The Alexandrian

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Go to Part 1Go to Special Interest Rules

A View of a Town Along the Rhine - Cornelis Springer (Partial)

Carousing: Includes drinking, gambling, lusting, entertainment, drugs, fine dining, and all manner of merriment. A good carousing can last the better part of a week. Characters with high Constitution scores can keep going longer than their comrades. When rolling for the community’s carousing GP limit, add a bonus to the die roll based on the character’s Constitution (13-15: +1, 16-17: +2, 18: +4).

Complication: Carousing requires a save vs. poison. On a failure, roll a complication.

Carnavale: The money expended here goes towards enjoying gladiator duels, races (chariot, griffon, etc.), masques, festivals, parades, triumphs, jousting Tournament - Frank Godwin (King Arthur and His Knights)tournaments, and similar spectacles. Those spending significant amounts of money in this Special Interest are actually sponsoring games and other events (which will, in the grand tradition of bread and circuses, most likely make them quite popular with the populace).

Philanthropy: The creation or support of private initiatives for the public good. Orphanages, libraries, public hospitals, children’s charities, education programs, almshouses, establishing public infrastructure, the Continual Light Streetlight Foundation, the Spectral Society, the Circle for the Succor of Bereft Familiars, or any number of other possibilities exist.

Religion: Generally tithing or, depending on the faith in question, the purchase of actual sacrifices to be offered to the gods (fatted calfs and so forth).

For purely monetary tithing, the normal community GP limit does not apply. (The church will happily take all the money you choose to give to it.) However, unusually large donations risk attracting the attention of the gods. (And not always the god you were looking to appease!) Roll an additional complication check for each multiple of the community GP limit donated. (For example, if the GP limit is 100 GP and you donate 350 GP, you would roll four complication checks – the normal one, but one additional check for exceeding 100, 200, and 300 GPs.)

Bard - Frank Godwin (King Arthur and His Knights)Song/Fame: Expenditures in this Special Interest represent a character’s efforts to increase their fame or notoriety. Sponsoring bards to compose and perform songs of their deeds, publishing personal memoirs, and so forth.

In addition to the normal community GP limit, expenditures in this category are limited to 100 GP per delve/adventure the character has participated in. (The bards can only do so much with limited material.)

Training: Wealth spent in this Special Interest simply represents paying for expert training and/or training equipment. In order to train most effectively, a character must have access to a sufficiently skilled trainer. (Any character with a higher level in the same class is considered such automatically, but at the GM’s discretion some teachers may be capable of effectively training those better than themselves.) If such a trainer is not available, expenditures in this Special Interest only generate half the normal amount of XP.

Hoarding: When hoarding gold pieces, you simply stash them away. If your hoard is ever lost, stolen, or you’re forced to spend your stash, however, it creates an XP deficit equal to the XP gained from hoarding the gold in the first place. This won’t cause the character to lose levels, but they’ll need to pay off the XP deficit before accruing more.

  • Complication: 1 in 20 chance per quiescence that something threatens the hoard.

Hobbies: The Hobby category covers a wide variety of different activities. Most characters will generally focus on one or two hobbies, however, and players should give some thought to what they are. GPs spent in Hobbies can be used for hobby equipment (as long as that equipment does not have an adventuring application), but is more likely to be spent contributing to the completion of projects.

  • Sample Hobbies: Creature Husbandry (Growth, Breeding, Control, Increasing Intelligence, Magical Alterations, Frankensteinian Experiments), Robotic Tinkering, Device Creation/Improvement, Languages, Brewing, Hunting, Art, Spell Research, Item Creation
  • Defining Projects: When a character proposes a project (breeding a hydra with more heads, creating a series of commemorative sculptures dedicated to dead heroes, writing and printing several hundred copies of a political manifesto) the GM defines that project in terms of a progress clock (a circle divided in 4, 6, or 8 segments, with larger numbers of segments representing more difficult projects), a GP cost per segment, and an appropriate ability score that can be used to work on the project.
  • Completing Projects: Once per quiescence, the character can spend GPs equal to the cost of one or more project segments and attempt to advance the project by making an ability score check. Each additional segment they are attempting to complete past the first applies a -1 penalty to this check. If the check is successful, they can fill in the number of segments they were working on. If the check fails, no segments are filled in. In either case, they spend the GPs and gain XP accordingly. If all of the segments in the project’s progress clock are filled in, the project has been completed.
  • Special Materials: At the GM’s discretion, some projects (or project segments) may require specific special materials which can only be acquired through questing in order to complete them.
  • Arcane Projects: See below.
  • Complication: 1 in 6 when attempting to complete a project.

RACIAL SPECIAL INTERESTS

Human – Generalist: Roll 1d8 to determine a second random Special Interest. (If you roll the same result, re-roll until you get a different result.) This Special Interest is also rated at 100%.

Dwarven Clan Hoards: Each dwarven clan maintains a hoard. The size of a clan’s hoard determines its prestige, political power, mining rights, bearding patents, and other cultural cachet. A dwarf can donate money to their clan hoard as a Special Interest. There are no withdrawals from a clan hoard(unless the clan is in a truly precarious state), so any money so donated is “lost” to the character.

  • There is no limit to the amount of money that can be donated to the clan hoard, but it must be sent to the hoard via caravan.
  • Roll 2d6+3 x 10% to determine the dwarf’s rating in this Special Interest.

Elven Tree Offerings: Throughout their long lives, elves will craft small spirit totems. (Roughly the size of your hand.) Many will carve simple wooden figures, but those who can afford to do so will create elaborate totems made from rare metals, precious gems, unusual alchemicals, and the like. Each of these totems is left at the foot of a tree, and elves believe that these trees will guide them to the afterlife. Some believe that dryads are born from these spirit totems; gestalt spirits formed from the eldritch patchwork of the myriad elven soul shards left within the totems.

  • The amount of money which can be spent on an individual spirit totem is limited by the community’s GP limit, but gemstones (and other appropriate substances subject to the GM’s approval) can be “spent” above this limit by incorporating them into the totem’s design. (This money can be spent on a single spirit totem or split across multiple, more modest spirit totems.)
  • Elves automatically have a 100% rating in this Special Interest. However, if they place their spirit totem at the base of a particularly sacred or powerful tree (usually requiring a pilgrimage to distant lands or a quest of some sort) the GM can award a bonus of +10% to +50% depending on the potency or significance of the tree in question.
  • Elves can only meaningfully place one spirit totem per tree.

Hobbit Gifting: Hobbits build community through gift-giving. They throw gifting parties at which they give away gifts to all of the invited guests. Traditionally each gift must be hand labeled, with the papers and inks selected having various ceremonial and coded meanings.

  • Once per year, hobbits can throw a gifting party on their birthday. (Determine the date randomly.) On this special occasion, they gain twice the normal amount of XP per GP spent on gifts.
  • 20% of the total value of gifts given at a gifting party can be given to other PCs. (Additional gifts can be given in excess of this, but their cost will not grant XP.)
  • Hobbits determine their rating in this Special Interest normally (2d6 x 10%).

ARCANE PROJECTS

XP for Arcane Projects: Generally speaking, any project which actually creates an item (spell egg, magic sword, etc.) will not grant XP. (It’s just like money spent to purchase any other adventuring equipment.) Creating plans, researching spells, and even building workshops, on the other hand, all grant XP.

Ritual - Frank Godwin (King Arthur and His Knights)Prime Requisite Tests: Arcane projects generally use the caster’s prime requisite score.

Spell Formula: These plans allow one to both make spell eggs and copy out derivative rites into a personal spellbook (thus learning how to cast the spell).

  • Deciphering Amulets: Amulets are ancient technomantic artifacts and they serve as the template on which most modern magic is based. Studying an amulet with the appropriate effect makes it considerably easier to derive the spell formula. This project uses a special progress clock with a number of segments equal to ½ the spell level (round up) and costs 100 gp per segment.
  • Original Spell Research: The precise nature and level of an original spell must be approved by the GM. Performing the research uses a special progress clock with a number of segments equal to the spell level and costs 1,000 x the spell level per segment.

Bespoke Spell Eggs: If you have the appropriate spell formula, you can create one-off, handmade spell eggs as a project. Use a special progress clock with a number of segments equal to the spell level. Each segment costs 100 GP.

Workshops: Workshops are automated facilities which can produce spell eggs. They are imperfect copies of the sophisticated Laboratories of the Ancients. Each workshop is capable of producing one specific type of spell egg.

  • Creating Workshop Plans: It is necessary to possess or create plans for a workshop before one can be built. If one has access to an appropriate Laboratory, reverse engineering its mechanisms in order to create workshop plans for one type of spell egg uses a special progress clock with a number of segments equal to 5 + the spell level and costs 100 GP x the spell level per segment. Creating completely original workshop plans can be incredibly difficult, requiring a number of segments equal to 5 + the spell level squared.
  • Building a Workshop: Once you have appropriate plans, building a workshop uses a special progress clock with a number of segments equal to 5 + the spell level squared and costs 1,000 GP x the spell level per segment.

Workshop/Laboratory Spell Eggs: A workshop or laboratory will produce one spell egg per week, as long as it is supplied with raw materials equal to 100 GP x the spell level. The machines of the ancients are more efficient, and laboratories only require 80 GP x the spell level to produce a spell egg.

Other Magic Item Plans: In order to create a magic item, one must first either possess or create the plans for it. (A technical manual is sufficient for this purpose.) The difficulty and expense of creating these plans is defined by the GM, as is the difficulty and expense of creating the item itself. Some magic items may require special materials. (For example, capturing a demon’s soul to place within an amulet.)

STRONGHOLDS

Specific rules for establishing and managing strongholds are beyond this present document, but 100% of GP spent on strongholds grant XP. If strongholds are located within the community, 50% of these expenses are also considered community investment.

THINGS THAT WOULD BE NICE TO ADD TO THIS SYSTEM

  • A random table for determining Caravan mishaps.
  • A more fully-developed Caravan game structure. If players become invested in the caravan process at an open table, you could easily have one section of the campaign become entirely devoted to characters running/guarding caravans.
  • A system for managing population growth. As investment in the local community swells, new people will be attracted to the settlement.
  • A system for damaging a community’s GP limit (sacking a town, natural disaster, etc.).
  • Earning profits from your investments when other PCs spend money on those Special Interests.
  • Detailed complication tables for each Special Interest. For Carousing you can check out Jeff Rients’ Party Like It’s 999, Colin Chapman’s Drunken Debauchery!, and Claytonian JP’s DCC Montage Rules.

Next: Blackmoor Village Map

IN THE SHADOW OF THE SPIRE

Session 16B: The Sanguineous Drinker

This took them into a small area with four chambers similar to the antechambers in which they had found the black cords upstairs. In each of the chambers, they could see the smashed remnants of complex machinery.

“What are these things?” Elestra openly wondered.

As you’re going to see in the next campaign journal, the PCs are about to get their asses kicked by the black centurions – golems of pitch black metal with the devastating attribute of sublimating into caustic vapor when they’re destroyed.

The centurions did not, however, take the PCs completely by surprise. They’re an example of what I’m going to call fair peril: The PCs encountered clues suggesting that this danger existed before they encountered the danger itself.

The particular technique I used for this specific fair peril is repetition in dungeon design: As the PCs explore a given dungeon complex, the will encounter certain features over and over again. As they interact with these features, they will learn more about how they function, allowing them to be more successful in their future interactions with those features.

In this case, the PCs encountered a number of these four-chamber clusters.

Near one of the cables, lying on the floor, was a black, metallic hand. It looked as if it might have been broken off from some sort of life-sized statue. Ranthir picked it up and began studying it. He had just noticed that the joints of the hand were fully articulated when he carried it out into the hallway. The hand almost instantly sublimed into a cloud of caustic black vapor that burned his eyes and his skin.

In this one, for example, they encountered the caustic vapor trick, which might have warned them about what the full black centurions would do when they encountered them. (They didn’t actually connect the dots, but they could have. And after the fact they were able to look back and go, “Oh no! We should have known better!” Which can be just as satisfying, albeit in a different way.)

I find it generally more effective to repeat these patterns with variations. These repeated elements within your dungeon design form a puzzle of sorts. When it’s the exact same thing every time, it ends up being a really boring puzzle.

You can see this design philosophy strongly in my redesign of the Tomb of Horrors, although there the expectations are subverted with the repeated design elements sometimes creating a false expectation of similar function (even when other clues are warning the PCs that this is not the case).

Sandy Petersen’s Creepy Stuff Rule is another example of how fair peril can be designed into your scenarios.

The good news is that you really don’t need to overthink this: Fair peril elements will flow naturally out of designing things that are true to your game world. When these laboratories were still functioning aeons ago, for example, they were protected by the black centurions. It follows that (a) black centurion stations would be located at various places around the dungeon complex and (b) those stations would be in various states of disrepair.

The other great thing about fair peril is that it’s basically synonymous with suspense, anticipation, and tension: Suspecting what dangers might lie around the next corner is what will make your players dread turning that corner.

AMBUSH DANGERS

With that being said, please don’t mistake fair peril as being the one true way. Ambush dangers – the perils that appear without any warning whatsoever – also have their place, and the jump scares they provide can be very effective.

And, in fact, the centurions in this scenario could just as easily have been an ambush danger if the PCs had explored the dungeon in a different sequence. (It’s a very nonlinear complex.)

Of course, if they’d done that, you’ll note that the trap of the sublimating caustic hand would have become fair peril. See what I mean about how easy this stuff is if you design realistic, interconnected and consistent worlds?

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 16B: THE SANGUINEOUS DRINKER

January 19th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

PRISON CELLS AND TORTURE CHAMBERS

Eventually Tee concluded that there was no way for her to get the door open: There was no mechanism for her to manipulate and she couldn’t figure out any way to fool what identification magic was being used by the palm reader.

They headed back to the hallway crossroads and went in the opposite direction. This took them into a small area with four chambers similar to the antechambers in which they had found the black cords upstairs. In each of the chambers, they could see the smashed remnants of complex machinery.

“What are these things?” Elestra openly wondered.

Nobody knew. But Ranthir, poking around through the wreckage, found more of the black cords leading from walls and attached to what was left of the machinery (suggesting that machinery like this might once have been found in the chambers upstairs, as well).

A doorway on the far end of this area led back out into the pool room. They turned around and went back to the crossroads, continuing on their way.

A set of double doors led them into another hallway, this one ending in another bluesteel door. This bluesteel door, however, had been heavily battered from the outside, bending it hideously inward. Despite its warped condition, however, its tremendous strength did not seem noticeably lessened. They had no luck trying to get past it.

So, instead, they took a side passage that led them into a narrow hall flanked by four prison cells. Each of the cells had a lever on the wall directly opposite it, and some quick experimentation by Agnarr revealed that these levers opened the bars on the cells (retracting them into the floor).

Two of the cells were occupied by skeletons. Tee shot a couple of arrows at them, just to be one the safe side, but they didn’t appear to be undead… just dead.

One of the cells, however, didn’t need to be opened: The bars had been broken and bent outward. (Clearly whatever had been locked in there hadn’t wanted to stay put.)

Agnarr was pondering the cells with a thoughtful look on his face. This made Tee nervous. “What is it, Agnarr?”

Agnarr turned to Dominic. “Is one of these bodies an orc?”

Dominic did a quick examination of the bones and identified that, in fact, one of the bodies had belonged to an orc.

Agnarr grinned, grabbed the hand from the orc skeleton, and ran back to the room with the rods and iron door. He stuck the bony hand into the palm reader…

(more…)

Go to Part 1

Howard Pyle - The Mermaid (Partial)

In the First Fantasy Campaign, Dave Arneson includes a system of “Special Interests” of which he writes, “Instead of awarding points for money and Jewels acquired in the depths of the Dungeon or hoarding items against the indefinite future, the players will receive NO points until they acquire the items listed below…”

What’s somewhat murky, in my opinion, is exactly what the provenance of this system is. Was it used from the very beginning? Implemented pre-D&D? Implemented as a post-D&D revision? The phrasing seems to suggest that that this system should be used as an alternative to “acquiring” or “hoarding” wealth, which only makes sense as a reaction to such a system already existing. But was that phrasing part of the original notes? Or was it added by Arneson in 1977?

And how was it used in actual practice (if it ever was; although, unlike Gygax, Arneson’s MO doesn’t seem to have included writing up elaborate rules he never used)? The most extreme interpretation is that experience points were ONLY awarded for spending gold pieces on special interests. The less extreme interpretation would be that this system is only meant to “replace” the current wealth-based XP system, while leaving the monster-slaying portion of the XP system intact.

Perhaps Daniel Boggs’ exploration of the Richard Snider Variant can shed some light on this.

For the purposes of running Castle Blackmoor, as you’ll see below, I’ve decided to go with the most extreme interpretation: The only way to gain XP is to pursue your special interests. (This is, again, not a declaration that I believe this to have been what was happening at Arneson’s table circa-1971. It’s just the most interesting choice to make as we explore alternative play dynamics.)

Unfortunately, the system as published in the First Fantasy Campaign is more or less unusable as it appears in print, including tables that are not explained, alternative generation methods which are described as being roughly equivalent but actually produce radically different results (suggesting that their explanation has either been mangled or that the material is actually an inchoate mash-up of several different revisions of the ruleset), multiple “examples” that all contradict each other and any version of the rules, and copious references to other sub-systems that have simply not been included.

As a result, the system below can be described, at best, as being inspired by the best ideas in Arneson’s system, liberally fleshed out with my own ideas. For example, the racial special interests are wholly mine as are all of the caravan guidelines (although not the idea of goods being brought in by caravan) and the hobby project rules, these latter being heavily influenced by Blades in the Dark because Arneson provided no meaningful mechanical insight for this and I didn’t feel like there was value in reinventing the wheel (pun intended).

GENERATING SPECIAL INTERESTS

  • Roll 1d8 to determine a random Special Interest. Your character will have a 100% rating in this Special Interest.
  • Add your Racial Special Interest (see below).
  • For all other Special Interests, roll 2d6 x 10% to determine their rating.
D8SPECIAL INTEREST
1Carousing
2Song/Fame
3Religion/Spirituality
4Philanthropy
5Carnavale
6Hoarding
7Training
8Hobbies

GAINING EXPERIENCE POINTS

  • You only gain XP for GP which are taken out of the dungeon and spent on a Special Interest.
  • XP is gained on a 1-for-1 basis modified by the character’s rating in the Special Interest. (For example, if you have an 80% rating in Philanthropy and you donate 1,000 GP, you would gain 800 XP. If you have a 120% rating in Carousing and spend 100 GP at the bar, you would gain 120 XP.)

COMPLICATIONS

  • Spending GP on a Special Interest may lead to complications. For some Special Interests, these complications will be generated randomly. In other cases, they can be avoided with a saving throw (as indicated in the Special Interest description). Use a 1 in 6 chance unless specified otherwise.
  • If a complication is generated, roll on the complications table for that Special Interest. [Note: Until these complication tables are generated, complications will be at the GM’s discretion.]

COMMUNITY LIMITS

Alstadtmarkt in Brunswijk by Cornelis Springer (Partial)

  • The size of the community that you’re pursuing your Special Interest in will limit the amount of money you can spend on a Special Interest per quiescence.
  • This limit is per character (i.e., Lynmae could spend the community’s full GP limit for Carnavale, but that wouldn’t prevent Derk from doing the same).
  • The limit is also per Special Interest category. (If Lynmae has spent all the GP she can on Carnavale for this quiescence, she can still spend additional GP on Carousing.)
  • The community’s base value is often modified by specific Special Interests, as noted in their descriptions. Some communities might also have higher-than-usual or lower-than-usual limits for specific Special Interest categories or activities, and community investment will also change the values the GP limit of the town for different Special Interest categories (see below).
  • Wards: Alternatively, the GM might model large cities and metropolises as a collection of wards. Each individual ward can be given customized GP limits and complication tables, reflecting the differing character of each section of the city. PCs who have “exhausted” one ward can simply continue their spending in another ward.
COMMUNITYPOPULATIONGP LIMIT
Thorpe201d6 x 10
Hamlet2001d6 x 50
Village1,0001d6 x 100
Town5,0001d6 x 250
City25,0001d6 x 1,000
Metropolis> 25,0001d6 x 10,000

Quiescence: By default, this term is a synonym for the downtime between sessions played. (In other words, if you go back to the dungeon your spending limits will be reset.) The GM may decide to set the quiescence to a particular time period (a month, for example), or set a particular time period as a minimum (so that if, for example, a player goes many months between sessions played, they may be able to spend many times the normal community limit representing their character’s activities during that time).

BLACKMOOR – BASE LIMITS

  • Base GP Limit: 1d6 x 100 GP
  • Great Kingdom Caravans: 1d6 x 10000 GP limit. 10 + 2d6 days to arrive.

For the purposes of my open table (at least for the moment), I chose to simply abstract the origin point of all caravans as being the Great Kingdoms to the south. This is not dissimilar from what Arneson describes, with players simply needing to meet the caravans at the “edge of the board” and escorting them in town. (Because they were playing on the map of Avalon Hill’s Outdoor Survival game.)

CARAVANS

Expenditures larger than the community’s GP limit can be made by sending a purchase request to a nearby community. (This purchase is, of course, limited by the other community’s GP limit.)

  • Time: The GM should calculate the amount of time it takes for the caravan to arrive (remembering to include the time it takes for the order to arrive and for the requested goods to be assembled). The PC does not gain XP from the GP spent until the caravan arrives.
  • Cost: Caravans charge 10% of the GP value of the order. (This expenditure does not grant XP.)
  • Collective: Multiple PCs can collectively ship their supplies on a single caravan.
  • Community Stimulus: When large amounts of material are shipped into a community, it stimulates the local economy. When a caravan shipment larger than the community’s maximum GP limit in a category arrives, apply 1% of the difference to improve the GP limit of the community (as per a community investment).

Caravans – Jeopardy: Caravans are subject to brigandry, natural disasters, and eldritch fates of an even stranger character. In some cases, characters might also simply be scammed by unethical caravan masters who simply abscond with their funds.

  • Basic: To quickly determine the fate of a caravan, simply roll on the Basic Caravan Jeopardy table. If goods have been captured, it may be possible to recover them from the lair of whatever bandits, robber barons, or creatures were responsible. (Generate randomly.)
  • Hexcrawl: If the campaign includes a full hexcrawl, the GM can simply track the actual movement of the caravan (generating random encounters as usual and adjudicating the outcomes of those encounters to determine the caravan’s fate).
  • Trail/Road: As caravans will usually follow the same trade routes (whether by road or otherwise), similar results can be achieved without generating a full hexcrawl: The GM can develop each route as a trail, with landmarks along the way and appropriate random encounter tables.
D10BASIC CARAVAN JEOPARDY
1Vanishes without a trace
2-3Goods captured, but might be recovered (+1d10% loss of value per day)
4-10Caravan arrives safely

Caravans – Protecting: If PCs decide to travel with the caravan in order to protect it, roll on the Basic Caravan Jeopardy table normally. The PCs, of course, will have a chance to directly respond to the dangers encountered by the caravan.

  • Mercenaries: PCs can pay additional funds to hire men-at-arms to beef up the caravan’s security. (This expenditure does not grant XP.) In the basic jeopardy system, these forces provide a modifier to the Basic Caravan Jeopardy roll. (There is always at least a 1 in 10 change of the caravan going astray.) Continue rolling and resolving events until “Arrives Safely” result is generated.
MERCENARY MODIFIERCOST
+15 GP per day's travel
+225 GP per day's travel

COMMUNITY INVESTMENT

PCs may be interested in improving their community. They can do so by spending GP on community investments.

  • Community Investments are generally targeted at a specific Special Interest category, but in some cases the GM may rule that a particular investment would have a positive impact across several categories (in which case its value is divided across those categories).
  • GP spent on community investments do not grant XP, but the base value of the GP Limit of the targeted category is increased by 5% of the investment. (For example, Blackmoor has a base GP limit of 1d6 x 100 for Carousing. If someone makes a 1000 GP community investment in opening a new tavern, the village’s GP limit for Carousing would increase by 50 to 1d6 x 150.)
  • The community investment system is abstract. Players are encouraged to explain where their investment is going and what tangible results it has. (A new wing at the School for Young Wizards? Improvements at the gladiatorial arena?)

Next: Special Interests

Go to Part 1

Castle Blackmoor - Level 1 - Quadrants

The creative and evolving process of restocking a megadungeon is something I discuss at length in (Re-)Running the Megadungeon. I’m not going to rehash that material here, and if you’re unfamiliar with that earlier essay you might want to take a few minutes to peruse it.

As I’ve mentioned in the past, I find that the process of restocking a dungeon is as much art as science: You want to look at the context of how events are evolving within the dungeon — the actions the PCs have taken, the responses NPCs have to those actions, and so forth — in order to determine how the dungeon will evolve over time.

With that being said, I often find it rewarding to incorporate random procedural content generation. It can prompt me to pursue unusual creative directions and force me out of my comfort zone. It can also “force” me to put in the work when it can sometimes be easier to default to “nothing happens”. For example, at the beginning of every session in my OD&D Thracian Hexcrawl I would check every dungeon lair that had been previously cleared out by the PCs with a 1 in 8 chance that it had been repopulated. This “forced” me to revisit areas that I might otherwise have left fallow.

For Castle Blackmoor I could have easily just used my standard procedures for megadungeons: A kind of instinctual “feel” for each section of the dungeon, combined with on-demand procedural content generation checks or creative inspiration for restocking each section. (I, personally, draw a distinction between game mechanics and procedural content generators: Although they can be superficially similar, I think their function in the game is quite different. One way that this manifests in my campaigns is that I consider mechanical results binding; they can’t — and shouldn’t! — be fudged. Procedural content generators, on the other hand, exist to prompt creativity and, because they’re not mechanics, they’re not mechanically binding. But I digress.) Since my design goals for Castle Blackmoor were explicitly about exploring an alternative to my typical megadungeon procedures, however, I thought it made sense to take a closer look at the restocking methods I would use with the dungeon.

As far as I know, however, Arneson never explained his restocking procedures. (If he even had a formal procedure.) So there’s nothing explicit for us to base our restocking techniques on. What we can do, however, is look at how a restocking procedure could be created to capitalize on the tools provided by the Arnesonian procedures we’re using.

Here are three approaches that I developed.

EMPTY ROOMS METHOD

The first option would be to simply rerun the original stocking procedure between sessions: Check each empty room to see if it now contains an encounter. If so, generate the encounter.

The problem with this method, even if it is limited only to the room that the PCs passed through during the previous session, is that it will, statistically speaking, usually lead to the generation of more creatures than the PCs are eliminating. The dungeon will slowly turn into an overcrowded tenement.

GLENDOWER TEMPLATE METHOD

An alternative would be to use your original dungeon key as a Glendower template during restocking: Check each empty room which has a protection point budget to see if it has been reinhabited. If it has, respend the original protection point budget and check to see if the room has treasure.

This method has the advantage of simplicity. It also eliminates bookkeeping during the session: You don’t need to keep track of exactly which areas the PCs have “tapped” in their explorations, you can simply check the key after the fact to see which areas have been depopulated.

A potential disadvantage of this method is that it can result in the dungeon becoming predictable: The same rooms will always be where monsters live, and the other rooms will never be filled.

Under the logic that your Glendower template was designed to present an interesting tactical challenge regardless of how its budget is “filled”, however, this might actually be viewed as a feature. Any predictability of the dungeon will also be undercut by your wandering monster checks. It’s not like there will be any place in the dungeon where the PCs will be “safe”; it’s more like there are certain areas of the dungeon which make for good lairs, and those are the areas that monsters keep moving back into.

QUADRANT CHECKS

When Arneson adapted the Blackmoor dungeons for convention play in the late ’70s, he instituted a quadrant-based system of wandering monsters: He divided the map for each dungeon level into a quadrant and pregenerated a random encounter for that quadrant. (“Players rolling a wandering monster in Quadrant A will have encountered Sir Fang!”) It’s an effective system for pushing specific, prepackaged content into play in a convention setting, but it’s not a system I was particularly interested in exploring.

For the purposes of restocking, though, this concept of “dungeon quadrants” interests me. It can be somewhat crude, but it also mirrors my own “sector” understanding of a dungeon complex. (These are the Tombs, this is Columned Row, these are the Worg training facilities, this set of rooms ‘belongs’ together, as does this one over here, etc.) If you wanted more detail, you could block out specific sectors. Quadrants, however, give you a simple one-size-fits-all approach that can be quickly slapped down onto any level of the dungeon.

You’ll still want to use common sense, of course: In the map above, for example, you can see how I’ve tweaked the borders of each quadrant on Level 1 to follow natural divisions in the dungeon corridors.

Here’s the procedure I’ll be experimenting with:

  1. For each quadrant that the PCs entered during the previous session, there is a 1 in 6 chance that it will be restocked.
  2. For each restocked quadrant, check each uninhabited room (using the normal stocking procedures) to see if it is now inhabited.
  3. Check ALL rooms in the quadrant for treasure, although rooms that were currently inhabited only have a 1 in 20 chance of generating new treasure.

Note that this procedure can add new encounters even to areas that the PCs haven’t previously depleted. This is intentional, and a likely explanation would be creatures reinforcing their ranks in response to the armed thugs rampaging around their homes.

It’s quite possible that, after a little playtesting, you may want to tweak the odds listed here. As I write this, I haven’t actually had much chance to put these into practice yet. (I suspect 1 in 8 for the quadrant test might be a better fit. And the 1 in 20 chance for adding treasure to currently inhabited areas might be too low, but I’d rather be conservative with the money spigot.)

Next: Special Interest Experience

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