Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Tuesday, January 31, 2017

Typology of Random Encounters: In the Dungeon


Most of my games this past weekend were driven by the random encounter. And, despite the image above, none of them were with bears. Although one was with a crocodile. That, along with general considerations about dungeon design, has me thinking about the types of random encounters you'll find in a large dungeon or megadungeon.

Type I: Faction Members. When you have a faction in the dungeon, it should be represented on the random encounter table, unless there's a good reason that its members stay put. So if there is a goblin tribe, a gang of bandits, or a cross-species evil cult, you should be able to run into them. This allows for PCs to figure out what else might be in the dungeon without knocking down every door, and provides opportunities for faction members who leave an encounter alive to tell their allies about the PCs' activities.

Type Ia: Factions without a Base. It's possible for there to be a faction in the dungeon that is an itinerant group. This should be a temporary condition; perhaps you have a group of cavemen who've wandered into the dungeon for shelter, or maybe a half-dozen goblins got away when the PCs beat their king. They will initially be "homeless" within the dungeon, but within a session or two, they may take over a cleared room.

Type II: Predatory Monsters. There are "big" monsters that have their own room in the dungeon, but logically will be wandering about looking for things to eat. It could be a pack of hell-hounds or the minotaur; whatever it is, it's not home. If the PCs kill a significant monster outside of its lair, of course, now they have to find its treasure before anyone else does.

Type III: Animals and Unintelligent Creatures. These are your Rodents Of Unusual Size, your skeletons and zombies, your oversized bugs and so forth. They are here on little more than instinct, and most are optional encounters one way or another. The PCs can throw some rations to distract the R.O.U.S., or have the cleric turn the skeletons, or just go around them and hope the reaction roll isn't an instant attack. (These encounters should always involve reaction rolls.) They don't have the same impact as faction monsters, although they may also come from another room. I particularly enjoy relatively innocuous animals like dungeon chickens (there is a coop in my dungeon).

Type IIIa: The Clean-Up Crew. Jellies, slimes, oozes, globs, glops, puddings, molds, blobs, and various other unwholesome growing things come along and eat dead stuff. Sometimes they convert the PCs into new dead stuff to eat. These come in particularly handy if the PCs are in an out-of-the-way corner and you roll a random encounter.

Type IV: Non-Player Characters. In the encounter tables for older editions of D&D, NPCs with classes and levels were regular entries. (OD&D used the level titles for this, which is great if you remember the level titles.) They are distinct from faction members; generally once somebody has at least 2 hit dice, you should think up a name and a background rather than leaving it at "bandit #479". Fighters and thieves may have hirelings; wizards may also have familiars; clerics are more likely to have acolytes. They may have a relationship to one or more factions, and in time may constitute a faction in themselves. It's also entirely possible that they will join the PCs, and if they do so, they could also betray the PCs. Sure it's possible for bandits to do that, but in my experience PCs get stabby once someone says "stand and deliver."

Type V: Wandering Oddities. Perhaps the most neglected category, strange and wondrous effects can sit on the random encounter table along with all kinds of monsters. This can be as simple as an unknown sound, seeing a figure disappear around a corner or down a hallway, optical illusions, or even minor magical effects. This is a good way to reinforce a theme throughout a dungeon or dungeon level without necessarily dedicating a room to it or hammering it home constantly. It could be a detail like a particular fungus that is growing in this level, or mini-features like having carvings left behind by the cult that is operating nearby. This makes the dungeon a richer and stranger place.

Each of these types feeds back into solid dungeon design, and helps tie together a living environment that has strange and wondrous features. Featuring multiple examples of each type should help fill out that encounter list without the exploration feeling like a slog.

Sunday, June 22, 2014

Witches, Lovers and Pigs

In addition the charisma score is usable to decide things such as whether a witch capturing a player will turn him into a swine or keep him enchanted as a lover.
This is an interesting allusion. Gygax is clearly referencing Homer's Odyssey, where the enchantress Circe uses her magic to turn the companions of Odysseus into pigs and then keeps Odysseus as her lover. He stays on her island for a year, then finally frees himself and sails home to Ithaca. Holmes changed this to a frog, perhaps thinking that The Frog Prince would be more familiar to the young audience of his Basic Set than The Odyssey.

Lately I've been thinking about the idea of various sorts of magic-using types in D&D. Generally, these prompt the objection that a single Sleep spell can beat an entire party of low-level PCs. And while this is very true, they remain a standard part of the encounter tables, and in my opinion provide rich encounter potential. It helps to think of the Sleep spell as similar to the NPC having a powerful weapon and requiring negotiation instead of being dealt with in the "standard" way.

One particular role I like for magic-users is that of a dungeon "neutral." I think these are generally underused: creatures and personalities of the dungeon that aren't necessarily harmful, nor helpful; depending upon the PCs' actions, they can be taken in either direction. Magic-users are great for this, in a whole variety of ways. In the early levels of a dungeon, they can be conduits for spells and items that PCs won't necessarily have access to; a 5th level magic-user in the second dungeon level, for instance, can do all variety of divination that the PCs don't have access to yet. And the referee can make the cost of such assistance whatever they like, allowing them to set up all sorts of missions into the dungeon.

The second role is that of a nemesis. An enemy witch or magic-user is a great foe, in no small part because of the threat of polymorph and charm spells. While I am generally leery of the "boss fight" concept from video games, they do make good leaders of dungeon factions. The built-in fragility of magic-using types in D&D means that they will not be there for long drag-out fights, but rather short, desperate struggles as the PCs try to disable them. In the mean time, their abilities make the PCs' lives very interesting, since their comings and goings might be monitored, illusions cast, or many other magical tricks used to deter them.

The third concept is something I've mentioned before: giving NPC magic-users totally sui generis abilities. Circe, after all, was somewhere between a witch and a minor goddess, depending on what interpretation you choose. They can be the source of magic abilities unseen in the books, or even magical items that are unique without being artifact-level objects. (I'm thinking here of the magic sword forged by a witch from lightning bolts in The King of Elfland's Daughter.)

At heart, this dilemma — lover or pig — is an interesting one to place PCs into. It requires care that it doesn't become a railroading tool, but embracing both possibilities opens wide the options for magic-using NPCs as a major force for the kind of emergent dungeon roleplaying that I find really fascinating.

Friday, June 13, 2014

Thinking about Dungeon Factions

I'm quietly doing some work on a megadungeon and one of my main concerns as I design it is the factions. While I'm not yet at the point where I want to tell you exactly what the factions are, I do want to go through some ideas on broad types of factions that will exist.

The factions in B2 Keep on the Borderlands are primarily classifiable as tribes: kinship groups of humanoids organized around a single leader. The tribe is a basic, fundamental unit and can be used to describe basically any monocultural society with a strong leader, whether it's hobgoblins, berserkers, cavemen or hill giants. Typically they are not humans of the prevailing civilization. These are a solid form of organization and work well, although they shouldn't be the only type of faction.

A second type of common faction is the voluntary group. A cult, a group of bandits, or rival party, often made up of human or demihuman characters. There are two interesting factors about voluntary groups. One is that the characters in it will frequently speak Common, and therefore be able to negotiate, bargain and discuss with PCs. The other is that membership is an open question. You can do fun things like having a henchman or PC get Charmed by the evil cult and used to betray the PCs' cause. It's also possible to ally with or even join the voluntary group.

Related to voluntary groups are alliances. These are not as formal, and may actually be partly made up of a tribe or voluntary group – for instance, a tribe of goblins may have "pet" giant rats, or be enslaved by an ogre. These are not generally groups that are being recruited, and may form on more tentative lines than other factions. Player intrigue might be able to turn an alliance into two or three separate factions, while others may form in the face of PCs raiding the dungeon.

The specific form of the faction might also differ. These are a few ideas for how leadership is decided, each of which I'm sure has some variants.

Frequently leaders are assumed to be despots, absolute leaders who rule through violence or fear of violence. That can be plenty of fun, particularly if the faction uses "Klingon promotion" where a new leader rises by killing the previous one. There are several potential player hooks there – particularly if, in the style of A Princess of Mars, PCs actually find themselves as leaders within the faction.

But there are other methods. Maybe bandits will use a pirate democracy, where a leader is elected, and can be recalled (violently) if needed. Or there may be a cult of personality; I'm interested in the idea of having a charismatic leader in a dungeon who leads a sort of motley coalition by sheer charisma. Others might be a protection relationship, where a powerful creature or NPC leads weaker followers because it offers physical or magical defense. Some enemies will undoubtedly use slaves, which present a bit of moral dilemma.

As my own dungeon keeps growing, I'm going to develop several of these types of factions. A dungeon with sufficient factions, IMO, is rife for more roleplaying than even many city-based adventures. And it reinforces that my favorite type of roleplaying is the kind with the threat of violence behind it.