I am a terrible blogger. I intended to post here three times per week, but a number of factors combined to undermine that plan almost from the start. I'd say "I promise to post more often," but I'm not sure that's going to hold up.
Tonight is one of those nights where I'm too tired to paint a miniature or read, but I'm too keyed up to slip into a TV assisted, vegetative state. There's also a funny tension in this blog. I've recently been made the lead designer for D&D, so there's less incentive for me to post new rules here. I can use those at work!
Instead, let me ramble a bit about adventure design.
The last session of the Forgotten Realms campaign I play in reminded that, while I love my twice a week, lunch time Greyhawk campaign, there's a lot to be said for a nice, juicy four hour game session. In particular, long sessions are great for what I think of as Borderlands style adventures, adventures that give the PCs a long list of shallow options.
Melan's excellent post on megadungeon mapping has been kicking around in my head since I first read it. In particular, his analysis of Keep on the Borderlands stuck in my head for a while. I really like the idea of an adventure that gives you a lot of places to go, even if those specific places are simple and even linear. In particular, I think such a design shines if those simple, straightforward spots have some level of interconnectivity, again, even if the connections are simple. Those could range from the physical (the ogre's den has a secret door leading to the orc lord's throne room) to the social (the orcs hate the gnolls and are looking for allies against them).
The appeal, IMO, lies in the raw possibilities of bouncing around the map, delving here, allying there, looting here. I think there's some element of sandbox gaming at play, but on a smaller, more focused level. Rather than the world as a sandbox, this style of design focuses instead on a single city or adventure site, with the connections I mentioned above a critical part of the design. The adventure is like a pool table cluttered with balls, with the PCs a cue ball careening across the field, knocking some balls into pockets, slamming others into each other. The key is that with every action by the PCs, the "board" changes.
By keeping the individual components simple, it's much easier to manage the scope of changes and reactions across the entire adventure set up. It's easy to manage changes within the individual caves in KotB because each one is so simple, basic layouts of rooms wedded to rosters of (mostly) homogenous tribes.
The complexity of this design rests in the relationships and interactions between the individual, simple nodes. In addition, particularly in 4e, you need the flexibility to keep each node at least somewhat challenging for the PCs. Given that the characters gain about 1 level for every 10 encounters, you have to balance the number of nodes in the adventure with the PCs' level progression. It'd be great to offer the PCs 5 or 6 places to investigate, but you need to limit each node to 3 or 4 encounters to keep those nodes in a 3 level band.
While the Keep on the Borderlands is the best known example of this design style, I think the approach would shine for urban adventures. The connections between locations can cover a broad range of social, political, and military alliances, both including and forming against the PCs.
It's interesting to me that KotB-style design is relatively rare. Most published adventures rely on a plot with a clear beginning, middle and end, or individual dungeons. A borderlands-style design has the cosmetic flaw of appearing simple, since the individual pieces are simple. The value of the design rests in its emergent properties. It plays, rather than reads, well.
So, that's my rambling for tonight.
John D. Rateliff Sr
1 day ago