you avoid the pitfalls of rumors while running a game? You need to use them carefully:
1. Make sure not all rumors are true. This helps curb player over confidence. Also, it helps keep rumors from becoming a crutch (at least on the player side). Try to make sure one of the early rumors is false. The earlier the players learn this lesson, the better.
2. Keep rumors vague. A good rumor is something like "I heard the throne is important to explorers of the Citadel." A bad rumor is "The throne in the Citadel has a teleportation rune that brings people back to Var Nae."
The first brings the party's attention to something they might otherwise miss.
The second tells them exactly what to look for, and where to find it. It robs the players of their sense of discovery and accomplishment.
3. Have rumors advance plot, and show the world. Has an army attacked a major city? Chances are there are rumors everywhere about it. Especially in a world with scrye, teleport, speak with animals . . . etc. Just don't give away too much (See #2). Maybe the city was overrun, but the initial reports say its holding out, for example.
4. Rumors should come from odd sources. Speak With Animals is great for this. That chipmunk knows "Green pig faced 2-legs walked this way a sunrise ago." Writing on dungeon walls is good too (especially in other languages): "This passage is forbidden by Orcish Law." (written in goblin). Or a Magic Mouth reciting a cryptic verse: "When the last stone falls, Loamgrash will stand tall."
Rumors are a great tool for any DM to use. They are especially important in sandbox games:
1. They give choices to the players. Or at least the illusion of choice:
"The Citadel is overrun by goblins, again."
"In the Manors District, there is a powerful artifact."
"The Temples District was walled off, because of soul-sucking undead."
Chances are, a low level party will head to the Citadel, a mid-level party will head to the Temples, and a high level party will head to the Manors.
2. They allow for preparation against threats expected.
A low level party could handle the Temples with Lesser Restoration scrolls, and other protective magic. This would allow them to explore the area, and while more dangerous than goblins, they would still have a (slightly less than) reasonable chance of survival.
3. They allow the players to find what they want:
"Oh, you're searching for the Sword of Ultimate McGuffin, huh? I don't know where that is, but, I did hear about a flaming sword in a hydra's lair. I was told the adventurers that saw it got there through the sewers. Which way in the sewers? I didn't ask."
Someone wants a particular magic item? Send them in a direction. You wanted them to head toward that red dragon next session? Guess who was rumored to have it . . .
4. They create motivation.
"The Adamantine Thrusters of Justice are also looking for the Sword of Ultimate McGuffin. They said they were heading back into the dungeon tomorrow morning."
Rival adventuring parties, impending doom of a town, armies marching to war. Any of these things (and many others) will get your PCs off their butts and moving.
I could go on all day about why rumors are good, and how to keep them from being bad. Just use them. And use them well.
A blog about the creation of my newest campaign world. . . a mega-dungeon, built by dwarves and overrun by the deep creatures.
Showing posts with label faction. Show all posts
Showing posts with label faction. Show all posts
Wednesday, April 30, 2014
Friday, December 13, 2013
Faction Interaction
So, this morning, I found this. It is a fair point that must be made about Megadungeon design, and philosophy. And this is not something I have used too much thus far. Back in the early days of the development of the campaign, Ludos <wants to eat> Goblins <wants to sack> City <wants real estate back> was about as far as it went. The 'Old City' level had goblins, and rats, and well, that's about it. Nothing that really had a structure of co-operation or of antipathy towards one another. The early stuff is eat or get eaten, about as simple as it gets for interaction between groups.
Since then, there has been a coven of hags added to the 'Old City.' In the playtest, the party destroyed this coven (and the goblins for that matter). As they didn't co-exist in real time, I hadn't thought about how they would exist in game-time either. I will rectify that right now:
The 'Old City' houses a few different groups that have eked out power bases. From weakest to strongest these are:
Black Ants on the verge of extinction from Red Ants
Dire Apes able to secure a single home inside the 'Old City' Their number is small (5) but they are more physically dominant than most of the surrounding factions.
Goblins (in the Old Citadel) winning the numbers game at the beginning of the campaign
Orcs (Black Heart Tribe) badly equipped and unable to hold territories for long.
Orcs (Black Eye Tribe) split from the Black Heart Tribe, due to 'weak leadership' Took the strongest warriors with them.
Gnolls (unknown name Tribe) able to hold territory due to shrewd negotiations with neighbors.
Red Ants aggressive and nearly destroying primary competitors, the Black Ants
Baen's Circle are 9 Hags bent on bringing the Glabreazou back to (life? this plane?)
Gnolls (Smash Tooth Tribe) another Gnoll tribe who holds territory due to cunning deals. Also have ogres, orcs, and a troll in their tribe.
There may be more on that first level, but those are the ones that the party has heard of. Here are some interactions between the groups:
Black Ants only interact with Red Ants, and are losing their war for survival.
Dire Apes keep to themselves, and are satisfied with the basic necessities.
Goblins attack all who enter their home (the Old Citadel). They are generally killed when stepping foot outside of their small area.
Black Heart Tribe attack goblins on sight. They avoid Black Eyes as much as possible.
Black Eye Tribe attack Black Heart Tribe on sight. They blame the 'Hearts' for the Orcs not being the most dominant group in the city.
Gnolls (unknown tribe) negotiate with anyone who they can. They trade information for necessities.
Red Ants avoid most other social groups. They are attempting to become the primary carrion eaters in the area.
Baen's Circle will charm any humanoids they come across, and use them until they are dead. Otherwise they avoid contact to remain unnoticed in the Old City.
Smash Tooth Gnolls have been feeding the Red Ants carrion, and generally interact with everyone else as Neutral reactions.
There you go, a short list of how the groups interact with each other in the Old City. There are individuals too, that can change these balances (hydra, dragons, etc.) Those are singletons though, and are easily able to overpower all except the Hags.
Since then, there has been a coven of hags added to the 'Old City.' In the playtest, the party destroyed this coven (and the goblins for that matter). As they didn't co-exist in real time, I hadn't thought about how they would exist in game-time either. I will rectify that right now:
The 'Old City' houses a few different groups that have eked out power bases. From weakest to strongest these are:
Black Ants on the verge of extinction from Red Ants
Dire Apes able to secure a single home inside the 'Old City' Their number is small (5) but they are more physically dominant than most of the surrounding factions.
Goblins (in the Old Citadel) winning the numbers game at the beginning of the campaign
Orcs (Black Heart Tribe) badly equipped and unable to hold territories for long.
Orcs (Black Eye Tribe) split from the Black Heart Tribe, due to 'weak leadership' Took the strongest warriors with them.
Gnolls (unknown name Tribe) able to hold territory due to shrewd negotiations with neighbors.
Red Ants aggressive and nearly destroying primary competitors, the Black Ants
Baen's Circle are 9 Hags bent on bringing the Glabreazou back to (life? this plane?)
Gnolls (Smash Tooth Tribe) another Gnoll tribe who holds territory due to cunning deals. Also have ogres, orcs, and a troll in their tribe.
There may be more on that first level, but those are the ones that the party has heard of. Here are some interactions between the groups:
Black Ants only interact with Red Ants, and are losing their war for survival.
Dire Apes keep to themselves, and are satisfied with the basic necessities.
Goblins attack all who enter their home (the Old Citadel). They are generally killed when stepping foot outside of their small area.
Black Heart Tribe attack goblins on sight. They avoid Black Eyes as much as possible.
Black Eye Tribe attack Black Heart Tribe on sight. They blame the 'Hearts' for the Orcs not being the most dominant group in the city.
Gnolls (unknown tribe) negotiate with anyone who they can. They trade information for necessities.
Red Ants avoid most other social groups. They are attempting to become the primary carrion eaters in the area.
Baen's Circle will charm any humanoids they come across, and use them until they are dead. Otherwise they avoid contact to remain unnoticed in the Old City.
Smash Tooth Gnolls have been feeding the Red Ants carrion, and generally interact with everyone else as Neutral reactions.
There you go, a short list of how the groups interact with each other in the Old City. There are individuals too, that can change these balances (hydra, dragons, etc.) Those are singletons though, and are easily able to overpower all except the Hags.
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