01-11-2022, 03:34 PM | #1 |
Join Date: Mar 2007
Location: Sydney, Australia
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Wilderness Statblocks
GURPS City Stats provides a standard statblock format for settlements. And GURPS Realm Management offers a statblock format for political entities. But GURPS doesn't seem to have have a standard statblock format for wilderness regions. I'm looking for ideas about how to write up various wilderness locations for a fantasy hexcrawl campaign. Dungeon Fantasy 16: Wilderness Adventures is an important resource for such a campaign. It's very useful for resolving the kind of challenges delvers may encounter during such a campaign. But my goal is to present a series of wilderness regions and let the players decide which direction to travel in. And DF 16 doesn't offer a standard way to write up a hexcrawl. The closest we've come so far is in the Dungeon Fantasy Dungeon Planner. The Adventure Planning form contains a "There and Back Again" section building upon the rules from Exploits, pp. 17-18. It suggests the kind of things you need to know about a wilderness area are Travel Times, Survival Skill Required, Weather Challenges, Terrain Challenges, etc. But this product presents the wilderness as a zone adventurers must traverse to reach the dungeon. It's not aimed at use cases where wilderness exploration is the point of the game in ityself. And it neglects things such as Mana Level, Sanctity, Nature's Strength, etc. I think it also predates the foraging rules in Dungeon Fantasy 16: Wilderness Adventures. My question for the forum is what additional information would you include in a wilderness statblock? Ideally, I want something that works for fantasy games, historical adventures, and SF exploration missions on alien planets. Or am I being overly pedantic?
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01-12-2022, 01:30 AM | #2 |
Join Date: Aug 2004
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Re: Wilderness Statblocks
If it's also going to deal with alien environments, you'll want to fall with such things as gravity and atmospheric pressure/composition, as well as hazards such as radiation level and extreme temperatures. Note that one of the “atmospheric composition” options is “water” — or, more accurately, “underwater”, as “water” is also a possible terrain type, along with such things as “magma”.
That said, most Wildernesses aren't going to be that extreme. |
01-12-2022, 05:00 AM | #3 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Wilderness Statblocks
For environmental conditions of alien environments you could define an Earth Standard meaning that it is in the norm for Earth for whatever quality is being statted. Gravity, Temperature range, Atmospheric Pressure etc, allowing you to concentrate on the qualities you want to vary from that familiar to the players.
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Joseph Paul |
01-12-2022, 03:34 PM | #4 |
Join Date: Mar 2007
Location: Sydney, Australia
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Re: Wilderness Statblocks
I'm wondering if the best approach might be to treat a hexcrawl like a Dungeon. There will be a set of common traits (such as Gravity, Atmosphere, etc) applicable to all locations within the wilderness setting. These are like the common details shared by all rooms in a dungeon. Then there will be local stats for each location within the wilderness. These are like the details for individual rooms within the dungeon. Under this approach, a "wilderness location" might be as small as a single hex or as large as an entire biome. Each wilderness location corresponds with a single topographical feature or ecological region.
I think this approach plays well with the world creation rules in GURPS Space. By default, all locations in a hexcrawl inherit the settings specified for the planet on which it takes place. But local conditions can supersede these on occasion. Unless you adopt the Star Wars / Star Trek approach of having every planet conform to a broad type (e.g. jungle planet, ice planet, desert planet, etc). I like the idea of documenting stats for a location only where they vary from campaign baselines. So if you establish the campaign setting has a Mana Level of Normal, you only need to specify where local conditions vary from this baseline. If you throw an "enchanted forest" into the setting, you might specify the woodland has a Mana Level of High. But you wouldn't bother specifying the surrounding areas have a Normal Mana Level - since this is the campaign-wide assumption. Here's what I've come up with so far for a fantasy setting:
This is just an early draft at the moment, but it gives you an idea of things that might be relevant. Not every location needs the GM to specify every detail. Obviously, this is slanted towards medieval fantasy. If you want to adapt this for SF campaigns, you might want to include things such as modifiers to sensor and communication rolls. Does this seem like a viable approach so far? |
01-12-2022, 04:01 PM | #5 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Wilderness Statblocks
Is this list something you're doing for each hex? If so, it's overkill.
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01-12-2022, 07:27 PM | #6 | |
Join Date: Mar 2007
Location: Sydney, Australia
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Re: Wilderness Statblocks
Quote:
An alternative approach is to record common parameters for an entire map. Then you only need to note where local conditions deviate from these overarching parameters. |
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01-12-2022, 07:45 PM | #7 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Wilderness Statblocks
You can do that, though I've run with only terrain type (which dictates travel speed, Survival, and Tracking) and the keyed encounters for almost a decade now. Climate isn't important; hex crawls happen in a small enough area that everywhere is pretty much the same. If there are changes to things like mana or the like, I note them as needed.
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01-12-2022, 10:15 PM | #8 |
Join Date: Mar 2007
Location: Sydney, Australia
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Re: Wilderness Statblocks
That's a valid approach. It depends upon the level of granularity you want. As with everything else, GURPS should be simple, but offer optional detail for those who want it. And the nature of my campaign demands additional detail.
My hexcrawl is based upon wilderness survival games such as Valheim, Conan: Exiles, or ARK: Survival Evolved. The players start off shipwrecked on a foreign shore with nothing but the clothes on their backs. They only start with equipment they can scavenge or make. So the plot of the campaign involves surviving long enough to find a way back to civilisation. Adventurers need to focus on finding food and shelter, as well as gathering raw materials to craft useful tools. . Along the way, they discover pre-human ruins in the wilds built by Lovecraftian Elder Things. These are essentially mini-dungeons. Characters can gain extra gear and magic items by raiding these ancient ruins. But this can be risky. Strange, alien influences still cling to many of the ruins. |
01-13-2022, 03:52 AM | #9 |
Join Date: Apr 2019
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Re: Wilderness Statblocks
There is a guy on Youtube that has already done most of the work for you.
Look up "Randos to Heroes" on youtube. https://www.randos2heroes.com/ As a GM I appreciate the simplicity of the system and the randomness that adds a more organic feel to something that is normally supplied by the GMs imagination. Its GURPS based so no conversion difficulties with travel times or char generation. I find that I enjoy the world more as the GM when I get to discover things right along with the players, and it really seems to make it fun for the players to know that even *I* dont know whats coming necessarily (ya I have been known to fudge in something I planned under the guise of randomness, but thats just part of GMing). A couple of rather beloved NPCs have come into being via this system and just grew as they became more relevant to the PCs and the story. Its a "solo system" for playing an RPG, and it has some interesting features. I use his Hex crawl system for generating what comes next for local terrain and general 'ruins', though I have never done it for a 'dungeon' which just isnt part of my play style. If you watch a couple of his videos you will see how he uses it in his solo gaming. I use it as a GM in a very similar style just slightly modified to not drop anything overly crazy on the map (like a previously unknown metropolis in the middle of my wilderness map). I love the terrain/travel time randomness, but I don't go all in and modify my overall maps unless it makes at least a little sense. Example you can get into a terrain modification chain that leads from wilderness to mountain to desert to swamp in a way that happens too quickly for realism or doesn't work in the already generated basic map of the world (having a jungle appear in the mountainous polar region). But his system works to relieve some of that imagination pressure from the GM but lets the world have some more randomness for everyone at the table. I have used his quick char generation and funnel card for random town person that rather abruptly becomes an NPC and I just need some basic stats. I have also made an Encounter terrain generator similar to his for encounters by just having a large hoop/ring I set on a large laminated hex sheet, this allows me to move the ring after the 'map' is generated and lets the players access it easily. Again this adds some nice simple elements of randomness into the play for both the players an the GM :) and it keeps things a little fresher without getting all bogged down in crazy details. The GM can always add or subtract something that might be required for an encounter (like a cliff) or water that just isn't there in a desert encounter. |
01-13-2022, 09:57 AM | #10 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Wilderness Statblocks
Quote:
What you're doing is making a stat block with loads of items which will be the same as a campaign or terrain default 90% of the time. You don't need a stat block for those; you just need notes to show where the exceptions exist. If you wanna take the extra time for this, great. I do loads of prep work that doesn't see the light of day because I enjoy world-building. But unless you have loads of exceptions to how things work, you're going to be remaking psionics in the AD&D Monster Manual: typing "Nil" or equivalent quite often. |
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