Constant's New Babylon Nord. It is upside down, courtesy the internet. |
Work for PARIAH VOLUME 2: CITY OF GHOSTS continues apace. There is no way I am going to be able to have this ready for Zine Quest 3 unfortunately, but I have at least settled on a format. The nature of the space is closer to a dungeon crawl than a city crawl, so there will be a somewhat granular approach to the space... by which I suppose I mean a keyed map with defined locations and routes around.
However, I'm still thinking about a bigger, more urban setting for another project, but feel the need to really define the procedure for exploring an urban environment, as it's the least defined in old school play. To get there I'm first going to have a look at some traditional play procedures with additional commentary regarding how this manifests in PARIAH.
Important note: this is not intended to be didactic, nor indicative of the correct or proper playstyle, rather an overview of how I think play usually unfolds in old-school games.
Because this turned out to be longer than planned, I’m dividing this into two parts. Here I’ll be discussing hometowns and wilderness procedures. The second part will look at delving, and then discuss what elements from other procedures are useful in running a city campaign.
Hometown: A Safe Space
- Minimal roleplay, vaguely mapped.
- Resource depletion and renewal.
- Vague timekeeping.
- Experience and training.
- Source of rumours, allies and hooks.
Illustration by Jeff Easley, from D&D red box (Menzer basic) |
Some systems might also insist a PC engage in training before levelling up, or level-less systems might require a PC to train before improving an existing skill. This also presents an opportunity to connect the PC to the world through their class: the thieves' guild, the church, a magical research library (possibly even a master or magical teacher). In addition to background flavour these NPCs could provide hooks and rumours, or could develop into rivals or enemies.
Travel: Moving Between Locations
- Large-scale distances (miles, leagues and kilometres rather than feet, yards or metres).
- Stretchy time depending on table's preferred style (hours, watches or shifts, days or even weeks).
- Variable risk (possible random encounter table dictated by terrain) but with (typically) little reward: this risk is endured to get to the adventure site (in most playstyles).
- In addition to time the GM might track weather and determine whether the party will get lost.
- Wilderness travel can turn into a form of exploration, especially in the hexcrawl format.
The Isle of Dread, from module X1. |
- Frequency of encounters & encounter types.
- Availability of resources.
- Chance of getting lost/ visibility.
Conclusion
Link to part 2:
https://aloneinthelabyrinth.blogspot.com/2021/01/exploring-space-procedure-in-different_24.html
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https://soulmuppet-store.co.uk/products/pariah-volume-1
https://atelier-hwei.itch.io/pariah-art-free
https://atelier-hwei.itch.io/pariah-wilderness-supplement
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