Cavorting Whorl

In Fires Deep - Agenda, Inspiration, Setting

“There is nothing like looking, if you want to find something. You certainly usually find something, if you look, but it is not always quite the something you were after.”

J.R.R. Tolkien, The Hobbit

As a GM, I am a sucker for a high-concept game.

In the past few years, my players have been subjected to: a Dune-meets-Homeworld-meets-Pirates of the Caribbean game about interstellar revolutionaries, a police procedural game about fighting fascists in fantasy Egypt-meets-1920s-New-York, and a brain-bending Mothership-based time travel adventure, to name just a few.

It is at least a decade since I ran anything that could remotely be considered "Dungeons & Dragons". Elves and dwarves and orcs rarely appear. Precious few dungeons have been delved and fewer dragons slain.

After my last game ended, I thought it was time for a change.

Agenda

My newest campaign, In Fires Deep, is an attempt at a back-to-basics dungeon-crawling adventure game. I've been looking for an chance to put the Designing Dungeons guide by Josh McCrowell and Warren D. to use. I want to bring life to a world full of elves, dwarves, halflings, orcs, dungeons, and not least, dragons.

It is back-to-basics in the sense of going back to an old school setting, but as a long-term story-gamer, dungeon-crawling adventures have never been my style.

I have run a few dungeon-ish games recently. Mothership adventures are essentially dungeons set in space, and I've found them a breeze to run. After having spent my entire GMing life from age 13 onwards either improvising or writing bespoke content, it was a refreshing change to have the world set for me. I've also enjoyed a more procedural approach to gameplay, most obviously in the Myth-driven hexcrawling of Mythic Bastionland.

I know I don't want to run a board game designed as an RPG. As fun as Fourth Edition style combat can be to play, it is not easy to keep fresh as a GM. And it takes so much time. I have a small child, a busy job, and a limited window to play RPGs every week - I can't afford to have a two-hour-long session taken up by a two-hour-long combat. So I'm going with a custom cobbled-together ruleset with rustic combat rules - inspired in equal parts by Chris McDowell's primordial system and Jay Dragon's Three Hole Punch.

I have had feedback from my players too. Random character creation is great for kicking off adventures quickly, but it has not always left my players with a strong sense of their character or to the world. While it worked well for Mythic Bastionland, some have asked that the next game feature stronger character creation and stronger character ties to the world. I have taken a page out of Mindstorm's book given them all a dead linchpin character to relate to.

I've always liked Vincent Baker's approach to laying out a GM Agenda for his games. Given the above, this is mine:

Inspiration

In Fires Deep will take place in a vanilla fantasy setting, full of goblins and wizards. I don't want that to mean that it dissolves into a tasteless brown slime, or a self-referential parody - I want to give the world heft.

Picking a few strong touchstones will help. Here's my starting list:

Setting

Here's the six truths I have chosen to give my players a sense of the setting:

While there is more worldbuilding to be done - lots more - I wouldn't expect my players to know anything more than this, their character's name, and the name of the dwarf runepriest who lies dead before them in the Highland holdfast of Caboni Village. Let the games begin.