Category Archives: Campaign Setting Design

Off the Path: City Construction, Part 4: Polyhedral Process

In discussing city wards in my last post, I said that each ward could have up to three qualities. This was partly to keep the total number of qualities in a multi-ward settlement to reasonable levels, but also to prepare for this step: applying the polyhedral process (introduced in Polyhedral Pantheons) to settlement design. It […]

Off the Path: City Construction, Part 3: Wards

So far, the city construction process has really only covered fairly homogeneous settlements. You might describe a bustling port as having lots of commerce (high Trade score and the Mercantile property) but highly-transient population that can get pretty rowdy (low Stability score). This isn’t a lot of detail, but until you need more it can […]

Off the Path: City Construction, Part 2: Qualities

In my last post I talked about the basics of city construction. Settlements have settlement scores analogous to characters’ ability scores, though applied to different purpose; levels analogous to character levels, that influence the size and resources available; population analogous to experience points (which will come into play more in the next article); qualities that […]

Off the Path: City Construction, Part 1: Basics

Deviating from plan (I’d said my next post would be about building a ‘local pantheon’ of small gods), I decided to write instead about alternate rules for developing a city or other settlement. It expands somewhat on the Polyhedral Pantheons Adaptations I wrote about a while ago. Settlement Basics Before diving into process, I’m going to […]

Reframing Campaigns and Adventures

A realization on the way home from work, combined with discussing it with a friend online, means I’ll be changing a few definitions I’ve used for a while. GreyKnight, I think this one qualifies as a ‘Revisit old post and completely change everything’ result on the Keith Davies Blog Post Generator. Old Definitions There are […]

XP and Rewards in the Sandbox

A few days ago I talked about Unusual Rewards in the Sandbox, and figured I’d respond to some of the comments I’d received. I agree that it is a good idea to assign nominal monetary value to the various rewards. Experience points in many old school games are primarily driven by acquiring treasure. If I […]

Unusual Rewards in the Sandbox

The other day I was working on The Keys of Heraka-at and realized that by and large ‘conventional treasure’ is not a major feature of this adventure. The primary reward of this adventure is the knowledge needed to become the new Donnerkonig — the items that are needed, where they can be found, and what […]

Tales of the Donnerkonig

The other day I described the Hall of the Faded Kings as — or rather, updated the description to — This great hall is lined with mosaics showing great acts of the Donnerkonig over the centuries they ruled, from the mighty acts that established their powers, through acts during their reign, and even the diminishing […]

Refining the Keys of Heraka-at

On Saturday I posted an overview of The Keys of Heraka-at, breaking out the various areas of the adventure. Now it’s time to start working toward more detailed development. I’m not ready yet, but considering that each of the areas of the adventure site could be small maps and are at a bunch of different […]

A Quick Overview of The Keys of Heraka-at

The Keys of Heraka-at is an adventure that allows the PCs to learn the truth of the fall of the Donnerkonig, and to potentially become the new Donnerkonig. This adventure takes place in and around a large stone outcrop near Heraka-at, the capital of Sturmhame. The adventure site as a whole is intended to guide […]