On Zalekios Gromar, and the Undervaluation of Evil Campaigns

Everybody who plays RPGs is familiar with the harm that religious zealotry can cause. Thankfully, the general populace’s opinion of role playing has largely shifted from “satanic” to “dorky” in recent years. But as a person who had to hide his Player’s Handbook from his parents as a teenager, no one is more aware than I that this prejudice still exists. There are people, a lot of people, convinced that role playing games are the first step on the road to virgin sacrifice.

I suppose they’ve almost got it right. But it’s not “virgin sacrifice,” it’s just “virginity,” amirite?

Taking that into consideration, it’s only prudent that Dungeons and Dragons has spent a long time avoiding the subject of evil PCs. Player Characters are good almost by definition, and the evil alignments only exist as labels for NPCs. There are other games which are not quite so shy about evil, such as World of Darkness, but they have that luxury only because most people are unaware that there are pen and paper rpgs other than Dungeons and Dragons.

Even the excellent Dungeons and Dragons 3.0 book “The Book of Vile Darkness,” which was labeled with a sticker marking it as containing mature content, skirts the issue of evil PCs. It presents itself solely as a tool for GMs, to help them create truly vile villains for the truly heroic heroes of their gaming group. Though, to give credit where credit is due, I still think publishing the book was a courageous move on the part of Wizards of the Coast, and I applaud them for that–even if they did avoid a few issues I would have liked to see addressed. Publishing a book which covers topics as controversial as cannibalism, slavery, and incest had the potential to generate a lot of bad press. I like that Wizards of the Coast had enough respect for their product, and for their customers, to risk that.

Yet still, the very concept of evil PCs is relegated to a three page appendix in a 191 page book. Which saddens me, because I love evil PCs.

Who hasn’t imagined what it would be like to break the rules? To take what you want, eliminate those who frustrate you, or even force the world to march to the beat of your own drum? It’s only natural to think about these types of things. Musing about how nice it would be to punch a cop in the face while he’s giving you a speeding ticket does not make you a bad person. It just makes you a person. If anything, it’s a coping mechanism to deal with the sense of powerlessness being at a cop’s mercy can cause.

There is nothing wrong with playing the bad guy in a pen and paper role playing game. Nothing wrong with capturing damsels (male or female) rather than saving them. Nothing wrong with stealing the quest reward rather then earning it. Nothing wrong with constructing a fortress of evil, rather than raiding one. Of course, it’s important that everyone at the table be comfortable with the content of the game. Topics like rape, slavery, or racism should be verboten in groups where they would make others at the table significantly uncomfortable. However, villains exist in any D&D game, so any table should already have an acceptable level of villainy established.

Allow me to introduce you to Zalekios Gromar.

Zalekios is a level 12 gestalt character, with four levels of Hexblade, ten levels of rogue, and ten levels of warlock. He is the most chaotic evil motherfucker in the room, and that’s true even if he’s in the same room as Orcus. He’s committed every depraved deed you can think of from conceiving a child with the same succubus which gave birth to him, to using that child’s bones to fashion a sword. He is a murderer, a slaver, a cannibal, and a rapist. He is a highly intelligent sociopath with a penchant for taking unnecessary risks just to further pain those who cross his path.

He’s been my player character for half a decade now.

I was in Highschool when I first rolled up his stats. I only had one friend who shared my interest in D&D at the time, and as the more experienced player he did all the GMing. Sometimes his girlfriend would join the party, but most often it was just him and I. After playing several of the traditional hero types (like Tarin the Half-Elf rogue, or Xunil’Nerek Sharpedge the Illumian Fighter), I got it into my head that I would very much like to play an evil character. I had read about the Vasharan race in the Book of Vile Darkness–an entire species of pure sociopaths intent on killing the gods themselves–and I wanted in.

I won’t bore you with the details of a campaign which has lasted five years or longer. To be honest, a summary wouldn’t sound all that different from the summary of a normal D&D game. I fought an ancient civilization of phase-shifted trolls, infiltrated a magic college, explored a castle which sank beneath a lake in ages past, foiled a plot to trick two nations into going to war with one another, killed a dragon, and established a stronghold. Zalekios has even been taken through at least one published adventure (the Standing Stone) without completely breaking it. The only thing which really changes is an evil game is the motivation and the methodology.

Allow me to use a recent game as an example. For reasons unknown, the plane of fire intersected with the prime material plane. A rift was torn between the two dimensions, and now a large area of land which was once peaceful planes is a flaming hellscape. I don’t know yet how it happened, but when it did happen it burned down my secret apartments within the city. So, thus enraged, I set out to see what was up, and what I found was a tower filled with fire-breathing goblins.

Now, Zalekios had decided recently that he wanted to acquire some minions. Conquest was starting to sound good to him in his old age, and subduing a tribe of goblins seemed like a good first step. So what did Zalekios do? He kicked in the tower’s doors, melted the faces of the goblins which got in his way as he ascended to the top of the tower, and confronted the goblin king. Zalekios waited until a large number of the goblins had rushed to their king’s aid before cutting the king’s head off, picking it up, and taking a bite out of it as though it were an apple.

I then stood up at the table, and (blatantly ripping off a game I’ve never played) shouted “I am the blood god! Bring blood to the blood god! Brings skulls for his skull throne!”

This serves as an excellent example of how an evil game can function. Allow the player’s to revel in their bloodlust. Give them motivations like rage and vengeance to get them started on their adventures, and allow them to further their own evil schemes within the context of the greater storyline. The GM which runs Zalekios’ game does a good job of this, even if he does constantly complain about how difficult Zalekios is to plan for. I’ve promised him my next character in ones of his games will be a paladin named Kronus Mountainheart to make up for it.

Despite spending five years inside the head of an imaginary sociopath, sometimes to the point of excitedly shouting his evil proclamations at the table, I think I’ve become a better person rather than a worse one. It’s difficult to point to moments in time and identify them as when you became ‘more ethical.’ However, it’s only since I started playing Zalekios that I came to acknowledge and confront the fact that I carry a lot male/white/heterosexual/cisgendered privilege. I would call that an ethical step forward.

In closing, I’d like to offer a lists of “evil campaigns” which I’ve come up with. I’ve actually got a notebook filled with potential plots for future campaigns which I’d like to either run or play in someday. Evil ones probably make up about 25% of those. (Note that all of these below are for D&D/Pathfinder unless otherwise noted)

Band of Thieves The PCs would all play the role of thieves, and each adventure would be focused on stealing some item or items. At low levels they might simply be knocking over taverns or shops for money, but they could eventually build up to stealing great pieces of artwork or even the crown jewels.

Band of Assassins Much like the band of thieves idea, but rather than the object being the theft of items, the adventures would focus on killing people. At first perhaps they’re merely contracted by a jealous wife eager to have her cheating husband out of the picture. However, as their levels rise they could find themselves in the middle of political intrigue, or plots to usurp the throne.

Urban Vampires There are games specifically designed for the players to be vampires, but I would very much like to try it in Pathfinder. Vampires have such a unique blend of limitations: inability to go into sunlight, inability to cross running water, inability to enter buildings without an invitation, etcetera. I would love to throw all those restrictions at players, and watch them try to survive and flourish in a town. Particularly one in a setting where everybody knows monsters exist, and there are many out there eager to fight them.

Slavers Touchy as the subject may be, slavery is a reality in many D&D style games. And where there’s slavery, there is the slave catcher. Someone who needs to find people which can be taken without being missed–or who needs to be able to fight off those who miss them. Adventure variety could come from certain kinds of slaves being needed (such as ogre slaves for a large construction project) or re-capturing a specific slave which has escaped.

Pawns on the Overlord’s Chess Board I actually did start running a campaign based on this idea once. The PC’s boss is Dark Lord Evilguy, and he needs them to further his goals so that he might achieve the world conquest he’s so long desired. What’s great about this is that it’s just as open-ended as a standard campaign. While good heroes fight goblins to save small villages, these PCs would fight the small villages and tell the local goblin tribe to start sending tribute to Mount Scaryhorror.

BBEG* in training The PCs start at level 1. Their only task: to conquer the world. They could choose any method they find preferable. Perhaps they’ll construct an elaborate plan which is undetectable by the forces of good until its too late. Or, perhaps, they’ll immediately set out to conquer one small village at a time.

Imperial Navy This is for the old West End Games D6 Star Wars game. I don’t have much of a plan for it really, but I would really love it if all of my PCs were members of the Imperial Navy. TIE fighters, Star Destroyers, and greasing rebel scum. That’s the life!

There are more, but I think that will do for now. Thanks for reading.

*(You may see this on the blog from time to time. It means Big Bad Evil/End Guy)

Non-Digital Random Map Generation

As I mentioned in a post earlier this week, I like to generating things randomly, and that includes maps. However, despite being heavily invested in technology in most areas of my life, for some reason I prefer to keep it out of my gaming. I’m not quite sure why, but there is certainly a kind of tactile pleasure I derive from scratching pencil against paper to create stat blocks and adventure notes. I may occasionally write up character sheets in Open Office, or experiment with tools like Hexographer; but I do my best to minimize my reliance on computers. At least where RPGs are concerned.

Below I’ll be detailing the various methods I’ve devised for randomly generating maps by hand. I would like to preface this, however, by saying I’m far from an expert on map making. There are GMs out there who’ve blown my mind with the amount of realism they’re able to bring to a map. Anybody interested in making really good maps should check out Trollsmyth‘s hex mapping posts, or the Cartographer’s Guild. There you can learn how to make good maps. This is just about how to make random maps.

With that out of the way, lets get started. Here’s a picture of my current campaign world to provide a sense of what results might look like:

And here’s a close up of the primary continent, which my group hasn’t ventured off of yet:

All of these were created using the Paper Drop Method, which requires just a few very basic tools I was able to gather from around my apartment:

1) Two sturdy surfaces of even height, like two chairs.
2) A sturdy piece of glass. I pulled the door off of an old stereo cabinet for mine.
3) A good lamp which can be moved around without much trouble.
4) Paper. If you don’t have this, you may be in the wrong hobby.

Once you’ve got these items, place the glass across the two sturdy surfaces, and position the lamp underneath the glass, facing upwards towards it. Congratulations, you’ve constructed a tracing table! It’s not fancy, but it’s effective.

I’m unable to take a photo of a tracing table at the moment, however you
can see one on the right side of this old photo of my workstation.

At this point, rip up a few sheets of paper. The pieces should be relatively small, but not so small they become a nuisance. I would so no bigger than a palm, no smaller than a fingernail. Try to vary the shapes as best you can as well. Squares, triangles, circles, long pieces, squat pieces, any shape which strikes your fancy. Continue tearing up paper until you’ve got a nice little pile of it. Two or three sheets is usually sufficient.

Now, shredded paper in hand, drop it onto the tracing table from at least 2 or 3 feet high. It should rain down onto the glass, creating the shape of your continent. It’s up to you whether you want to pick up the pieces which land on the floor and re-drop them, I prefer to let just remove them.

With the paper on the surface of the glass, the shape of the continent is established. You can now place another piece of paper over the pile of shredded pieces, turn on the light, and outline the shadow your pile of shredded papers makes. This step can be something of a pain in the ass, since the shredded pieces are easy to jostle around while you’re tracing, no matter how careful you try to be. The easiest solution, I’ve found, is to put another sheet of glass between the shredded paper and the drawing paper.

Once you’ve got the outline of the map completed, repeat the earlier paper-dropping process with fewer pieces of paper. One drop for your forested regions, another for your mountainous regions. Mountains whose paper-shadow extends beyond the coast could potentially become islands rather than mountains, or simply be ignored as you prefer.

The placement of water on the map is best not done randomly. Even the least aware player may give you a cockeyed look if your rivers flow through mountain ranges rather than around them.

For smaller scale maps, I sometimes use the Atlas Jumble Method. My grandfather has mountains of local map books he accrued during his career as a backhoe operator–maps which cover most of the geographically diverse state of Washington. He gave me one which was published in 1995, and after finding it among my things recently, I struck upon an idea.

I took a few pages of maps, photocopied them, cut the copies into roughly 1″ square pieces, and dropped all the pieces into a bowl. I then drew the squares out one by one, and arranged them from top left to bottom right on my tracing table, forming a shape roughly 8.5″ x 11″. After placing another sheet of glass on top of the pieces so as not to disturb them, I started drawing the map I had created onto a piece of paper.

Not a single one of the pieces matches up with any of the others, of course. Roads and rivers begin and end ever inch, and elevations and climates change without reason or warning. But this is where I’m able to exercise creativity by adding or removing elements from the map. Some roads to stop at dead ends, perhaps because there is untamed wilderness beyond the last town. I alter the course of other roads, so that they can meet up with roads on the next piece. And then I come up with a reason why the road needed to be built with such a meandering course.

The atlas jumble method isn’t as simple as the paper drop method. It requires creative applications of all the “connect the dots” skills we haven’t had much use for since we were children. But if you need an adventuring map and you don’t know where to start, this method is an excellent springboard for creativity.

Last, I want to talk about a method I’ve never attempted, but am eager to try someday, The Paintball Method.

Essentially, I want to shoot a sheet of glass with a paintball gun a bunch of times, then flip the glass around, stick a light behind it, and trace whatever shapes I’ve got. I figure I could potentially even use paint balls with colors corresponding to geography. Green paint for forests, brown for mountains, yellow for planes, blue for waters.

I’ve got no idea if it will work, and unfortunately paint ball equipment is expensive. I still would love to try it, though.

And yes, I did pull all the method names out of thin air just to make the post sound more authoritative. How did you guess?

Magically Generating New Adventures

When I was 12 I finally got the opportunity to begin learning how to program on a second-hand computer my uncle was throwing out. For reasons I’m not entirely certain of, programming didn’t remain a major pursuit of mine. The time I spent fervently perfecting my simple programs did teach me a lot, though. Among other things, I learned to appreciate the beauty of randomness. So it should come as no surprise to anyone that I enjoy a hobby where life and death often hang on a roll the dice.

In recent years I’ve become more interested in using randomness to aid in my creative process as a GM. I’ve worked on creating systems for randomly generating a variety of gaming elements, from dungeons, to species, to entire campaign arcs. One of my proudest achievements was my random NPC generator. It was one of the most ambitious programming projects I ever undertook, and I made a lot of progress with it. Unfortunately, my ability to construct the system was far more advanced than my ability to code the system, and the project has largely fallen by the wayside.

In this post, however, I’d like to talk about one of the simplest, most elegant and most entertaining systems of random generation I’ve come up with. I use it for adventure generation, but I imagine it could be adapted to be used for any length of narrative, up to entire campaign arcs.

The idea came to me one afternoon after an extended game of Magic: The Gathering with some friends. Most of my friends find the game much more entertaining than I do, so I was sitting out for a round. While they played, I browsed through the four boxes of cards I’ve accumulated, just enjoying the artwork. I came across one particularly devilish monster (I don’t recall which) and thought it would be great to throw against my players in an upcoming session of D&D.

Then my eyes snapped open wide as I realized that Magic and D&D take place in environments so similar that every magic card is a potential element in a D&D game. I quickly grabbed a piece of paper and worked out the system which, even then, seemed so simple as to hardly need codifying.

1) Either: predetermine the game elements the cards will represent, or decide to establish those elements after the cards are drawn.

2) Either: separate the cards into categories (artifact, creature, land, sorcery…), or decide to draw them from one huge pile.

3) Determine the number of cards you will draw. (and, possibly, from which piles you will draw them.)

4) Draw the number of cards you decided on in step 3, according to the conditions established in steps 1 and 2. Use any element found on the card (art, game effects, flavor text, or even just the card’s name) as a seed from which to develop the game.

To just write it out like that doesn’t seem very clear, so below are a few examples of this. For the first draw, I used the “Random Card” function on Gatherer. I won’t predetermine which cards correlate with which game elements, nor will I separate the cards into categories. I will draw four cards.

The first thing that strikes me about these cards is the power and majesty of the Great Sable Stag. It seems a paragon of nature. This is in contrast to the Hellkite hatchling, which looks like a pretty evil dragon. Flashfreeze has some nice art of a sagacious old man on it, but I think I’d like to make this card into a kind of freezing trap which shows up in the game. Mentor of the Meek is kinda throwing me for a loop, but I’ve found that things work out best if I don’t discard cards which are difficult to fit into the idea. Maybe I can maybe work him in as the questgiver.

After some additional mulling, this is what I’ve come up with:

In a town on the outskirts of society, near an immense and unexplored forest, there are no inns for the players to stay in. Here, there is a strong presence of temples which offer free hospitality to travelers. While staying in one such very crowded temple, the PCs find themselves sitting at a table with a group of elderly pilgrims equal in number to the party. After some brief role play has allowed the players to familiarize themselves with their table companions, the server brings food. Unfortunately, the temple is overcrowded, and only has enough food for half the people at the table.

This is a test. If the PCs share the food, or offer it to the elderly pilgrims, they are approached by a young monk wearing light leather clothing, and a sword strapped to his side. He asks if he can speak with them, and takes them to a small side room with chairs, a table, and food for the players. They have impressed him with their generosity, and he would like to ask a favor of them. In the deep forest is a creature called the Playton Stag. It is a beautiful, and terrible, creature. All other stags in the world are a reflection of this one great animal.

Recently, a nearby Ancient Red Dragon named Ashrain gave birth to a whelping, and is teaching him to hunt in the great woods. Normally this would be of little concern, but the temple’s seers have foretold that Ashrain intends to continue hunting until her whelp can devour the Playton Stag.

To prevent this, the monk would like the party to capture the Playton Stag, and bring it back to the city where the monks can hide it until Ashrain grows bored of her grisly sport.

There is one snag, however. Any creature which touches the Playton Stag is instantly affected by a Time Stop spell, lasting one hour. The players must somehow return the creature to the town without ever touching it, lest they be easy prey for the creatures of the forest, or the dragons.

There are two things about this which I would like to point out. First, despite pulling 3 creature cards and a spell card, the game outline I worked up is not combat based. In fact, the primary goal of the adventure is more akin to solving a puzzle than anything else. Second, and most important, this is not an adventure I would have come up with on my own. It’s not my style, which means that the system is doing exactly what I want it to do: making me think differently. Forcing me to break my own patterns by forcing me to try to find patterns in randomness.

I think the concept is pretty clear at this point, but I’ll provide one more example to demonstrate the alternatives available in steps 1 and 2 of the process. This time I’ll be drawing from my own collection. I will predetermine the elements the cards will represent, but I will not sort the cards into categories.

The first card will be what the heroes are after on this adventure.
The second and third cards will be the challenges they must face.
The fourth card will be the unexpected help along the way.
The fifth card will be what sent them on their journey.
The sixth card will be what special treasure they have an opportunity to find.

I will now draw from my collection, and post the cards below in the order I drew them.

Now, you might look at this and see it as an unfortunate draw. What the players are after appears to be nothing more than a mundane owl, their unexpected help comes from a mindless and violent creature, and one of the obstacles they must overcome is an attractive young woman. But this is precisely what we want when we predetermine what cards will be associated with which game element. It forces us to further stretch our minds, to further break from our own patterns. I’ll keep this one short since the post is starting to run long.

After defeating a mad pyromancer, the party discover a journal whilst looting her body. It turns out she was hunting for a missing artifact. She had recently pinpointed its location: the ancient Amrou people who had hidden it had allowed an owl to swallow it, and enchanted the owl so that the artifact would be passed to its children. For generations, this family of owls has hunted among the Tempest Falls–a breathtaking and rare cluster of waterfalls in a far off land.

Along the way, the party is hounded by the forgotten descendants of those who first hid the artifact. However, if they looted a special amulet from the pyromancer, they will discover that it has an unusual ability. Whenever one of Amrou blood is near, it will summon a basilisk. The basilisk will attack the Amrou on sight–and will attack the players if it cannot find any Amrou nearby after being summoned. This makes any attempt at peace very difficult.

If the party successfully finds and slays the owl, the moment it dies, a great rumbling is heard, and an ancient war construct rises from beneath the earth to kill those who have breached the sacred trust of the Amrou.

Once the construct is defeated, and the players are finally able to examine the orb from the owl’s belly. If they are able to use magic to identify it, they will discover that once per day, it may be used to attempt to force a permanent 1 step alignment shift in another creature. Will save DC: 17, may not be used on the same creature twice regardless of success or failure.

So there you have it. Generating new adventures via magic. It’s not the only way of coming up with new ideas, but it’s one very good and fun method to try.

To Battle!

The Battle of Bosworth by Graham Turner

Even after years of running D&D games of all shapes and sizes, I still run a dud from time to time. One such time was just a couple weeks ago, when I thought it would be great fun to give my players two days to direct some settlers in the construction of a town, which would then be attacked by Zombies. While I stand by the idea as a solid one, it played out poorly. Granted, most of the difficulty came from the fact that the game was played online, I think. But aside from that, I’m starting to find that I’m simply not very good at running combat encounters.

Given how central combat is to the Dungeons and Dragons & Pathfinder games, being bad at running it has made things difficult for me throughout my DMing career. In the last few days, as I’ve been reflecting on this fact, I’ve started to see that almost every combat I’ve ever run has taken place on an open field at noon on a Summer’s day. In light of that, I’ve made a concerted effort to think of things I could do which would make battle more entertaining for my players.

Without a doubt, the most important thing conclusion I’ve come to is that I need to make a concerted effort to make my environments more detailed and interesting. There’s almost never a reason for combat to take place in an environment which doesn’t provide some kind of interesting tactical options to the player. Even in the most plain environments imaginable (for example, a desert) there are things the GM should be aware of (such as the poor footing offered by sand, or the fact that visibility is limited due to the rise and fall of sand dunes.)

And really, how often is a desert, or a plane, or any other near-featureless environment going to be part of a game?

In a forest there should be trees for players to climb, or bash foes into. Now and again there should be cliffs or other falling hazards for players to beware of, and use to their advantage. In a city there could be anything from an entrance to a sewer to drop down into, to a criss-crossing web of clothes lines to climb up.

And if static parts of an environment can make things more interesting, certainly living elements can have the same effect. In the wilds, combat may take place in some beast’s hunting grounds, or even in a cave which a dire bear is about to return to. And while a noncombatant character is most likely going to try to stay out of the way of a dangerous wizard’s dual, when there are 100 onlookers gathering around the back-and-forth casting, there’s a good chance one of them will throw a rock at the caster they would prefer to see lose.

And speaking of thrown rocks, there are a multitude of situations where improvised weapons would be appropriate and flavorful. Not every hoodlum in a bar is wearing a short sword. Or hells, there could easily be cities with bans on weapons. The players could be forced to grab broken bottles themselves when faced with sword-wielding thieves. Or, away from civilization, one of the goblins they’re fighting might withdraw, only to appear on the ledge above 3 or 4 rounds later, pushing desperately on a large boulder.

Even if the players are fighting folks who do have weapons, they don’t always need to have them in hand. Giving the players a round to make use of the element of surprise while 30 goblin warriors all scramble for the weapons racks would allow the players to really feel like taking the enemy by surprise meant more than getting one standard or move action at the beginning of combat.

Weather and seasonal elements have also been severely underutilized in my games–and not just in combat. Snow leaves tracks and makes it difficult to move, while piles of leaves in the fall could hide traps to make up for the fact that the branches are too bare to hide stalking enemies. Torrents of wind and falling rain can disrupt spell casting, and darkness can offer partial concealment against ranged attacks.

I’d be interested to hear from anybody else who has ideas on what kind of extra environmental options GMs can make use of.