Showing posts with label SBVD. Show all posts
Showing posts with label SBVD. Show all posts

Crapsack Goblins Home Game Report



Commentary

So last night I was able to run for the first time the game concept I outlined here. Since writing that, I've worked on the set up a little bit and I was able to subject my regular weekly group to the game rather than trying it out on strangers first. The summary version is that it was hilarious and fun and the combination of setting and rules created exactly the kind of mad-cap goblin shennanigans I was hoping for!

For rules, I've dubbed the game "Lamentation of the Small But Vicious Goblin". Here's a working version of the rules. The text is not properly attributed yet, but that link is mostly copy/pasted and reformatted from Small But Vicious Dog by the inestimable Chris Hogan, with some character creation support from the Lamentations of the Flame Princess rules & magic book. The equipment and inventory rules are inspired by the sources in the post linked at the top, and the feeding and bossing around for XP rules might be the closest thing to original to me in there. When access to a basic rulebook was required (like for spell descriptions) I went with the LotFP Rules & Magic book.

On the referee side of things, last night took place entirely in Goblin Town and I found Arnold K's tables in this entry to be more than enough to get things going and keep them wacky. I followed his suggestion and decoupled the entries in the tables into separate columns for maximum variability. For the other areas of Grimrock Vale (kobold territory, orc fortress, two different wild cave complexes, a giant clan, and a dragon's lair) I'm going to follow the outlines from these entries from the Swordfish Islands. Namely, a 3d6 table for "what's going on in this area" for major events, and then a two column 3d6 encounter table: column one is who/what, and the second column is motivation/disposition. I like this naturalistic take for what I'm basically presenting as a "life as usual" location where the inhabitants just happen to be vicious cannibalistic little shits. As I said, though, last night we didn't get past a couple of locations inside Goblin Town.

Session Recap

So, the actual recap: We began play (after one goblin death in character generation due to insufficient hit points) outside of a Dungbrick kiln, where the filth merchant Lunlu was paying out coins to a dark robed suspicious looking goblin with a list of names, three of which were crossed off. More immediately interesting to our starting gang of goblins (a basher, a weirdo, and a sneaker) was the filth merchant's bag of potatoes, temporarily out of his notice. Snot the basher decided to distract the merchant while Kale the sneaker got around to the bag of potatoes to steal it. He accomplished this by offering "something shiny" for the potatoes, which turned out to be, of course, his genitalia. Supplementing this distraction, Norom the weirdo jumped into a planter full of vomit and then threw his arms around Lunlu the merchant. Unfortunately, as distracting as these disgusting displays were, the merchant noticed Kale right at worst time. He and his associate set upon them, and the gang made a run for it.

Unfortunately, they were too slow, and the sinisterly cloaked goblin stabbed Norom to death with a poisoned dagger, and Snot was just about to get away, but in his greed he reached for one potato to take away, and Lunlu viciously tore out his entrails! The sole survivor Kale hoofed it with only two potatoes to his name and took cover in an alley outside of a Shaman's juju-shop, inside which were two apprentice weirdos who had just witnessed the death of their master by dramatic mushroom growth. These two (new player characters, it turns out) set about eating the mushroom and/or their master, along with whatever else seemed edible inside, while Kale went after a mangy dog outside with a board with a nail in it. Unfortunately, Kale broke the board without doing any damage, and was subsequently knocked out by the dog, fortunately outside of the range of its chain. Meanwhile, armed with the femur of his former master, Snizzbucket the weirdo set upon the same mutt, only to have his leg chewed off and to die bloodily outside of his former master's shop. We left the scene with the dog happily eating Snizzbucket, Kale alive but unconscious, and Mimasha (the other apprentice) continuing to snack on arcane delicacies inside the Shaman's shop.

Total body count: 6 goblins, 1 potato. 4 of those goblins died in character creation due to extremely unfortunate HP rolls.

Altogether, the desperation of beginning with absolutely no belongings, the license to act like a greedy, dumb vicious goblin, and the hilariously brutal critical hits from SBVD led to exactly the kind of bloody slapstick I was hoping to accomplish. The descriptions of goblins, their stuff, and their bizarre actions by Arnold made situations ready for action spring up effortlessly, and everything collapsed into immediate consequences wonderfully. I can't wait to run it again next week!

Vornheiming Middenheim: The Final Product


[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

Middenheim Folder

So, here it is, the final Middenheim booklet. At least, as final as I'm planning on making it at this point. And only 5 months in the making! The good news is that I get to pretend I intended for it to be part of +Mike Evans 's "DIY Month". 

I'm pretty happy with how it turned out, and I certainly learned a lot in efficiency, layout, and overall information design. Still, since I'm not a pro, and because I want people to be able to easily modify and riff off of this, I've also included a link to a Google Docs text only version, the tables as Google Sheets, and a zip file of the indesign book along with linked images. For more info, check out the permanent page I've created for Middenheim.

It's designed to be printed out on letter sized paper (sorry European friends, you'll have to scale/edit for A4) with two pages per sheet, and then folded over to create a half-letter sized booklet. For my own personal use I've printed off a cardstock cover and heavy weight interior paper. It made the folding and stabling a little harder, but it looks pretty sharp, and it's nice having a finished product in my hands that I made myself. With regular printer paper, the booklet works out just fine, though you may want to trim to clean up the edge.

As for what's actually there, the content is mostly the same as previous posts, but with the wording cleaned up and often trimmed to fit into the layout constraints. The artwork is almost all Russ Nicholson and almost all from the original book (some is from Marienburg). As mentioned in the "Special Thanks" section, if any of the creators or rights-holders have a problem with the use of their material, I humbly request they let me know and I will immediately take down the file.

Any and all feedback on content, layout, presentation, et cetera is welcome. Most importantly, enjoy!

Vornheiming Middenheim: Epilogue - Building a Mystery


[Don't forget about the Dungeon Dozen Adventure Contest . Deadline is Friday!]

Okay, so not really a mystery so much as an adventure, but I'm a sucker for situational use of song lyrics.  In this post I'm going to run through using some of the Middenheim tools to make an adventure.  As a proof of concept, I'm going to try to run through this "by the numbers" as much as possible, and limit my editorial changes.  Follow along after the break.

Vornheiming Middenheim XVI: Wrapping Up



[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

[Don't forget about the Dungeon Dozen Adventure Contest . Deadline is Friday!]

So, looking over my original proposed table of contents along with notes I developed over the course of the project, I think that I've covered everything.  I considered coming up with some rules for alley/sewer/roof crawling to include, but I think I'm good with saying use these by Logan Knight and tweak anything that doesn't fit your vision of Warhammer or Middenheim. So I want to do a brief retrospective on what I learned while doing this whole thing.

For ease of reference, here's a summary of what I stated I wanted to accomplish in the first post in this series:
  • Err on the side of brevity
  • System Neutral
  • Focus on interesting/weird stuff, and take it to 11
  • Canon? We don't need no stinking canon
  • People
  • Tools, not Reference
Looking back, I'd say that overall I met those goals pretty well.  I'm glad that I stated them clearly up front, because the impulse to expand, embroider, provide all the details; that impulse was definitely there. Having these guiding principles worked as a sort of amulet against excess.  I'm sure I still messed up some stuff in the posts, but I'll be exercising some editorial discretion in compiling a .pdf.

Really, the only one of these goals I don't feel as great about is "Focus on interesting/weird stuff, and take it to 11".  I think a lot of the content remained pretty mundane, due to the influence of the text itself continually reasserting its somewhat tame tone whenever I referenced it.  Fortunately, when it comes time to do something like this for my own fantasy cities, the only force for mundanity is my own predilection for cliches, and I have plenty of good sources to help counter that.

Enough wishy-washy mumbo jumbo, here's some concrete lessons learned for anyone who wants to pursue a similar project:
  • Define at the outset both style and substance goals. These will guide you when you are flipping through highlighted pages going "what the hell am I doing with this?"
  • Good Highlighting is time-consuming, but really helps in the long run
  • To achieve good highlighting, have a clear idea what you want to extract before you start highlighting (I highlighted a bunch of stuff that I ended up not using, and neglected to highlight some stuff I did)
  • What stuff did I end up finding most useful? Odd or quirky NPC traits, scandalous/secret relationships, neat locations, and ideas for crime/investigation/fighting that make sense in the city
  • Stuff that was least useful: stats, specific NPCs that weren't "the powers that be", specific prices, encounter chances, that sort of thing
  • Rumors are your friend.  A table of rumors (or better, multiple tables in different locales with some overlap) are now my very favorite way to convey adventure hooks or content. GMs can make their own decisions and take their own inspiration, but still have something reasonably concrete to go on in a pinch
  • Well established aesthetics and concepts go a really long way to enable efficient use of words - I can say "Warhammer's Old World" and/or "Nurgle", and almost all of the work is done for anyone familiar with those conceptual clusters.  If you're starting from scratch, you'll have to work harder, but focus more on getting your aesthetic/feel right and less on nailing down every detail of a fictional history
  • Having an organizational framework is good, but it's okay to deviate from it halfway if you figure out something that works better. You can edit for consistency later (like my district write-ups)
  • "Roll one of each die" type tables are a remarkably useful creative framework, but are not the answer to everything
Now the only thing left besides collecting all of the content into a .pdf is that I'd like to use the tools I've created to write an urban adventure that is not plot-happy nor a dungeon with a good excuse to be in a city.  That'll be a sort of epilogue post, probably tomorrow, but possibly later depending on how much progress I make. 

Vornheiming Middenheim Part XV: Job/Mission Generator Options



[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

[Don't forget about the Dungeon Dozen Adventure Contest . Deadline is Friday!]

So, intrigues and complicated personal relationships are great to keep play going, but it helps to have something to jump start the action either at the beginning of play, or when you hit a lull.  This was driven home to me when my players asked a long-time contact for whom they've done work before "do you have anything you'd like us to do?" and I completely flubbed it.  So, in that spirit, I decided to include a job/mission generator.  Now, these sorts of things have been done before, so I had a few models to go on.  First up are Mike Evans' excellent Firefly and Shadowrun hacks of Vornheim, which include some great job generators.  I've made one that is almost an exact copy of the Firefly job generator, but with a few of the jobs and people involved changed.  I like this one a lot, but the fact that it's damn near identical to Mike's work makes me want to come up with something a little more original.

Then there's a format presented in Dark Heart of the Dreamer, a World of Dungeons supplement.  You roll a D6 to determine type of employer, another for type of job, and another for location.  Then you roll the specific employer under the type of employer. I think the re-roll could be rolled into a single roll, like on a D20 or D100, and the nature and target could be other columns, but then you end up with basically a variation of the Firefly/Shadowrun one discussed above, but with one column removed.  One thing I do really like from Dark Heart of the Dreamer's job system is a roll to see what happened to a job while you ignored it.  So, the players get offered a job, then run off and do something else, this tells you what happened if they later ask "hey, what about that offer to bump off a guy, is that still available?".  So I came up with something similar, but made it a 2d6 roll instead of 1d6.

Courtney Campbell's Mission Generator is nicely comprehensive, and I like what it does, but it strikes me as more suited to adventure generation than to on-the-fly job generation (but maybe I'm just slow).  I figured for something extra fast I should have a chart of complete jobs you can get with one roll, but I couldn't resist noodling a little bit.  So I made it a nested table: you roll a die size based on who the job is offered by (if you want, you can always roll the full d20 for anyone if you want).  The idea is that you roll a d4 for an average joe, a d6 for a business owner/artisan, a d8 for a criminal, a d10 for a crime boss, a d12 for a noble, and a d20 for a merchant.  You can randomize who's offering the job with the career list, roll 1d6 to pick what category, base it off of who or where the characters ask, or however else you want to decide.

Finally, I figure jobs need a place to be offered and discussed, so it's about time for the Inn generator. Once again, the generator in Green Devil Face 4 is probably a better comprehensive preparation-based inn generator than I can make, and there are plenty of inns and taverns detailed in the write-ups, so I think the most useful thing here is an answer to "where's the nearest available inn?".  I ended up going with another pop-o-matic special (oh how I love them), but even moreso than the NPC generator, the idea is to use only the categories you want or need.  I broke down and put an "availability" category in for completeness, but there's no hard and fast "no rooms here" result, because I think that's a boring result.  The names can be used as one d20 roll or two, depending on the variety you want.

All these tables are after the break.  As always, recommendations for improvement are welcome. I apologize for not being able to get the Inn generator entirely into the main column, the layout will be taken care of in the .pdf.


Vornheiming Middenheim XIV: Procedural NPC Relationship Map Generation


[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

[Don't forget about the Dungeon Dozen Adventure Contest]

So, given my thoughts the other day about situation-based adventures, I decided that a simple chart for "what's the nature of this relationship" wasn't enough on its own for what I had in mind for NPC relationship generation.  While the right-most column of the powers that be chart can be used for anybody, I wanted some relationship qualifiers that were a little more open-ended so they can mesh with the imagination fuel of the NPC generator.  I also figured that it would be useful to have a procedural way to generate a complex relationship map all at once, for designing adventures and the like.

I should point out that the NPC relationship diagram in Vornheim is fantastic for quickly getting probably all of the intrigue you really need, especially for doing it on the fly. This relationship method is more prep than it is at the table, which goes a bit against the principles I've been following, but the pieces can be used spontaneously, so I think it'll work out okay.

Unfortunately, I'm still working on the actual instructions to make them both sensible and concise.  For this entry, I've done an example, but I don't want a lengthy example in the final version, so any input on what the example conveys that is not in the instructions, or even more importantly, what isn't clear from either, would be useful.

One issue with attempting to create a map like this is that networks grow exponentially, so while it may be satisfying for each character to have 3 or 4 connections, this can quickly get out of control.  I've ameliorated this two ways: 1) as you get further away from your start point, you reduce the number of connections created, and 2) there's a significant chance that each "new" connection is actually a connection with an existing NPC.  I ended up settling on a base number of connections of 2d2, after 2d3 ended up skewing towards rather a lot of connections.  I paired that with a 50% chance of connecting to an existing NPC instead of a new one.  If you want to create more connections, you have a few options: 1) Just make whatever new connections and NPCs you damn well please (duh), 2) Pick a new "starting" NPC already on the map, and begin the procedure anew, or 3) adjust the default number of connections and/or the chance of connecting to an existing character.  You could go to 2d3 or 1d6 or something but then have a 75% chance of connecting to existing characters if you want more of a web, or you could keep 2d2 but reduce the chance of connecting to existing characters to 25% or even zero if you want a more ramified map.

My hope is that this is pretty modular, and you can use it as a whole to create a new adventure, or you can just create a few connections and their nature to flesh out an existing NPC, or something in-between.  I figure if you want to go all-out to make a complex web of intrigue and complications, you could use the intrigue generator, and then take an NPC from each party of the intrigue and generate a map from each of them, preferably one that links up so they're both connected in someway besides the intrigue indicated, even if tenuously.  I think when all of the pieces are finished, but before I compile a .pdf, I might cook up an adventure using the methods here as a proof of concept.

I also broke down and made a d100 chart of careers.  I figure the most WFRP of concepts deserves inclusion here, and it can serve as my token use of the most WFRP of dice, the d100.  Dwarf and Elf specific careers, as well as nautical and some woodsy careers have been eliminated to make it more suitable for a landlocked human city and for use with my all-human NPC rules.

The procedure and example are below the break. (As a public service announcement rolz.org seems to have terrible randomization - I should have gone to the other room and gotten my real dice).


Vornheiming Middenheim Part XIII: The NPC Generator


[UPDATE 1/6/21: I no longer support spending money on products that benefit Zak S, or giving him positive attention and connection. The short version is that I find credible claims that he has engaged in unacceptable behavior and not made up for it. For more detail, see here for the core of the accusations. To get Zak's side of things, he maintains this separate blog from his main one to post updates on the legal status of these complaints. 
Please consider these claims and make your own decision on their validity, and the implications thereof, before either supporting or shunning Zak.]

[Don't forget about the Dungeon Dozen Adventure Contest]

Okay, I'm really excited about this one, even if it's a pretty short post.  Small But Vicious Dog really inspired me on how to take the "Warhammerness" of Middenheim to 11.  I said near the beginning of this project that I felt like Middenheim was too generic, too "nice" for what I have in mind when I think about the Old World.  Yes, I know that the view of Warhammer as being syphilitic and knee-deep in shit is exaggerated.  But that's part of what makes WFRP different from D&D for me, and part of what's appealing about the setting.  SBVD also takes this view and does a fantastic job with it.  The people are especially described as largely nasty and self-serving, so I've made an NPC generator to convey this feeling.

So, the results of this table skew towards grotty and nasty.  If you just want a generically pleasant shopkeeper or gruff but honest watchman, then there you have it: don't bother with the generator.  You'll also notice that this generator only creates humans.  I figure elves, dwarves, and halflings are all rare and/or stereotypical enough to either be cast to type or purposeful inversions of those stereotypes.  Or you can make yourself some demi-human generators.  I've also not included careers here because a) I wanted to make a table I can use with my shiny new pop-o-matic, and there's only so many dice in there, b) I figure it will be more common to want to figure out details about someone with some context already established ("Who is this shopkeeper really?"), and c) SBVD or WFRP already have methods of random career generation.  That being said, I may make a d20 chart for Middenheim specific careers. I also considered some name tables, but then I found this site.

Obviously this chart owes a lot to Logan Knight's NPC Birthing sacs, which are probably more generically useful than this one (it's also automated here).  His doubles and triples tables also give some fantastic more esoteric stuff.  I figure you can roll all at once to get the inspiration for a full formed guy or gal like Logan's tables are intended to be used, or you can roll selectively as stuff becomes important to flesh out established people.  I'm going to make a relationship generator too so that complex relationship maps/social situations that aren't necessarily intrigues can be created easily on the fly (which will probably owe a lot to this post at "Really Bad Eggs", which Michael Julius was kind enough to point out to me in response to my last post) .   

Middenheim NPC Generator
d4Raced6Gender/Aged8Demeanord10Appearanced12Motivationd20Quirk
1Middenheimer1Old Male1Aggressively1Beshitten1Money1Mutation
2Middenlander2Young Male2Sarcastically2Shabby2Lust2Speech Pattern
3Other Imperial3Male3Cringingly3Fancy3Power3Chaos Cultist
4Marienburger4Female4Haughtily4Unremarkable4Religion4Serious Disease
5Young Female5Drunkenly5Seductive5Fame5Madness
6Old Female6Comically6Diseased6Social Rank6Hard-working
7Earnestly7Bored7Curiosity7Honest
8Inappropriately8Crazed8Intrigue8Strange collection
9Obese9Bootlicking9Missing Body Part
10Starved10Viciousness10Addiction
11Gluttony11Deformity
12Goodness12Body Language
13Highly Formal Manners
14Scar(s)
15Fanatical
16Strange Appetite
17Decent
18Nervous tic
19Melancholic
20Gourmet Palate

Of course, I've got to give it a couple of test runs:

First up: 1, 6, 4, 8, 10, 20 (Middenheimer, Old Female, Haughtily, Crazed, Viciousness, Gourmet Palate)
Kune Herbarter: An old Middenheimer woman from a good family who enjoys fine meals made of poor people.  Her haughtily manic behavior is interpreted as a form of dementia, but she is actually just a mean old cuss.

Neat!  Try 2:
3, 2, 4, 4, 6, 15 (Other Imperial, Young Male, Haughtily, Unremarkable, Social Rank, Fanatical)
Setanta Kahl: A young man from a farming village somewhere outside of Middenland who adopts the most stereotypical fashions and affectations of the upperclasses in his fanatical drive to achieve a higher station in life.

I'd say it works like a charm so far!