
Yeah, Robert E. Howard is a huge influence on OD&D, and the pulpy stories that he and others (like Fritz Leiber) wrote, with scoundrels and ne'er-do-wells adventuring for quickly-spent fortunes being at the heart of the game's flavor--but that flavor is also very much effected by the mega-dungeon, something that Robert E. Howard and Fritz Leiber do NOT dwell on. Dungeon settings pop up in their stories, but never one huge, oft-revisited, re-delved, evolving labyrinth.
A Hyborian adventure lends itself to two types of games, in my opinion--the city game or the wilderness game--exact opposites of what the mega-dungeon game involves. In the mega-dungeon game, the sandbox approach works incredibly well. The players and DM together, through play, create the world. There are maybe one or two bases of operation, and one big, bad dungeon that is repeatedly delved, deeper and deeper each time. But the city and wilderness games require a more definite approach.


My kind of sandbox is a bit different from many of the grognards' sandboxes--the sand isn't the world, but the actions and deeds of the players. The shovels, molds, and other tools/toys for shaping the sand are the rules-set and the setting design. The more thorough, the more it gives the players to work with.
Despite how short-lived it was, it was pretty successful with the two who played it, Jason and Kyle. It lasted about four sessions and went halfway through a story-arc. Given the characters in Vincent Darlage's "Dark Dens of Iniquity" I managed to create a pretty compelling adventure that would make a decent pulp novella had it run its course.
My GMing philosophy ran like this:
1. Don't prep plots, prep situations. Now, I didn't actually put it like that at the time--I instead said "don't railroad, make it free-form." Justin Alexander said, "Don't prep plots, prep situations" first, and he honestly says it better than I can.
2. Prepping the situation required characters and motivations. I took the characters Darlage provided me, adjusted names, occupations, and personalities to fit what I wanted better.

4. Use a MacGuffin. And what better MacGuffin than the Heart of the Elephant! At first, they didn't even know what it was, but when they finally realized what they had stolen, they were terrified. No wonder the King and this crazy evil sorceress are after us! They have no idea how to use such a powerful magical item (which limits their ability to break the game), but there's the possibility that, over time, they could unlock its secrets. But its a dangerous artifact, and a lot of people are going to be after them to get it! MacGuffins can get overused, yeah, but they're a staple of hardboiled stories and pulp ever since The Maltese Falcon.
5. "The only way out is to go deeper." Halfway through session 3, when Kyle's character turned to Jason's and said, "This is too big for us. How do we get out of this mess," Jason's responded with this line. (And he was very happy that he actually had an opportunity to say something like this in a game.) This sums up a lot of hardboiled pulp stories. Granted, they're different from sword-&-sorcery tales, but a lot of themes, pacing, and action are the same, so there's no reason not to mine the likes of Raymond Chandler, Dashiell Hammett, and Mickey Spillane for storytelling techniques. Create a conspiracy or two, devise factions, and throw the PCs in the middle of the whole mess.
6. They're writing the story, not you. You just set the pins up. Let them knock them down (or get knocked down by the pins themselves). Let your world react to the PCs. They're the ones the story's about. If they do nothing, the world moves on. If they act, react in a logical manner. Throw them challenges, see if they have the wits to survive. Remember, Conan wasn't stupid, and he lived by his wits just as much as he did by his sword.
The end result was a lot of fun. The game didn't end due to lack of enthusiasm, but because work on my MA thesis was ramping up big-time and Jason and Kyle were writing papers and preparing for exams themselves. After my MA thesis was done, I graduated and came to Korea, so we never did manage to pick the game back up. There are a number of story-arcs I'd wanted to explore--one or two were spawned simply by decisions the PCs made during their game (such as the debt to the mysterious information broker). But when I return from Korea, I definitely want to resurrect the game and see what I can do with the twisted webs, dark conspiracies, weird sorcery, and deadly secrets that await in Shadizar, the City of Wickedness.
4 comments:
Reading this, I'm really bummed we never got a Conan game off the ground here. Oh well, too many incompatible personalities.
I like your ideas for a 'city sandbox' here. And I definitely agree that the Noir/Pulp crime novel or movie makes good inspiration for fantasy games. Westerns work really well, too, but give a different feel.
Yeah, I'm sorry, too, Dennis. It's been pretty stressful here in Busan with no gaming. At least you're keeping busy! That'll help distract you from the dearth of good role-playing going on.
You're right about Westerns, and I think they're a great inspiration for a Hyborian wilderness game. Howard was definitely inspired by Westerns when he wrote about Conajohara, the short-lived Aquilonian frontier-post in the Pictish Wilderness. Conan survived its destruction and lived to tell the tale!
When I think about Westerns and noir, I think about Last Man Standing, and that leads my thinking to 用心棒 (Yojimbo), which finally goes back to Dashiell Hammett's The Glass Key and Red Harvest. It's amazing how a lot of these sorts of adventure stories--hardboiled noir, Westerns, and sword-&-sorcery--have a great deal in common, have all been in the pulps, and have all sorts of storytelling tools that a GM can use to make his games more exciting.
I ran a successful Thieves' World City of Sanctuary campaign. The books had a fantasy noir feel to some of them. At least there were enough interesting characterizations to pepper any given situation to taste.
As much as I like a good dungeon delve, city games can be so invigorating.
Ciao!
Thieves' World... Now THERE is a book I definitely have to read! I've heard a lot about it, and my interest is definitely piqued.
City games are a lot different from the old dungeon delves. Intrigue and sneakiness come into play a lot more. They are, probably, my favorite games to run--but they also require the most amount of work from me! I guess that's why they're so rewarding.
Post a Comment