Thursday, October 29, 2009

Random Hook Generator, part one.

So, I firmly believe that any and all worlds should have a "hook". A hook is, for those unfamiliar with the term in gaming, a catchphrase for the setting - a shorthand that describes a prime element of the setting that makes it original and appealing.
Often, hooks describe a key feature of the setting: "it's a horror world", or "there are a lot of dragons". Sometimes, they describe what the setting lacks: "it's humans only," or "there's no divine magic". In any case, a setting with a few hooks becomes a way to describe most of what makes your setting cool in only a few sentences.

Here are a few hooks for great D&D campaigns of the past:

Dark Sun: The world is a big desert; most of the usual fantasy races are changed; gritty, post-apocalyptic world; magic defiles the land; very tough, survival-based play.
Dragonlance: Dragons play a big part in the setting; good and evil battle it out in epic wars; storylines are complex and epic.

Eberron: "Steampunk"; grand adventure; darker, gritty model of play; post world-war 2 tone; pulp and noir elements.
Of course, I'm generalizing things, here. But you get the gist. If you can boil your campaign down to a few hooks, you can really get an idea where you're heading with the design of things, and move away from "kitchen sink" campaigns that can get kind of lame. 

But sometimes, we fall flat with ideas.  Or, we keep coming to the same ideas, over and over again.  I do this all the time with Roman history - too many of my games use the old "roman" angle.  Sometimes, you just need some random numbers.  By taking a few random elements that don't usually mix well together ("Vikings" and "Deserts", for example), you get an odd combination that can get those creative juices flowing.

I got this idea from one of my favourite RPG books ever, The World Builder's Guidebook, written by Richard Baker way back in those 2nd Edition D&D days.  In the first chapter, it gave you a list of a couple of hooks, and you rolled a few random ones and went to town.  I'm going to take that first chapter, and expand upon the list. 

How to Use this Chart:  Randomly determine the number of hooks you want to use.  A good idea is to keep the number small - you'll do better with a couple of big hooks than a world that consists of a number of smaller hooks.  I'd suggest using at least two hooks, but no more than 4.  Using a d4 is a great place to start. Randomly roll a d20 on the primary chart, and then a d20 on the subsequent chart.  Or, for an interesting variation, roll once on each of the sub-charts!

Finally, the descriptions for each entry is on the following blog post.  The entry was getting incredibly long, and I wound up having to break it up into two parts for readability.  Some examples using this system will follow, without a doubt. 

(I apologize for the poor formatting... blogspot doesn't make these things easy!)

Main Table
d20 Roll     Roll On....
1-4:            Table One:  Climate or Terrain
5-9:            Table Two:  Culture of Dominance
10-12:        Table Three:  Mythological or Historical
13-14:        Table Four:  Sites of Interest
15-18:        Table Five:  Situation
19-20:        Table Six:  Theme or Tone

Climate or Terrain (roll d20)
  1. Aerial
  2. Archipelago
  3. Arctic
  4. Desert
  5. Earthquakes
  6. Forest
  7. Inland Sea
  8. Jungle
  9. Lakes
  10. River
  11. Mountainous
  12. Oceans
  13. Plains
  14. Planar
  15. Space
  16. Swamp
  17. Underground
  18. Uninhabitable
  19. Volcanic
  20. Weather
Culture of Dominance
  1. African
  2. Arabian
  3. Biblical
  4. Celtic
  5. Colonial
  6. Egyptian
  7. Feudal
  8. Greek/Roman
  9. Indian
  10. Mercantile
  11. Mesoamerican
  12. Mesopotamian
  13. Native American
  14. Oriental
  15. Polynesian
  16. Renaissance
  17. Post-Renaissance
  18. Seafaring
  19. Stone Age
  20. Viking
Mythological or Historical
  1. Aloof Deities
  2. Ancient Technology
  3. Artifact
  4. Cataclysm
  5. Civil War
  6. Crusade
  7. Dawn of Time
  8. Divine Differences
  9. Epic War
  10. Imperial
  11. Invasion
  12. Meddlesome Gods
  13. Migration
  14. Monstrous Uprising
  15. Plague
  16. Post-Apocalyptic
  17. Racial Divide
  18. Rebellion
  19. Religious Schism
  20. Small Nations
Sites of Interest (roll 1d12)
  1. Battlefields
  2. Castles
  3. Caves
  4. Dungeons
  5. Guilds
  6. Planar
  7. Ruins
  8. Ships
  9. Shrines/Temples
  10. University/School
  11. Urban
  12. Wilderness
Situation
  1. Banditry/Piracy
  2. Class Dominance
  3. Court
  4. Criminal
  5. Deity
  6. Dying World
  7. Enemy Monster
  8. Frontier
  9. Magical
  10. Monster Hunting
  11. New World
  12. Paranoia
  13. Power Source
  14. Psionic
  15. Race Dominance
  16. Religious
  17. Slavery
  18. Technological
  19. Unrest
  20. War
Theme or Tone
  1. Action
  2. Chivalry
  3. Corruption
  4. Exploration
  5. Fairy Tale
  6. Gritty
  7. High Fantasy
  8. Honour
  9. Horror
  10. Humour
  11. Mystery
  12. Pulp
  13. Romance
  14. Space Opera
  15. Survival
  16. Swashbuckling
  17. Thievery
  18. The Unknown
  19. Western
  20. Wuxia

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