Okay, I took a look at the Appendix B: Random Wilderness Terrain and I have to say… this is pretty stupid.
Now, I love this thing for what it is: a method for creating random terrain in the event that players go off the edge of the prepared maps. It’s brilliant for that. For everything else, common sense must prevail. And in this case, this means using these procedures only as a very loose sort of inspiration for adding something to the campaign.
Let’s talk about all of the stuff that is dumb about this system. This thing is supposed to work “with relative ease for a 1 space = 1 mile, or larger scale”. Poppycock! The wilderness travel and encounter rules presume that you are spending a day travelling through basically one type of terrain. How do you figure your movement rate across ten miles of travel on this map? If you have encounters on this map, what table do you use? DON’T KNOW. Good thing I have lots of common sense! I declare this entire map to be rough terrain. All of that time I spent filling in these hexes was wasted effort.
And another thing. How do you know what path to take on the map as you fill it in? If I were to spiral out from the center the results would be entirely different than if I zigzagged through all the hexes. When I circle back into some hexes that have been determined, does only the hex I just left matter or should the other hexes I have just run into also influence the result? DON’T KNOW. Good thing I have a lot of common sense! I declare this entire system to be useless for procedurally generating campaign material.
And I am glad this sucks. I don’t want to deal with people adding a crap ton of procedurally generated crap to my game and then insisting, “well, it is totally RAW.” Bro, there are so many places where you interpolated rules into this that don’t actually exist, you simply can’t say that at all.
THERE IS NO SYSTEM IN AD&D FOR DETERMINING WHAT IS IN A WILDERNESS HEX.
In the wilderness clearing section, Gygax does indeed say to have the player map out his 30-mile hex and then resolve wilderness encounters there normally. And he does say that when these monsters are driven out they don’t just automatically respawn. But we do not have a system for determining the terrain in the hex which means we don’t even know which encounter tables we will be drawing from. And if the map is stocked by conducting random encounters normally, well hello… if you do this on foot you will have many more monsters in your hex than if you did it on horseback.
AD&D IS OPTIMIZED FOR RUNNING SESSIONS BY THE SEAT OF YOUR PANTS. IT IS NOT ENGINEERED FOR TOP DOWN WORLD BUILDING AT ALL.
And I like it like that. Honestly, I think all those solitaire play videos have rotted away most of y’all’s brains. Half you act like you couldn’t just make something up for the fun of it anymore. Seriously, bro. What happened to you? I remember when people that played this game would pat themselves on the back for how imaginative they were. You guys? You act like you can delegate this stuff to procedures and not just get complete garbage back.
But hey, let’s keep going with this.
0201 City (40,000)
0303 Ruins (Tomb)
0304 Single Dwelling (5)
0309 Castle — Med. (Large Shell Keep) 14th Level Assassin
0501 Single Dwelling (2)
0502 Castle — Large (Large walled castle with keep) Totally Deserted
0509 Single Dwelling (6)
0510 Ruins (Tomb)
0601 Single Dwelling (6)
0609 Single Dwelling (2)
0710 Single Dwelling (6)
0804 Ruins (Village)
Now the next thing I am supposed to do is have an imaginary party walk through this map and I am supposed to roll encounters normally and then if the monsters maker their “% in lair” roll, they go on the map, and then maybe the ones that don’t go on a random encounter table or something. Who knows. You’re just making it up at that point anyway and you might as well lean into that. For the record, here are the incredibly boring results I got by rolling a bunch of stupid dice:
0186 (marsh) Shambling Mound
0509 (marsh) Lizard, giant
0307 (rough) Bear, brown
Wow, that sure is a yawn fest. Did Gygax make a note somewhere saying that I could ignore a crap ton of die rolls if the results are boring and stupid and I don’t care about them? I sure hope so!
At this point I can’t even remember what I was trying to do with all this. I think maybe I was going to be make some point about AD&D esoterica or something. Honestly, I don’t really care about that any more. All I can think about is how much I hate all of the random crap that other referees dumped onto my beautiful Appendix N fueled original milieu. All I can think about is how much of my stuff they wiped off the map. All I can think about is the stupid amount of magic items that were introduced into the game by people farming the random encounter tables in solitaire play.
And I think about that and I think… I know these people. A 14th level Assassin in a shell keep is not enough to challenge them. It’s not enough to inspire them. The guys in Trollopulous would not even blink at that. Besides. It’s been done. His name was John Wick. This new Assassin guy will not even register as a character unless he has a really choice set of magic items in his possession. As well he should.
So then I look at that city. I look over at that city and somewhere, Jack Nicholson begins nodding his head at me. Yes! Jack Nicholson is nodding!
Because there are 40,000 people there. And they have bird heads. And antlers! Their skin is wrinkled and seamed as if they have been sewn together. They have these crazy large ears like an elephant. And hypnotic orange-red eyes. But they are huge and flat! Huge, flat orange-red eyes. Their beaks hook down and are twisted and sharp. Fangs jut out at odd angles. The rest of their bodies are crab-like… and they have poisoned tails like a scorpion. Their chiton is of a purplish color. Their backs, brilliant green like a Japanese beetle. Their arms? Writing tentacles of horror! And their hands are like giant lobster claws.
There’s your 40,000 “people”.
What to do with those Single Dwellings, though? Oh, probably make them something cool. Witches. Medusa. Giants. Heck, they are probably bona fide lairs, though. The Ruined Tombs are clearly one page dungeons. We’ll stock something in them and then stock a book of lore somewhere else that highlights what secret room is liable to still contain something awesome.
I’ll tell you one thing, though. This area is not uninhabited. We started off trying to map out a wilderness area as if we were going to clear it and… this place is just not uninhabited! (Note for D&D esoterica people: the instructions on page 182 of the DMG seem to indicate that you do NOT use the Inhabitation table in an uninhabited region. Uninhabited regions ONLY have the one-in-twenty chance for castle encounters… where the game does not actually define how many encounter checks to perform for a given area.)
If you come within five miles of either the City or the Shell Keep, though, 5-in-20 of your encounters are with patrols. By the same token, if you come within a mile or two of these Single Dwellings aka “Lairs”, I bet you have a chance to encounter somebody from there as well… or at least be sighted.
Anyway, I have some more work here but it doesn’t involve rolling up a bunch of crap on a table.
- What weird magic items are in possession of the Assassin?
- What horrible thing happened to the completely deserted castle with a keep?
- What could I stock in the tomb complexes to make it worth it for people to attempt to travel to this location?
- What are the assassin’s feelings about being located near freak central?
- What does it mean when I roll a depression inside a mountain hex?
One thing I will say here, though.
I have rolled up totally random Traveller worlds and then felt like, “gosh… we just have to play this.” At this stage, I am not feeling that with this pile of stuff.
Something’s missing.
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