Gigantic eagles circle the bay, plucking seagulls clean from the sky, as the gangplank is run out from the Merchant Knave. You push your way past the rushing deckhands down to the complex network of piers and jetties stretching out from below the bluff, that spirals up to the height of the city. As you step down you can hear the hollering of people in the simple armour of guardsmen, calling out in a variety of languages, and in a few moments you find one shouting over the crowd in a language you understand:
“Welcome to Meadsbridge! While within the confines of the city you will abide by the following laws…”
It’s something I’ve considered doing for a while but I’ve never had the recruitment power for it, a world big enough, and so full of adventure that it could support multiple groups. A couple of years ago, before resolving to be a DM for hire, I watched a video about a particular style of gameplay, The West Marches that put better form to the idle thought, and now I have a way of reaching new players.
Adventurers are centred in a single area, a point of civilisation on the brink of wilderness, within which lies adventure. There can be dozens of players, all gathered in the city of Meadsbridge, talking, communicating, sharing what they’ve found, recruiting for expeditions in the great green beyond to learn more and more about their surroundings, and follow rumours about some of the plot hooks that I have seeded throughout the small-nation sized space mapped out beyond… my map, they’re not allowed to see it.
Of course you may not want – or be able to share information, some players have already landed themselves far from Meadsbridge in one of the outlying settlements with no easy way to communicate with the larger settlements nearby, and have already got a couple of secrets they’d rather not share with everyone… but they’ll soon learn that without friends, they’ll find themselves in fatal situations with no one to depend upon for help.
The players will need to keep their ears out for rumours and plot hooks, not just from one another, but also the citizens of the cities and settlements, and the wandering caravans beyond. Wandering into the wilds will yield some results, but the true treasures must be sought, rather than stumbled across.
Every hex on the map (built in hexographer if you’re interested) works out to roughly half a day’s travel on foot, about fifteen miles, and for every half-day of travel there is an enormous random encounter table, with changing regional effects, different possibilities depending on the intent of travel, some fixed landmarks that can help with navigation, such as the estuary or certain distant forests, ridges, and settlements. The region is awash with bandits, gnolls, incursions of demons, hidden enclaves of halflings, dwarven mines, hives of serpentflies, nests of manticores and griffons, and the spawning lakes of whales. There are about a dozen side-quests, dungeons, and wandering monsters to pursue with more being added constantly, and amidst all of it a hidden story, scattered like pieces of a jigsaw puzzle between the people who set out from that single point of light and into the darkness.
Which sounds grandiose for a project that is little more than a Facebook community page, but as the first dozen players are starting to scratch the surface, now felt like the time to share the ridiculous scope of the Meadsbrdige wilderness.
For this MMTTRPG I’ve made the process of character creation a guided affair for two reasons:
The first is to try and keep things fair. Players still roll dice to determine their statistics, but those rolls have an inverse effect on your character choices later on. Points are used to buy things like the ability to choose your race and class, or to start with a magic item, or a map, or additional information, and the better your stats, the fewer of those points you receive. A player with bad stats can choose to start at second level rather than first. It makes people whose dice rolls have turned against them feel a little more empowered.
And second is to create something a little more unique and immersive. Four human nations, a twist on the subraces of both halflings and dwarves, a little more personality granted to elves, and four different human nations. Additionally I have traded the classic exotic races (dragonborn, gnomes, half elves, half orcs, and tieflings) with a collection from Volo’s Guide to Monsters, aasimar to reflect that the world is young, and the blood of gods still flows in mortal veins, goliaths and firbolgs, as giants are prolific across the world, and kenku and lizardfolk from far-off lands to lend some mystery to the world at large.
Once a character is made each player gets a short .pdf with all the information they need to get started, and a hefty chunk of lore that they can dive into for inspiration. Any character options, like their magic items, extra rumours, or anything else they might have chosen gets added to this file. After a few levels of play, players may want to retire their character, because doing so yields more options at character creation, with additional points depending on the successes and deeds of their last character, and the positive behaviours of the player.
The Shropshire Dungeon Master IX
So this is kind of a business diary, because this grand idea of mine (that I stole) currently has thirteen players, of which only seven have played, and four more at the weekend. recruiting isn’t too difficult, as interest is always high, the problem will be finding venues for games as most of the groups will eventually be strangers to one another (to start with) and will want to meet on neutral ground, at least for their first few sessions. Pubs are often busy, and most private spaces require a fee – usually more than my margin, thus negating the point of running games as a living.
As regular readers know – especially if you read my old DMing 101 series – I do not like playing online, it’s fine for some, and has some amazing benefits, but I find it hinders the enjoyment of the game and as my players now pay to be at the table, I want them to have the best experience possible.
I have been working on this project for months and it is so gratifying to roll it out to real players, but I knew there would be pitfalls and problems, and there’s a certain amount of fun to be found in overcoming those problems, but when your players are your customers it’s always better to be on top of the minor issues so that the game is the focus of the experience, not the days spent finding a table at which to play.
This April I will be disappearing a long way north for a week to run a long game of D&D at the Wargaming Nationals that I attended last year, and then shortly thereafter at Insomnia in Birmingham. Additionally in June, I have a table at Comics Salopia and upcoming celebration of Shropshire’s deep connection to the comic book industry, the wealth of local artists and writers, and I will be raising by geeky standard and running games for anyone who comes to see.