There are
two things that I want to write about today, namely my sandbox and the ruleset that I will use for
running it. I don’t know if somebody besides myself will ever find this text
useful, but I want to write it nevertheless, both as a kind of a statement, a
promise to myself and a way to verbalize what is running around my head (and
keeping me away from studying for my finals, exams etc.).
First and
foremost, my sandbox. For the last few years I have had a couple of attempts to
running a sandbox, each one was an utter failure. Yesterday I made another map and
this time I was really happy about it… but only for an hour or so. Later, I
started to give it more thought and things stopped looking so pretty. I’ve got
the impression that the scaling is wrong, the hexes are too large, the
distances are too big etc. So, a lot of my effort goes to waste simply because
I’m not good at creating maps. Hell, I never was. I hated geography at school,
and I guess that now it shows.
The map now
lies before me and I’m really thinking about throwing it away, as I don’t think
that I want to run a campaign in the world that I’ve drawn. I think that this
can be a problem for anybody that is relatively new to the hobby (I started playing RPGs at the 30th
birthday of D&D) and hasn’t been raised on sandboxes, real freedom of
choice etc. But as always, the Internet has an answer. I can generate each and every
hex of my sandbox (at least in theory), even during play. Then the world will
be as surprising for me as for the players, and I won’t have to dedicate horrendous
amounts of time to create a map that I won’t even like. I’ve found some ideas
about how to determine the contents of every hex. Of course, that means that I’ll
have to generate a batch of places before each game. But in reality I would
have to do it either way, so it’s not a big deal. And as each place will be
reusable (places will stay there, dungeons can be restock, each hex can host
more than one lair), after each session of play I will have more stuff to get
back to. For me it’s a win-win situation. Of course it can lead to funny
situations, like a bunch of villages clumped together, some shrines and temples
dedicated to different gods standing almost on top of each other, but it’s
still the beauty of chance rolls. I like the idea and I want to create my
sandbox that way.
The second
topic for today’s post is the ruleset I want to use. I love reading retro
clones, I love the TSR D&D stuff, but there is a high probability that my
players won’t like that. Almost everybody that I talked to is excited about
playing in my sandbox (I will have it with me on various occasions and if
another campaign isn’t available I’ll just run the baby of random), but they
can and will get confused about some rules that are inherent for many old
school games.
So I
decided that actually I won’t be making a retro clone of my own devise to use
in my games, neither will I use something available. I do want to create my own
set of rules and I do want it to be like D&D (the SRD enables me to do so,
luckily). What will I do? I will mix the old with the new, make an eclectic
choice (at least from the modern gamers perspective) of rules and hopefully will
be able to brew something simple, fast and easy to run.
For now, I
have a few ideas running inside my head. So, the things that I want to have in
the basic version of my game:
- Prime attributes and the bonus exp.
- Some form of bonuses and penalties for high and low scores, but I will cap it probably at +3.
- Static AC, so each armor type has a set AC score, not a bonus to AC
- BAB. As hideous as it may be, I want to have it, as it’s easier than checking the tables to hit. But I’ll probably have the Monster HD vs AC table, because I like it.
- Three classes (Fighter, Magic-User and Cleric) and three races/classes (Dwarf, Elf, Halfling). I’m still uncertain about the Thief class. If I ever actually finish the booklet of my rules, it’s possible that I’ll add subclasses later on.
- S&W WB (or OD&D, I’m not sure yet) format of spells and monsters. It’s easy, not too detailed and I simply like it.
Those are
the things that I have come up with for now. This is all prone to change, and
there is actually a possibility that I will post my materials here before I’ll
compile a pdf.
Oh, and
what with possible generators? As You can see, they are basically system-free,
and I like creating them, so if You visit this blog for that type of content,
rest assured that from time to time I’ll post something new (or other type of
system-free content, like description of a god or a place). That is, if I have
the time and stop procrastinating. And if You like my monster ideas, as my game
will still use this format of the stat-block, the stuff that I’ll make will
have that pleasant, OSR style feel to it.
Fight on!