11 February 2024

Martian Crawl Classics Crowdfunding in Progress

The Kickstarter project for Martian Crawl Classics, Tim Snider's alternative setting for Mutant Crawl Classics RPG, is in progress and obtainable for the reasonable price of $5.00 for the PDF and the option to purchase an at-cost, print-on-demand copy. Add-ons include the 0 level funnel Dead in the Water, the 1st level adventure The Desk in Room 8-10, and the 2nd level adventure Phage from Below at $5.00 each for the PDF and the same hard copy option. The deadline to back the project is 24 February 2024.

01 February 2024

Random Fantasy Campaign Generator Example

Here is the explication of my Random Fantasy Campaign Generator demonstrated with an example of its use. Suppose you wish to run some adventures that have no predetermined setting (or none you care to use), and you would like the world to grow as the characters explore it rather than spending countless hours beforehand building it from scratch. Where do you start? You start with the location of the very first adventure and gradually expand from there. You start with a roll on the Starting Place table.

Starting Place

With a roll of 2, the adventure starts in a village. It could be the player characters' home village, or it could be a village they are visiting or through which they are passing on the way to their destination. In this case, we'll say the player characters are visiting a friend.

Landmass

With a roll of 4, the village is located on a supercontinent. There may be islands, but most of the world's landmass consists of a single Pangaea-like supercontinent. This suggests that the world might be geologically younger than our planet Earth, and it might even have megafauna or dinosaurs (or weird variants thereof).

Nearest Waterway

With a roll of 4, the nearest waterway is "Sea," which would mean a world-spanning super-ocean. So, our village is on the coast, which means fishing and trade are probably important to its economy.

Nearest Geographical Feature

With a roll of 12, the nearest geographical feature is "Volcano." The villagers may believe the volcano is dormant, or they might not know it is a volcano. In the real world there are actual communities built in the craters of "extinct" volcanoes (e.g. Mt. Tabor in Portand, Oregon, U.S.A.), but we'll set our village at the base of the volcano at the edge of a bay since we established that it is a port. If the volcano were to erupt, there would be time for people in the village to react.

Most Prominent Architectural Achievement

With a roll of 6, the village's most prominent architectural achievement is a library. In general, the impressiveness of a location's most prominent edifice depends on the location's size, prosperity, cultural priorities, and level of technology. Given that our location is a fishing village near a volcano on the coast of a supercontinent, perhaps we could make the library the only building that (miraculously) withstood a previous eruption. A village was gradually rebuilt from the ruins of the destroyed city, and it was decreed that no building shall ever rival the library in magnificence. The importance of the library has grown as a consequence, and scholars from near and far come to the village to study there.

First Patron

With a roll of 6, the player character's first patron will be a local official. In this case, it would be logical to make that local official the Head Librarian, a person of importance with vast knowledge. Regardless of the adventure's premise, it ought to be easy to think of way to link it to the Head Librarian's interests.

Best Place for Rumors

With a roll of 12, the best place for rumors in the village is the well. Sure, there may be gossip aplenty amongst the scholars at the library, but the rumormongering at the well is more reliable.

Summary

In a coastal village at the foot of a volcano, the adventurers have come to meet a friend who is connected with the Head Librarian of a famous library that is the sole remnant of an ancient city. The community well is the best source of information of a non-academic nature, as the hardworking villagers are honest folk and more cosmopolitan than most. All of this is taking place in a world dominated by a single supercontinent.

These initial details provide the ingredients for a larger world of interconnected places, cultures, and adventures that can be expanded as needed.