Wrapping Up Worldbuilding For “The Rotten”

In one final session that took three hours (which is two more than I hoped it would take and one more than I expected it to take), we wrapped up our game of The Quiet Year with a much more detailed map than we started with and an idea of what the world looked like after that year of relative peace. We’ve got a fully underground society, a mysterious Labyrinth that defies mapping and contains seemingly limitless treasure, and a yearly pass of horrific monsters that will kill or infect any being unfortunate enough to be caught outside by their organized sweep with The Rot. It was a lot of cool stuff that has left the group in a situation where they’re well-off as adventurers but maybe not super well-off as a society. Sure, they’ve got a decent amount of food and livestock, not to mention more water than they could need, but their population isn’t super big and they only have enough food because their population is small. There’ll be a lot of problems facing this community thirty years down the road, when we start up the Dungeons and Dragons campaign side of things, but I think it’s well-within the group’s ability to handle them or die trying. Not sure which is more likely at this point, given that I’m starting them at level one and this world’s rough on characters of all levels, but I’m interested to find out!

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Building Out The World Around The Rotting Haven With The Quiet Year

Due to one of the three players in this group being unavailable and me not wanting to start the game without them, we’re on session two of side-game stuff. Last time, we used the Heroic Chronicle and some session time to build characters and this time we started a game of The Quiet Year to help build up the community that would eventually include the characters we made last time. We only got through two seasons since getting the game going took a bit of work and we used Spring to get into the swing of things, so we’ll be returning to this game for at least part of our next session to wrap it up, probably do a little character stuff, and then likely end early since I’ll need time to draw the lines on the timeline between where The Quiet Year ends and the Dungeons and Dragons campaign begins. I’m good at improvising and getting things going with little to no lead time, but I know things will work better if I take the time to actually prepare rather than try to bust out a decent half-session immediately. Since this group has attendance issues and is still relatively new to working together (without the instant chemistry that my other campaign, The Magical Millennium, had), I want to make sure the sessions really stick the landing, especially since I need to do more directing and game running work than I do with my other group. With The Magical Millennium, I’m pretty sure they’d play without me if I couldn’t make it, roleplaying scenes and making up a new events to put themselves through as they went. With The Rotten, I need to work to draw some of the players out a bit more and pull them toward creativity, a fact that was pretty apparent this past weekend.

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Finding Logic Where There Is None In Final Fantasy 7: Remake

One of the things that always sticks in my mind about a lot of video games is the often huge difference between the abilities of a character when they’re in a cutscene and when they’re under player control. Compounding this problem is that there’s also sometimes a huge difference in a character’s abilities from one cutscene to another. Take Final Fantasy 7: Remake as an example: Cloud makes some truly impressive leaps, runs up falling debris, easily carries people while moving quickly or jumping, and then, in other cutscenes, he can’t make the small jump from one side of a channel to another (which was maybe ten feet–fifteen, tops). Hell, the dude can’t even pull himself up by his arms half the time while, the other half, he can easily support his own weight, Tifa’s weight, and Barrett’s weight without straining. Then, throw him under player control and suddenly the dude has to move slowly and carefully lest he fall into the “abyss” which is less deep than some jumps I’ve seen him make. Yes, I know the interplay between these moments is to create drama or make Cloud seem particularly heroic or cool or to maintain reasonable pathing in a video game with a lot of environmental detail that was clearly not supposed to be interacted with. But what if it wasn’t? What if there was some indiscernible but otherwise still present and consistent logic beneath it all that governed whether or not Cloud was capable of incredible physical feats from one moment to the next? There isn’t any that I know of, but sometimes I like to approach games that pull these kinds of shenanigans in a completely serious manner, as if every instance of this makes sense, to see if I can find some wild (or mild) explanation that fits what I’ve seen.

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Mood Music For Themes And Villains I Might Never Use

When I start building out a world for a tabletop game, if there’s a particular feeling that I’m trying to achieve as part of that build, I will usually create a playlist to help me zero in on it. I’ll do the same thing for villains, sometimes, though I tend to avoid it since I generally want my villains to be a framework with some goals and ideals that will be given greater detail and a final shape through their interactions with my player characters (however remote or limited those interactions are). I make playlists a lot more as a player, usually one for every major step along the path of my character’s journey that go from being vague ideas to solid, smaller playlists as I hit those major beats and see what shape they’ll take, but the practice that started as a player in a D&D game has grown far beyond that point. I’ve relied on it as a part of my worldbuilding and NPC development more heavily in recent years, as I’ve moved away from standard fantasy worlds and instead built worlds to reflect past failures (from when my weekly Sunday game had a Total Party Kill and we decided to start a new game in the distant future of the world they failed to save) or to reflect specific themes (like the one I built and adapted to first a Heroic Tragedy D&D campaign and then to a game of Heart: The City Beneath). For these more thematically focused worlds, the playlists have been super helpful in reminding me of the tone I’m supposed to be setting as I flesh out bits of the world my players are about to encounter or create things out of whole cloth on the spot as I run the sessions.

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We’re Finally Starting Heart: The City Beneath Next Session

We finally finished The Ground Itself. Our final ten showed up as our second draw and then, as we wrapped up the game, I moved us into talking about what our first session of Heart: The City Beneath would look like. I checked in with my players, asked about some thematic stuff, and then pushed us into talking about characters and how to tie all the excellent worldbuilding we’d done to the systems and nouns of Heart. While Heart was in our minds the whole time we played The Ground Itself, we were still using a bunch of the nouns that I’d come up with for the core worldbuilding proposal, not to mention the plethora of nouns we produced in our game, so we had to slowly work through the mechanics of Heart and lace the disparate elements together. It required some careful work, since we were also pushing through character creation at the same time, I had a hard out an hour before our session was typically done, and I had some other stuff going on that was distracting me, but we got through most of it. I’m sure there’s plenty more that will need to be done on the fly as we play, but that’s just part of the game. Can’t have it all built out beforehand or else we’re not leaving room for us to play the game!

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Going Off The Rails After Adding Trains

I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.

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Burying Heart: The City Beneath Within The Ground Itself

I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.

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There’s a Lot of Creative Heart in My Heart: The City Beneath Group

Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.

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Worldbuiling Without Building Anything

One of my favorite parts of preparing for the start of a new tabletop game is the moment when everything crystallizes. Whatever errrant thought, subtle influence, or bright flash of inspiration you needed arrives and suddenly it all makes sense. You can see the strings the world dances upon and understand the way everything moves within it. It is the moment when you go from wondering what might be and pondering unknowns to knowing what is and looking for what might change. In the world I ran in a few Dungeons and Dragons campaigns starting back in 2019, this moment came as I was taking a break from my then-panicked preparations to do something fun and relaxing. I was watching Spider-Man: Into the Spider-Verse on Blu-ray not long after it was finally available for purchase and the whole campaign setting crystalized around the idea of missing heroes. It was a fairly simple idea, but that last piece of information fitting into the puzzle meant everything else clicked into place as well. Suddenly, I knew what was going on and what everyone was motivated by. It was a relevatory moment and something I’ve enjoyed every time something like it has come up any time I’m considering a story, be it something I’m writing, a tabletop game I’m putting together, or even just a video game I’m playing.

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Saying Farewell to My Favorite D&D Campaign

Last night, I sat down with the remaining players from my almost three-year-old Dungeons and Dragons campaign to talk through the end of the campaign. Though we struggled to have more than 1.5 sessions a month for most of that time, we got pretty deep into the paint. This was a world I created back in 2019 and have been running a weekly/weekly-adjacent game in ever since. It has a customized magic system (not THAT customized, but still tweaked a bit), an entire set of pantheons, complex geopolitical and economic systems, and was my attempt to create a “young world” for roleplaying games. I planned to carry the world through many campaigns, playing out its entire history with my friends as we progressed from one campaign to another. Now, as we move toward other systems and science-fiction themes instead of fantasy themes, I am revealing everything I’ve spent so long creating and saying my own farewells to this world as my players and I say farewell to the story we’ve spent time over the past three years telling.

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