Showing posts with label template. Show all posts
Showing posts with label template. Show all posts

Monday, September 24, 2012

Savage Odyssey Prime: Generic Random Encounter Table Template...

Good Afternoon, My Friends:

In my Savage Odyssey Prime setting, I can foresee that there will be plenty of opportunities for random encounters. Most of the worlds will not be filled with fantasy wildlife, which means that my usual random encounter tables are out. Instead, I feel the need to come up with some non-magical generic ones. For lack of a better option, I think I'll use the following template:

Table: Generic Random Encounter

2d6Encounter
2Local Horror
3Flyer
4Animal
5Animal
6Humanoid
7Humanoid
8Humanoid
9Animal
10Animal
11Vermin
12Special

The entries are defined below:
  • Animal: This entry indicates some specimen of the local wildlife. This could be a group of pack hunters or a single lone predator. It could be a large herbivore, a heard of grazers or a stalking pouncer. This should be a creature common to the area, and found in abundance.
  • Flyer: Almost all areas are accessible to flying creatures. This entry indicates either a single flyer, or a flock of them.
  • Humanoid: This section is a catch-all for any humanoid race. This usually indicates local humans, but on worlds with a diverse set of races or whose native race is not human, this entry covers those possibilities.
  • Local Horror: This option represents the apex predator of the region, the hell beast that destroys parties, the Big Nasty that makes you thankful for having grenades. Here there be dragons, or the local equivalent.
  • Vermin: This entry covers the basic pests, swarms and other noxious, objectionable or disgusting creatures that are difficult to control.
  • Special: This entry allows for the weird, the unusual or the specially prepared encounter. This is the basic "GM Option" result. If the GM has nothing he wants to do with this result, he can always reroll.

With this in hand, I can create a small list of each encounter type for a given location, and have a choice on hand for those times when the party has a random encounter during the course of play. Woohoo!

More Later,
Flynn

Monday, September 03, 2012

Savage Odyssey Prime: Dimension Notes Template...

Good Afternoon, All:

In order to capture the details of a world that I create for use in my Savage Odyssey Prime campaign, I needed a simple template that I could fairly easily remember. Traveller immediately came to the rescue. By looking at the elements of Traveller's Universal World Profile, I came up with the following basic template:

World Name (Coordinates): Local Gravity (none, low, standard, high, extreme); Local Atmosphere (none, trace, thin, standard, dense, corrosive); Local Hydrographics (desert, dry, wet, waterworld); Local Sentient Population (population, followed by major race(s)); Local Government (by type); Local Technology Level (primitive, classical, medieval, renaissance, industrial, pre-stellar, stellar, high stellar); World Tags.
The template is generally followed by a brief paragraph outlining the specifics of the location that should prove useful in resolving an Odyssey Team's mission.

Most of these will be fairly standard on the physical stats, because the government isn't going to want to move colonists to worlds that cannot easily support life, unless there's a considerable reason for doing so. What really makes worlds stand out from one another is going to be the social details, in many cases. The elements of the genre (or genres) that influence the world's flavor, the type of culture or society, and the special hooks and twists (noted as World Tags above) will really help PCs identify each world/location as a distinct experience.

This template may change as I try to put it to work over the next few days. Nothing really tests a template, though, like actual use. I'm going to try writing up a few sample dimensions using the template, and post them here for your thoughts.

With Regards,
Flynn

Friday, January 20, 2012

Fantasy Friday: Quick and Dirty Template Inspirations...

Good Afternoon, All:

I was fortunate enough to catch an article on Gnome Stew this week entitled Quick and Dirty Overland Encounter List Template, which referenced another article entitled Quick and Dirty Location Template. Together, these make for a very interesting way to capture a location's data on one page. If you are the type to create lots of notes on your campaign setting as inspiration strikes, having a template that you can use is often very helpful. I've combined these together into one template below, and added my own version of the encounter table format as a reference.


Location Name: What is this location called? (Official name may be different.)
Ambiance: How does this location look and feel?
History: What elements of this location's history provide adventure ideas?
Encounters: What flavor of encounters could be found here?
Treasures: What special treasures may be found here?
Hooks and Hotspots: What adventure hooks and special sub-locations can be found here?

Life Level: How much diversity exists in plants and animal life in this area? (High, Medium, Low)
Hazard Level: How dangerous is it to live here? (High, Medium, Low)
Difficult Terrain Density: How difficult is it to move around in this area? (High, Medium, Low)
Resource Level: How significant and desirable are the local resources? (High, Medium, Low)

Herbivores: What eats the environment here?
Predators: What eats the other creatures here?
Scavengers: What eats the dead here?
Hazards: What makes it lethal to live here?
Humanoids: What humanoids live here?
Exotic: What supernatural or unusual creatures exist here?

2d6Encounter
2Rare
3Uncommon
4Uncommon
5Common
6Common
7Common
8Common
9Common
10Uncommon
11Uncommon
12Rare


Here's an example of the template filled out for a location I may be using in a future fantasy campaign.


Location Name: Mazhtekha Valley
Ambiance: The ruins of a crumbling granite ziggurat break through the foilage of lush jungle valley.
History: Many generations ago, a blood cult brought captured vampires to this isolated site to sacrifice them to a dark blood god. A failed summoning ritual cursed the cultists with an overriding lust for blood, and they destroyed one another trying to sate their thirst.
Encounters: Many encounters in this area focus on the twin themes of blood and ancient curses.
Treasures: The Blood Rubies of Mazhtekha, a collection of five enchanted fist-sized rubies, are hidden within the ziggurat.
Hooks and Hotspots: A huge vampiric blood ooze patrols the jungle floor at night, retreating to the ziggurat during the day. A cabal o vampires seek the remains of their former sires (or perhaps an item he was known to carry), and the sire was rumored to be among the vampires used in the failed rite.

Life Level: Medium (mostly plants, as creatures with blood must be very quick or flyers to avoid being eaten)
Hazard Level: High
Difficult Terrain Density: Medium
Resource Level: Medium

Herbivores: insect swarms, flying snakes, bats
Predators: stirges, jaguars, assassin vines
Scavengers: ghouls, carrion crawlers
Hazards: huge vampiric blood ooze
Humanoids: degenerate cultist descendants (treat as cavemen),
Exotic: vampires

2d6Encounter
2Vampire(s)
3Carrion Crawler(s)
4Ghouls
5Stirges
6Bat Swarm
7Centipede Swarm
8Flying Snake(s)
9Assassin Vine
10Jaguar
11Cavemen
12Vampiric Blood Ooze


The nice thing about this particular template is that it really isn't locked into the fantasy genre, so you could, in theory, use it for any setting you may be working on. Ultimately, it should be used for locations that are fairly homogenous. If you use this in a Sci-Fi campaign, I'd suggest that you not use the template for a planet, and instead use it for a region on the planet's surface, or perhaps a complex or settlement instead.

Hope This Helps,
Flynn

Monday, September 26, 2011

World Consolidation: The Kingdom Template...

Good Evening, All:

As you may well have noted, I haven't been very diligent in updating my blog over the last few weeks. Part of that has been a hectic workload, but general life issues are as much to blame as anything else. In hopes of sparking some internal interest in getting back into the blog, I've decided to return to my personal World Consolidation effort. For the immediate future, I'm working specifically on the kingdoms in my Consolidated World, and will be writing up a number of them in a simple format so that I can gather it all together in one location.

For the moment, the template I've created to capture this information can be found below. It combines some elements from my Settlement data template with elements from my Interstellar Polity data template, and should give me sufficient information to capture the rudiments of a kingdom on a single page. Further work can be done on specific examples, but for the core of my Consolidated World, this basic template should suffice.
KINGDOM NAME
Brief description of kingdom.
Capital: The capital city of the kingdom.
Population: Numbers and brief description of the kingdom's people and where they live.
Common Language(s): Languages commonly spoken within the kingdom.
Society: This section discusses the common mindset held by the general population of this kingdom, as an aid to Referees during gameplay and adventure design. This section should address both citizens and outsiders, if the roles are different.
Government: Who rules and how they rule. Also includes any publicly known political goals of the kingdom's government.
Diplomatic Relations: This section details the kingdom's general trends in diplomatic relations with its neighbors.
Trade & Commerce: Businesses and commercial drives for the kingdom.
Military: Guard, militia, and other defenses of the kingdom.
Major Settlements: Important settlements in or under the influence of the kingdom.
Major Organizations: Important groups in the kingdom.
Symbol: Description of the kingdom's symbol or flag.
I contemplated adding a simple Rumor table at the end of the template, but then decided against it. I'm going to have a difficult time keeping each kingdom to a page as it is. Why add additional stress to the whole process by adding a mandatory Rumors table on top of the work detailed above?

Additionally, since the above template can also be used as a handout if need be, I should probably mention that I want to have a separate section in another part of my setting bible that includes major secrets in each region and such which can be discovered over the course of adventuring. If I were to include it above, I'd probably put it at the end. Sadly, I couldn't use the page as a handout if I did so, and I'm trying to be practical here.

Your thoughts on the template above would be appreciated. If anything, I'd rather err on the side of minimalism, just to keep the size of the workload reasonable. Any comments or suggestions you have will be given the consideration they are due.

With Regards,
Flynn

Friday, May 27, 2011

Sandbox Preparation: Hex Content Category Templates...

Good Morning, All:

In regards to writing up the content of my sandbox, I find that having a sample template for each element really helps. However, in examining my Sandbox Preparation techniques, I find that I really don't have any minimalist templates that I can follow. With that in mind, as I begin to fill in my hexes, I wanted to stop a moment to consider developing a system of minimalist notation that will help me, and keep my notes small and concise. Thus, I have looked over each category of hex content, as discussed in my previous post, and suggested a base format that I would like to follow.

Color
As an example of a Color description that I think works well, here's something from pg 298 of the Lenap Chapter used as a preview for Necromancer Games' Wilderlands of High Fantasy campaign setting (pg 5 of the PDF):

0804 The Lost God: The ruins of an altar to a lost god stands on a hummock. If a prayer is said at the altar, a beam of light will point to the nearest shelter, and no random encounters will occur for the night.

In further support, two pages later, you can find another example:

1623 Abandoned Cottage: A small cottage in a grove is infested with insects. A stone calendar stands on a small table of granite within.

From these two examples, you can see that the concept here is to describe a Color hex in two sentences, preferably taking up no more than two lines in the final document I create for my setting. It should be evocative, but concise. If there's a conflict, concise wins.

Suggested Color Template:
Hex Nbr Location Name: One or two sentences that describe the location.

Lairs
I feel that there are two ways to handle Lairs in a sandbox write-up. You can use the traditional approach (two-three sentences that set up the encounter, define the participants and provide the treasure), or you can borrow from the One Page Dungeon format. With the One Page Dungeon, you are deliberately trying to describe an encounter (i.e. a room) in a brief sentence or series of sentence fragments that covers all the details in one simply line of text on the page, two at the most. Back in the day, as we old gaming fogies occasionally say, a paper publication called Dungeon Magazine used to define the following elements as necessary for describing an encounter:

The adventure itself consists of a series of planned encounters keyed to a map, timeline, or flowchart. Each encounter can include any or all of the following sections: Read-aloud Text, General Description, Creature(s), Tactics, Trap(s), Treasure, Development, and Ad-Hoc XP Adjustment. Do not include sections that are unnecessary for a given encounter. For instance, an area devoid of traps does not require a Trap section.

Looking at those elements, I think the list itself presents an immediate suggestion for a template to use in describing lairs. I've modified the list above somewhat, in keeping with the philosophy that we are trying to record the minimal information needed to run a campaign from these notes. Each element below is a sentence fragment (preferably less than ten words each), rather than a complete sentence, to help cut down on space and improve information density. For monster stats, I prefer to define those in a roster somewhere, and not in this particular write-up. That way, I can use the same campaign in multiple gaming systems with maximum re-usability. Here is my initial thoughts on the Lair template format:

Suggested Lair Template:
Hex Nbr Location/Lair Name: Description fragment. Creature(s). Tactics. Trap(s). Treasure.

You may find it worthwhile to develop a small table of options for tactics, so you can minimize that section to a few words. As an example, I offer the following:

Table: Encounter Tactics
CategoryActions
AggressiveIncredibly irritable; will often attack other creatures on sight
HostileTreats others belligerently and attacks if it can reasonably succeed
CautiousAvoids contact with other creatures whenever possible
NeutralOnly attacks other creatures in defense of themselves or their own kind
FriendlyVery friendly, curious; Will seek to interact with others, if not threatened

Settlements
There are almost as many ways to describe a settlement as there are gaming systems (and sometimes even those can see multiple formats for descriptions and/or stat blocks.) Toward that end, I simply perused a number of settlement descriptions for various systems with a little Google Fu, and noted the details that seemed important in each of them: Name, settlement size, population, available assets, spellcaster capacity, ruler/authority figure, government form, defenses, resources, tech level, alignment, law level, important NPCs, important locations, important organizations and so forth. Looking over that impressive array of items, I began to pick and choose only those elements that would add to my ability to portray the setting consistently. If I didn't feel it applied to the way I run my games, I dropped it from my list. Finally, I arranged the remaining elements into a simple series of sentence fragments, much like the Lair format above. My goal here is to bring it all down to as few lines as possible in my notes and still be effective. Here's my first suggestion for a Settlement template format:

Suggested Settlement Template:
Hex Nbr Settlement Name (Size, Pop. XXX): Government; Reaction to Outsiders: XXX (use reaction descriptors such as Hostile, Unfriendly, Indifferent, Friendly, Helpful); Resources: XXX (only the highest resource should be listed); Important NPCs: name (descriptor gender race profession), name (descriptor gender race profession), name (descriptor gender race profession) (Only list the top three or four). A single sentence description may follow, to increase the flavor and capture any important notes or elements that should be included here.

While the population is mostly flavor for me, I like having that number to banter around. Most of the remaining information I'd need can be determined from Settlement size and NPCs, at least in regards to assets, spellcasting capacity, etc.

Sites
Sites are often described in their own document, such as a One Page Dungeon or a stack of them. With that in mind, all we need here is a basic one sentence (or even sentence fragment) description of the site, and perhaps a sentence reminding us of where to look for detailed information. This wouldn't make it very different from the Color format, I'm sure.

Suggested Site Template:
Hex Nbr Site Name: One sentence describing the site, including number of floors and most outstanding characteristic about it. For more information, see [Name/Location of Site details document(s)].

Terrain Effects
To me, terrain effects are a lot like hazards and traps, and should contain the same type of information, even if the format is different. In essence, we should make sure that we've described the basic nature of the terrain effect, the impact on the character and what can mitigate or negate the terrain effect.

Suggested Terrain Effect Template:
Hex Nbr Location/Terrain Effect Name: One sentence describes the terrain effect. One sentence identifies character impact and possible mitigation or negation of the effect.

The Last Word... Today
My final words on today's topic is that, like all other systems used for information tracking, these suggested formats may shift and change as I use them more frequently. If I find myself not using certain pieces of information, I can drop that from my format. If I discover that I need information that I haven't recorded, I'll modify my templates to include it going forward. Of course, comments are always welcome, and shared insight might help me make changes while I'm still in the exploration phase. My goals for this project are simple, and anything that helps me improve the usability of these notes is welcome.

With Regards,
Flynn

Saturday, December 26, 2009

New Template: Organizations and Secret Societies...

Good Afternoon, All:

I've been trying to come up with a simple format for laying out information on Organizations and Secret Societies. What follows is the basic template:

Name Of Organization
@Brief paragraph describing the organization and its place in the setting.
Headquarters: @Location(s) of the major headquarters of the organization.
Members: @Approximate number of members in organization. Also includes notes on recruiting practices.
Organization: @Notes on leadership, hierarchy and even secrecy.
Goals: @The motivation of the organization, as well as the obstacles that challenge the organization.
Symbol: @The symbol of the organization.

What follows is an example of an Organization from one of my future product releases, a campaign setting I am calling Hammersong's Legacy:

Ancient Order of War Sages
The Ancient Order of War Sages is a fairly widespread order of battle-mages originating from the City-State of Thorjak. Known for their talents in both battle and sorcery, the War Sages are often sought as specialists and consultants by mercenary bands and noble courts.
Headquarters: The City-State of Thorjak houses the Library Arcanum, the campus of the Ancient Order of War Sages where young battle mages gain competence in both spellcraft and warskill.
Members: The names of approximately a thousand battle-mages appear on the public records of the Ancient Order of War Sages, and perhaps half that many are secretly members. The War Sages approach only the most virtuous and accomplished of battle-mages and eldritch knights to join their ranks.
Organization: Under the guidance of the Grand Magus Thaelandreus, the Order's Lord-Savant, the War Sages are organized by the towers with which they have declared their membership. Members bear the title of Savant, and study both the arcane and martial arts from Master-Savants on campus.
Goals: The Ancient Order of War Sages is dedicated to the preservation and protection of civilized territories from forces, both external and internal, that might disrupt the population of civilized lands. Due to their generally public status, the War Sages are often targeted by those that support humanoid hordes, enemy armies, infernal legions and other forms of brute force that can be brought to bear against the civilized territories.
Symbol: The War Sages use the white phoenix as a symbol of their Order, demonstrating that through purity, the Order shall always overcome the threat of darkness.

So, what do you think? Does the format work? Does it provide enough information to inspire adventure without stifling creativity? Any constructive feedback would be appreciated.

With Regards,
Flynn