Showing posts with label Community Project. Show all posts
Showing posts with label Community Project. Show all posts

2021/01/27

OSR: Massive Community Hexcrawl - Complete

 The Massive Community Hexcrawl is finished. 42 different people contributed hexes and encounters. Starting from nothing (no prompts, no direction, no theme or direction), the hexcrawl grew organically into a post-apocalyptic science fantasy wastelandcrawl, the sort of thing you could use with Ultraviolet Grasslands, Acid Death Fantasy, or stick next to Expedition to the Barrier Peaks, or mash it up with my unofficial World of Rust bestiary.

V 1.7 PDF


Final Notes
It was really interesting to see how the project developed. I tried to stick to a format that would avoid some of the worst issues with community projects and (despite the extended timescale), it worked. The main delays were on my end.

The strict character limits were usually followed, but some people either missed them or didn't care. I had to do a fair bit of editing and, in a few cases, ignore submissions that didn't really fit the theme or provide any added utility.

People tended not to submit encounters. It's strange that writing a hex is easier than writing a good random encounter, but not too surprising. I had to write a fair number of them.

The hex and encounter formats (first tested in the Veinscrawl) are as robust as ever.

Enjoy! And thanks again to everyone who contributed. The whole thing is licensed under CC-BY-NC 4.0. If anyone feels like making alternate maps, handy tools, or extra content, drop a link in the comments.


2020/12/05

OSR: Massive Community Hexcrawl - New Updates

The first public round of this community project went well, but there are still a few hexes remaining! Let's make a hexcrawl!

V 1.6 PDF

The unnamed land in this hexcrawl is desolate, strange, and enticing. The high, star-blasted peaks of the Barren Fells, the slab-sided slopes of the Bluffs, the oozing Wastes, the desolate Badlands, and the contentious and turbulent Savannah. The mysterious Researchers, the aloof Rust Monks, the dead Pallid Knights, the mutated Protean Army, and the mysterious Kalawi Tribe. We still don't really know much about the factions or why they are present in this region. Perhaps that's for the best.

Wurms, golems, psychic elephants, and stranger things besides lurk around every corner. Like Arnold's Centerra, there might be weird stuff everywhere but the world is still a real place with real people experiencing real problems. The setting feels like it could be bolted on to the Ultraviolet Grasslands, Acid Death Fantasy, Dying Earth, or other similar settings without too much trouble. It's similar to Gus L.'s Dread Machine, but more factional and much larger. You could stick some of the Trilemma adventures or White Plume Mountain in here too. 

Please avoid direct pop culture references. I reserve the right to edit all submissions (or ignore them). All text will be licensed under CC-BY-NC.

There are just 17 hexes available:
  • 1.3 - [Faction] - Bluffs
  • 1.10 - [Faction] - Savannah
  • 2.7 - [Faction] - Savannah

  • 4.1 - [Faction] - Bluffs

  • 5.2 - [Faction] - Bluffs

  • 5.8 - [Faction] - Bluffs

  • 5.10 - [Faction] - Wastes

  • 6.1 - [Faction] - Wastes

  • 6.5 - [Faction] - Bluffs

  • 6.8 - [Faction] - Bluffs

  • 6.10 - [Faction] - Wastes

  • 7.1 - [Faction] - Badlands

  • 7.6 - [Faction] - Bluffs

  • 7.8 - [Faction] - Barren Fells

  • 8.6 - [Faction] - Bluffs

  • 8.7 - [Faction] - Bluffs

  • 8.9 - [Faction] - Badlands

Derek Jones

To Submit:

Post a comment with one hex and one encounter. You can submit multiple hexes and encounters in separate comments, but I'll try to give everyone a chance before looping back to the same authors. First come, first serve. 

Hexes

In the format:

#.## - [Faction] - [Landform]


Terrain: [max 66 char. including spaces. Describes the general features of the hex.]

Obvious Feature: [max 107 char. including spaces. Describes a specific feature: a village, a standing stone, a dungeon hint, etc. Something the PCs will find if they wander into the hex.]

Hidden Feature: [max 107 char. including spaces. Describes a hidden feature: a cache, a cave, a dark secret, etc. Something the PCs might find if they search or spend time in the hex.]


#.## refers to the row.column number from the hex map. If you don't have a specific hex in mind, leave this blank or use #.##.
[Faction] must be one of the following: 
Neutral, Kalawi Tribe, 
Researchers, 
Rust Monks, 
Protean Army, Pallid Knights.
[Landform] must be one of the following: Badlands, 
Barren Fells, Bluffs, Savannah, Wastes.

Factions and terrain types are briefly described in the PDF. Hexes take 6hrs to cross. They could be twenty miles of flat open ground or one mile of trackless wilderness. Don't worry about scale, worry about density of gameable content. Try as hard as you can to make every word or phrase capable of supporting an interesting session.
 

Encounters

In the format:
Omen:
[max 66 char. including spaces. The hint the PCs get if they move cautiously.]
Encounter: [max 124 char including spaces. The encounter itself with descriptors.

If possible, encounters should be related to the landform, not the specific hex.

Good luck!


2020/10/07

OSR: Massive Community Hexcrawl - Open Submissions

I started a community hexcrawl on Patreon. Since it seems every interested Patron has contributed, I've decided to open the project to everyone. Hear ye, hear ye, get your hexes in before it's too late.


V 1.5 PDF

I really like the land that's slowly emerging. The high, star-blasted peaks of the Barren Fells, the slab-sided slopes of the Bluffs, the oozing Wastes, the desolate Badlands, and the contentious and turbulent Savannah. The mysterious Researchers, the aloof Rust Monks, the dead Pallid Knights, the mutated Protean Army, and the mysterious Kalawi Tribe. Wurms, golems, psychic elephants, and stranger things besides. Like Arnold's Centerra, there might be weird stuff everywhere but the world is still a real place with real people experiencing real problems. The setting feels like it could be bolted on to the Ultraviolet Grasslands, Dying Earth, or other similar settings without too much trouble. It's similar to Gus L.'s Dread Machine, but more factional and much larger. You could stick some of the Trilemma adventures or White Plume Mountain in here too. 

Please avoid direct pop culture references. I reserve the right to edit all submissions (or ignore them). All text will be licensed under CC-BY-NC.

Pavel Kolomeyets

To Submit:

Post a comment with one hex and one encounter. You can submit multiple hexes and encounters in separate comments, but I'll try to give everyone a chance before looping back to the same authors. There are a surprising number of hexes to fill, but it's still first-come, first-serve.
 

Hexes

In the format:

#.## - [Faction] - [Landform]


Terrain: [max 66 char. including spaces. Describes the general features of the hex.]

Obvious Feature: [max 107 char. including spaces. Describes a specific feature: a village, a standing stone, a dungeon hint, etc. Something the PCs will find if they wander into the hex.]

Hidden Feature: [max 107 char. including spaces. Describes a hidden feature: a cache, a cave, a dark secret, etc. Something the PCs might find if they search or spend time in the hex.]


#.## refers to the row.column number from the hex map. If you don't have a specific hex in mind, leave this blank or use #.##.
[Faction] must be one of the following: 
Neutral, Kalawi Tribe, 
Researchers, 
Rust Monks, 
Protean Army, Pallid Knights.
[Landform] must be one of the following: Badlands, 
Barren Fells, Bluffs, Savannah, Wastes.

Factions and terrain types are briefly described in the PDF. Hexes take 6hrs to cross. They could be twenty miles of flat open ground or one mile of trackless wilderness. Don't worry about scale, worry about density of gameable content. Try as hard as you can to make every word or phrase capable of supporting an interesting session.
 

Encounters

In the format:
Omen:
[max 66 char. including spaces. The hint the PCs get if they move cautiously.]
Encounter: [max 124 char including spaces. The encounter itself with descriptors.

Ariel Perez

Notes on Community Projects

Sticking to a very strict, very brief format makes collating material much easier. I sometimes need to trim a word or polish a phrase, but it's a lot easier than open-ended bestiaries.

Short character limits inspire creativity. It's easy to get an idea across in a long blog post, but can you write a snappy, evocative, and useful sentence? It encourages people to focus on the essentials.

It's essential that the project's coordinator maintain motivation and drive. If they stop caring, the whole thing falls off the radar. Handing the project off to someone else leads to more problems, even if a style guide and copious notes are provided.

Concerns / Problems
The broader the project's scope, the more likely similar ideas will appear. Terrain types and factions were entirely crowdsourced, and tended towards aesthetics of ruin immediately. Idea reinforced idea. This is great (because the hexcrawl feels very cohesive), but it did lock the project in a specific direction.

Without direction or knowing what's already been submitted, people tend to submit what they think is useful, leading to duplication. See: Petty Gods. With clear direction, and knowing what's already been submitted, people tend to riff and reiterate, leading to reduced creativity. Early adopters set the tone for all following submissions.

After an initial burst of enthusiasm, interest in a project rapidly fades. It's tricky to keep the flow of submissions going. The coordinator can fill in blanks if needed.

There's no easy solution, and a solution may not be necessary. These are just things to keep in mind.

2019/03/22

OSR: The Indefinite Train - Community Project

I'd like to try running a collaborative community project.

The Indefinite Train

There's a giant train that passes through many worlds. Everyone writes a one-page dungeon carriage using a template. The carriages get stitched together to make a sort of randomly generated segmented megadungeon, suitable for drop-in games, travel between worlds, or extremely random encounters. A summary of the setting and some design notes can be found in this folder.
 

All you need to do to contribute is copy the template to your Google Drive (or download it, but don't blame me if the formatting goes all wonky), edit it, then post it to this folder. Anyone can contribute!

If you want to test ideas or ask for advice, stop by the #gygaxian-train-assembly channel in Chris McDowall (Bastionland)'s Discord.

Here are two example carriages I whipped up:
Goblin Cannonade

The Roving Library of the Carnelian Sphynx

Backstory

There's a train. Possibly the Train; all others are imitations. Carriages are 100' wide and 200' long. Two levels and a roof. Every carriage has a door at the front (upline) and back (downline) and a roof hatch. It travels at 66.6 miles per hour. Some people say the Engineer, the Train's driver, is God (or a god) fleeing the end of the world. People have visited. They say if you reach the Engine you can ask the Engineer to grant one wish.

At the front of the Train, complex machines lay down new track, throw up bridges, and cut tunnels. At the other end of the train is Hell, or something like it. Demons and strange monsters infest the carriages there.
 

The angels of the Engineer are the Conductors, masked floating giants clad in blue and white. Their functions are mysterious. They don’t seem to understand how people work.

Sometimes, usually during storms, the Train's carriages rearrange. The track branches and reforms. New carriages arrive, old ones vanish or switch places.
 

The Train has been traveling for a very long time. Many carriages have been completely converted to new forms: temples, dungeons, palaces, villages, farms, etc, etc, etc. Some raid, some protect, some just exist. The loot and detritus of ten thousand worlds. A vast city of self-contained feuding blocks, reshuffled every so often to let new feuds rise to the surface.

The Train passes through many worlds. It doesn’t travel through space or underwater, but it can turn up almost anywhere there’s a breathable atmosphere. The train typically tries to pass through flat areas at least 100’ wide, but it can bore through mountains, throw down bridges, or rearrange buildings as it roars through a city. Old timers say it once tunneled straight down for a week and everyone had to hang on to the walls.

Boarding The Train

Sometimes, inhabitants of worlds visited by the train are scooped up and tossed into a new or existing carriage, along with treasures, supplies, livestock, etc, etc. It seems a bit arbitrary. New sentient arrivals are given a Ticket. Anyone who falls off the train while holding a Ticket will be collected by a Conductor and placed back on... somewhere. Tickets are transferable and extremely valuable.

People also sneak aboard the train. It’s a great way to travel between worlds, provided you don’t have a particular destination in mind. Illicit arrivals don’t have start with a Ticket.

New arrivals are usually too disorientated to throw away their tickets and leap off the train before before they’ve reached a new world. Would you really risk leaping off a moving train into a new and dangerous landscape?

Altering Your Carriage
Messing with the carriage structures seems to be fine. Messing with the wheels and linkages, not so much. Conductors turn up if anyone interferes with the wheels or tries to derail the train.


Final Notes

This project was made possible (in a vague way) by backers of my new Patreon, and the inescapable feeling of dread and guilt it inspires. Hooray!