Showing posts with label social sandbox. Show all posts
Showing posts with label social sandbox. Show all posts

Wednesday, February 29, 2012

A Swashbuckler's Sandbox, Part 4

In part 3, I described using a list of genre influences - an Appendix N - as a guide for creating encounters and non-player characters for a swashbuckling sandbox. Genre tropes in a sandbox may provide a measure of familiarity to players which in turn increases their confidence in their decisions pertaining to their characters, encouraging them to drive the action, which is the goal in a sandbox setting.

This may be perhaps the most obvious and least useful advice ever, but from reading blogs and intreweb forums, sometimes that which seems so obvious to me is a complete mystery to others, so I'm not taking anything for granted.

One of the fundamental differences between the sandbox settings most familiar to fantasy or science fiction gamers, is that the cape-and-sword sandbox less likely to be organized around places - the keep, the Caves of Chaos, and the Mound of the Lizard Men, for example, or Hefry, Ruie, and Forboldn in Regina subsector. Rather, the swashbuckler's sandbox is organized around people.

The non-player characters in the swashbuckler's sandbox form a web of relationships, a web which is in some ways analagous to a traditional dungeon. Think of each person as a 'room,' and the relationships between them as the 'corridors' by which they are connected.

To take that social-relationships-as-dungeon analogy a little further, the social world of the swashbuckler contains some of the hazards associated with old school dungeon crawls. Many of the relationships/'corridors' between characters are hidden behind 'secret doors,' for example, and must be discovered by the adventurers - in our Flashing Blades campaign, for example, one of the player characters' close allies is secretly connected to one of the princes of the blood, but the adventurers are unaware of this relationship at the moment. There are also 'chutes' which in the traditional dungeon drop players from upper levels to the more dangerous lower levels, and in the context of the swashbuckler's sandbox connect a less powerful npc to a more powerful one - in our campaign, the player characters found such a chute when one of them challenged a romantic rival to a duel and belatedly discovered that the rival's uncle is a lieutenant in the Cardinal's Guard.

A swashbuckler explores this web of relationships like a dungeoneer crawls through a lich's tomb, and for the same reasons - as the dungeoneer finds risks and rewards in the crypts of that dusty necropolis, it's the non-player characters populating a cape-and-sword game-world who provide danger, riches, and a chance at glory for the adventurers.

That said, I must allow for 'the piracy exception' - the sandbox for a pirates campaign may closely resemble that of more traditional roleplaying sandboxes, with pirates seeking out galleons and ports and lost temples to plunder in the style of their dungeoneering peers in a fantasy campaign.

The piracy exception aside, in the swashbuckler's sandbox non-player characters are the gateway to rewards and hazards - a jeweled ring is more likely to make its way into a swashbuckler's hand as a token of thanks from a grateful queen than it is from a locked chest guarded by a black pudding. Relationships with npcs are often rewards and hazards in and of themselves, particularly in games and campaigns where increased social status is one of the rewards offered to player characters. Non-player characters may offer an adventurer wealth, influence, sex, membership in an organization, and access to new skills - Lagardère seeking an introduction to the duc de Nevers in order to learn the botte de Nevers is a classic example - as well as danger, in the forms of duels, intrigue, manipulation, and loss of reputation.

To this end, the referee running a swashbuckler's sandbox should devote the same imagination and effort to creating engaging, challenging, mysterious non-player characters as other referees do a megadungeon or an alien world, and those non-player characters should be woven into a complex web of relationships, known and secret, for the adventurers to explore.

Once again, this is probably boilerplate to many - it gets covered in some manner in most referees' sections of game-books and in numerous articles in gaming rags and blog posts. Tips like, "Give each npc two secrets!" are as ubiquitous as rules for initiative or experience. So how is this different with respect to a swashbuckler's sandbox? With the possible exception of the some of the really extensive published city settings, the number and reach of the non-player characters in a cape-and-sword campaign are greater than that of more familiar settings. Consider the extent of the social network of a duke and peer who is a courtier to the king, a soldier in time of war and an extraordinary ambassador in peace, and the lord of a large estate. This one non-player character could have a web of immediate contacts, within a single degree of separation - family, servants, courtiers, and clients - comparable to all of the named npcs is the village of Hommlet and the keep on the Borderlands and then some, and many of those npcs may have considerable networks of their own . . .

Now, very few referees prepare anything other than a relatively small sandbox by attempting to detail every single person anymore than they describe every structure in a large city or every hovel in a marcher barony. What a sandbox referee does prepare are a few key locations in varying depth with the expection of improvising additional details as the need arises. The non-player characters in a swashbuckler's sandbox are handled the same way; to use an example from my campaign, I created a number of families in different parts of France who are given considerable detail - to continue to use the dungeon analogy offered earlier, these families can be thought of as 'levels' or 'sublevels' in the dungeon, and they in turn may be connected to other 'levels,' such as a gentleman's club, the King's Musketeers, or a bishop's curia.

In a traditional sandbox, the adventurers are expected to utilize their wits and resources to learn more about the game-world and set goals for themselves to pursue. The players and their characters may hear rumors or legends, or find an old map or a strange atrifact, offering clues to where rewards may be found. The same is true in a swashbuckler's sandbox, but rather than the legend of the old moathouse overheard in the tavern, the rumors and such concern the non-player characters in the setting. For example, one of the families I rendered in some detail for my Flashing Blades sandbox is that of the vicomte de Praz-de-Lys, a Savoyard nobleman who relocated his household to Paris in order to pursue closer ties to the French noblity. The player characters heard a rumor that the vicomtesse needed to fill a number of positions in her household - a tutor for her children, a fencing instructor for her sons, a banker to manage her finances, and so on - giving the adventurers an entrée into the lives of the Praz-de-Lys', their network of relationships in Paris, and the schemes in which various family members engage.

That last point bears noting - while specific cape-and-sword tropes may vary in different campaigns, one should be present in every swashbuckler's sandbox, and that is that the whole thing is awash in intrigue. "Give each npc two secrets!" should really only scratch the surface of the potential rivalries, dalliances, and alliances connecting the non-player characters. Political rivalries, ancient vendettas, and forbidden romance are the stuff of adventure in this game-world, and these agendas should permeate the relationships between npcs.

In addition to rumors for drawing the adventurers into the web of non-player characters who make up my sandbox, I also lean heavily on random encounters, many featuring named npcs, an idea borrowed from Chaosium's Thieves World box set and TSR's Boot Hill adventures. To borrow the dungeon analogy one last time, using named non-player characters in random encounters produces something like falling through the roof into a chamber of a lost shrine, the 'dungeon' presenting itself to the adventurers! The player characters in my campaign, for example, rescued the duchesse de Chevreuse and her lover, Lord Holland, from bravos in a Paris alley, then snuck the pair back into the Louvre, earning the powerful and dangerous noblewoman's gratitude - this was a random encounter generated as a disguised nobleman and a gang of thieves using the generic tables in the Flashing Blades core rules. Another random encounter - the aftermath of a murderous duel - earned one of the adventurers an enemy whom the players believe has tried twice now to assassinate their characters.

And that last touches on my final point, that the sandbox must react to the actions of the adventurers. The player characters' actions - and sometimes their failures to act - carry consequences. My simple rule is this: if the adventurers are winning, someone else is losing, and that someone may choose to do something about it. This is where the dungeon analogy breaks down a bit for me, for in these instances, the 'rooms' of the 'dungeon' may actually seek out the adventurers! Earning a friend may mean making that friend's enemies the adventurers' own as well, and if that holds true, then the enemies of their enemies may offer alliances as well. A swashbuckler's sandbox is marked by a dynamic tension as the adventurers tug, os simply brush against, the web of relationships they encounter in the game-world.

Swashbucklers may travel the world, but what defines their adventures are the people they meet and engage in their travels, and a swashbuckler's sandbox should emphasize this.

Monday, February 20, 2012

A Swashbuckler's Sandbox, Part 3

After a quick detour to cover a bit about how a sandbox setting works during actual play in part 2, now I want to get into how I run a sandbox cape-and-sword campaign.

First, compile an Appendix N for your sandbox which lays out the genre influences for the campaign.

Roleplaying games are traditionally composed from a farrago of sources and influences, and so are their settings, both explicit and implied. A discrete list of books, comic books, movies, artwork, and other media provides a focus for preparing elements of the sandbox which fit the genre. A sandbox which reflects its genre influences may provide the players an immediate familiarity with and an intuitive feel for the game-world.

The less familiar and more remote the genre influences, on the other hand, the more the players must learn about the sandbox before being confidant in acting on their understanding of the game-world. This is why clichés and archetypes abound in roleplaying games and other media - they paint a vivid picture in the imagination which short circuits the need for lengthy exposition. Increasing the ease with which players can choose a reasonable course of action for their characters helps facilitate sandbox play.

The significance of a sandbox's genre influences also holds for genre-mashups; if the mashup involves two immediately accessible genres - swashbucklers versus Cthulhoid horrors in Revolutionary France! - then the players may gain the same benefits of familiarity as a single genre. On the other hand, a burgeoning excess of hetergeneity may result in incongruity, an invidious sense of mission creep - I still hear players complain about the big setting reveal in 7th Sea, for example.

Now cape-and-sword genre tropes are far from universal - a subject I will get into at length in future posts - so choosing the sandbox's Appendix N helps narrow the field a bit. A setting appropriate to The Princess Bride may be may look very different from one appropriate to Captain Alatriste. The specific genre influences particular to a given sandbox help to give it a shape more readily recognizible to the players.

The Appendix N for my Flashing Blades campaign lists my main sources of inspiration. The story which first prompted me to run Flashing Blades was Robert E. Howard's "The Shadow of the Vulture," set at the 1529 siege of Vienna; I subsequently drew from - naturally - REH's pirate stories, "Swords of the Red Brotherhood" and "Black Vulmea's Vengeance," as well. The other sources that make up my Appendix N build on this.

Melodramas like The Prisoner of Zenda and Swordspoint are absent from my sandbox's Appendix N, though I really like both stories and their sequels. Comic movies like Swashbuckler and the unintentionally funny The Musketeer are missing as well, as most of the humor in the campaign is found, not deliberate or satirical.

Having a firm grasp of the genre and associated tropes gives me a framework on which to build the setting elements of my swashbuckling sandbox. The pulp tales and related sources which inspire my campaign contain rough, flawed anti-heroes and cruel, complex antagonists, and the non-player characters populating my sandbox reflect this - rock-jawed champions and mustache-twirling villains need not apply - as do their agendas, which mostly revolve around the pursuit of fortune and glory and the power that comes with both.

Random encounters play a very important role in my sandboxes. They represent the living setting, a nexus between the travels and actions of the adventurers and in media res events which in some instances follow from the agendas of significant non-player characters in the campaign. Many of my random encounters feature named npcs for this reason; they provide an opportunity for the adventurers to meet and interact with these characters, to build a relationship - for better or worse - with the movers and shakers of the setting. From my Appendix N sources, I can draw ideas for the kinds of encounters representing the genre tropes in those stories. For example, the adventurers in my sandbox aren't likely to hear of a merchant looking to hire caravan guards, but they may be approached by a gambler or a moneylender looking for swordsmen to help recover a debt.

Now that gambler or moneylender will rarely exist in isolation, and in part 4 - part 4?! - I'll get into social relationships as a setting map in my swashbuckler's sandbox.

Friday, February 17, 2012

A Swashbuckler's Sandbox, Part 2

In part 1, I laid the groundwork for what I consider to be a sandbox playstyle. I'd planned on getting into how to work cape-and-sword tropes into a sandbox, but as I started writing it, I found I was introducing all sorts of other baggage regarding how sandboxes work in actual play, so I want play porter for a moment and clear those bags out of the way first.

There are a number of features common to sandbox settings, and, judging from the many discussions in which I've participated on various gaming forums over the years, it seems that every one of them comes with some misunderstandings attached.

First, a sandbox game-world is not tailored, to use the 3e D&D DMG parlance, to the adventurers. In the game-world, there are hazards and challenges that will be easy for the adventurers to handle, some that carry a measure of risk to the adventurers, and some which the adventurers are unlikely to overcome unless they are extremely clever and insanely lucky. Sandboxes include a wide range of degrees of difficulty in challenges, hazards, and encounters, and the adventurers may face them at any time, with or without warning - in fact, one of the important elements of game-play is gathering intelligence on the nature of hazards which exist in the game-world, to reduce the risk of an unexpected, overwhelming encounter.

Second, a sandbox typically contains a number of adventure sites - a ruined castle, a creepy abbey, a dark forest, a maze of caverns, a keep on the borderlands, and so on. Scattered throughout the game-world are clues - rumors picked up from travellers in taverns, books found in dusty libraries, a map found in a dead bandit's pocket, a murak painted on the wall of a monk's cell, et cetera - which point the adventurers in the direction of these locations. These locations typically receive more attention than other places in the game-world during the referee's prep, and are often intended to have an element of replayability about them - each supports multiple visits by the adventurers. Clues are enticements to the adventurers, tempting them with the means to achieve their goals, or even satisfying a goal itself.

Third, a sandbox offers the opportunity for the adventurers to explore at their own pace and in a direction of their choosing. Hexcrawls - exploration hex by hex across a map - are strongly associated with this, appearing early in the hobby in published settings like Blackmoor, the Wilderlands, and the Spinward Marches. This sometimes implies that sandboxes need to be extensive, but that isn't necessarily the case (qv, Keep on the Borderlands).

Fourth and last, a sandbox should be a dynamic game-world. The 3e D&D DMG associates the term "status quo" with sandbox adventuring, implying a sort of stasis state which is only broken by the presence of the adventurers. A sandbox, however, usually contains non-player characters with agendas they pursue independently of the adventurers, unless or until the adventurers choose to become involved or are swept up as a consequence of an npc agenda coming to fruition. In a well-run sandbox, there are also large-scale events which occur in the setting, such as wars, plagues, and so forth, which again exist independently of the adventurers.

Okay, with those trunks and valises stowed, now I can move on to the swashbuckling in part 3.

Tuesday, February 14, 2012

A Swashbuckler's Sandbox, Part I

Once upon a time, there were no sandboxes.

There were only game-worlds, with ten-by-ten rooms to explore and orcs to kill and pies to take. An adventure was "a session of play" (1e AD&D Dungeon Masters Guide, "The Campaign," p. 86) and a succession of such adventures made a campaign. Whatever the players and their characters did last Saturday night was 'the adventure.'

That simple time was surprisingly brief in the history of the roleplaying hobby, however. Modules, many originally drawn from tournament games offered at conventions, soon defined an adventure. Early modules were most often organized around a location - a cavern, a moat house, a pyramid on a cloud-shrouded world, an alien starship. Some modules included the machinations of the denizens of a location, giving these adventures the semblance of a plot.

As roleplaying games reached their first, and arguably highest, peak of popularity in the early Eighties, the significance of these machinations grew to the point where adventures were less about exploring a location and more about interacting with a series of events based on these machinations. These events increasingly took on the structure of fiction. Adventures were expected to have a actual plot, with rising and falling action, reveals and reversals, and a climax. Many were - and are - organized in terms of chapters, or acts and scenes.

The idea that an adventure was simply, 'last Saturday's game,' all but disappeared, from rule books, from published adventures, from advice articles in the various gaming rags, and, most importantly, from the expectations of gamers who never really knew any other way to play. Those expecations brought with them baggage concerning the nature of the player character and the experience of actual play, and that baggage would profoundly affect many design tenets.

The release of 3e D&D, the tabletop roleplaying industry's flagship product, included the marketing tagline, "Back to the Dungeon." There was a conscious effort to tap into the experiences of roots-gamers, such as how adventures and settings were discussed in the rule books. The 3e Dungeon Master's Guide includes a discussion of "status quo" motivations for adventurers, in which a feature of the game-world exists and the adventurers are free to explore it or not as they wish. The 3e DMG also offers an explicit distinction between "site-based" and "linear" adventures.

The intrewebs allowed roots-gamers to talk with one another as well as with with the larger population of gamers generally. Some roots-gamers never stopped playing the early games of the hobby while others - myself included - grew increasingly dissatisfied with contemporary roleplaying games. Through gaming forums and the burgeoning blogosphere we talked about how we approached running and playing roleplaying games, of save-or-die and wandering monsters and random treasures and hexcrawls and, perhaps most significantly, the promotion of player choice and the absence of linear adventures.

And that playstyle received a name.

Sandbox is co-opted from computer games, and depending on exactly which definition is used, it probably isn't the best fit to describe this playstyle, which incorporates elements of open worlds and nonlinear adventuring as well. Nonetheless, sandbox has come to describe a playstyle in which the players and their characters are presented with a game-world and given the freedom to explore it as they please, without the expectation of an unfolding plot prepared in advance by the referee or the goal of producing a traditionally structured story through play.

So while I'm not wild about the term sandbox, it's what we have.

Now that I hope we have some common ground on what I mean by sandbox, in part 2, I'll discuss how I threw swashbucklers into mine.