Tag Archives: T1 The Village of Hommlet

From Hommlet to Phandalin, Villages Written as a List of Locations Seem Ready To Run. They Lie

Villages written with nothing more than a list of locations imply that DMs need nothing more to bring adventure. They lie and I’ve fallen for it. I should know better by now.

Many starting Dungeons & Dragons pair a village with a dungeon or wilderness. D&D co-creator Gary Gygax began the custom in 1979 with T1 The Village of Hommlet and the pattern endures because most players want more than dungeon crawls in an empty world. Starting characters need a place to stay, hear rumors, gather supplies, and so on.

My mistake comes when I read keyed locations for a village and think I’m ready to run. I imagine that my players will enter town and shop, mingle, gather rumors, and, say, suspect the cult activity that leads to adventure. After all, some DMs boast of players who will enter a strange town and happily spend an evening chatting with folks for just the fun of roleplaying. Such players are a treasure.

Maybe my in-game descriptions of bystanders never prove inviting enough. In my games, the party enters the tavern, dismisses the lovingly crafted cast of characters as mere color, and then waits expectantly for me to start the adventure. (See Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.)

To avoid repeating my mistake, I know I can’t just study the locations and stop. I have work to do. That work includes checking a few boxes:

  • Consider the players’ goals at the location and how these goals could lead to interaction.
  • For any non-player characters the party should meet, contrive events that lead to the meeting.
  • For any clues, rumors, or hooks the party should uncover, imagine interactions that lead to the disclosure.

Not every DM needs so much preparation. Many DMs improvise interactions that engage players. Mike “Sly Florish” Shea favors making a list of secrets and clues, but improvising reveals. Nonetheless, almost every DM needs to spark engagement. If you don’t, thank your all-star players.

Most villages need more than keyed locations to engage players. Here are some methods that work.

Start players with a goal

Village of Hommlet starts with this introduction for players. “You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous.” Gary Gygax immediately frames a goal: Shop for equipment and find ways to earn enough for better gear. To succeed, players must meet the people of Hommlet. Along the way, players learn of the Temple of Elemental Evil. You may have heard of it.

N1 Against the Cult of the Reptile God (1982) pairs the village or Orlane with adventure. This one starts players with rumors that hint of evil and a mystery. For example, “People in Orlane are being altered (true), and the ‘changeling’ can be recognized by fang marks in their throats. (false).” To uncover the truth, the players must seek interaction with the people of Orlane. (See How N1 Against the Cult of the Reptile God Changed D&D Adventures For Good.

Nowadays, most players create characters with individual goals, often in collaboration with the group. When players bring goals, think of ways they can lead to interaction with your supporting cast.

Add notices

Posted wanted notices make an instant adventure, but other notices can invite players to interact. How about a sale notice for a map, a magic trinket, or even something billed as a Slaad control gem? Want to buy a windmill cheap? (Must not fear ghosts.) Anything that lures players to seek folks out and ask questions works. If the players spot a “lost pet” poster showing a child’s sketch of an imp or an owlbear, the players will probably investigate. I love notice boards because they become menus of rumors and quests where players can select whatever strikes their fancy. If the players find the notices at the end of a session, you can prepare for the post they choose to investigate.

Bring non-player characters to the players

New arrivals make people curious. Townsfolk see visitors as a source of information or as an opportunity. I like having folks ask adventurers for news, usually with questions that reveal rumors. “Did you see the dragon blamed for the attacks on the High Road?” or “Did you travel past that strange storm near the standing stones?”

If the group brings a reputation, folks treat them as celebrities, buying drinks and asking for stories. People might suggest new adventures or inform on threats the party should investigate. Is the old timer really conducting diabolical experiments in his broken tower or just perfecting a recipe for the next baking contest?

A more subtle invitation can also prove potent. D&D freelancer Scott Fitzgerald Gray suggests, “In a tavern or restaurant, have one of the characters notice an NPC staring at them, as an invitation for the characters to make contact (often a stronger beat than having an NPC approach the characters). Why they’re staring depends on what hook you want to use them to reveal.”

Have someone offer to guide

People interested in learning about visitors and gaining a relationship might offer a village tour. They may even make introductions like a host circulating new guests to a party. This works especially well for guides with big personalities.

DM Rebecca introduced players to Bryn Shander by having them meet sheriff’s deputy Augrek Brighthelm, a character patterned after spitfire southern belle who volunteered to guide the group through the town. “It immediately gave the players a recognizable character they could interface with.”

Some guides might ask for coins for the service. Perhaps the party offers a few silver or perhaps they spurn the guide and he grumbles, “I wouldn’t leave your horses unattended if I were you.” How the players react reveals character.

(See Don’t Make a Pet NPC, But Sometimes You Can Play a Guide.)

Create events that foster interaction

In the Acquisitions Incorporated hardcover adventure, a visit to the town of Luskan triggers events that offer a choice of actions. “Just ahead of you, a wagon has broken down in front of a tavern. The elderly human driver calls out for help, but passersby ignore her. As she calls out once more, the tavern door behind her opens and two guards toss a young male human in bright clothing out into the street. He tumbles into the old woman, sending both of them sprawling to the ground. The door closes, then opens once more as a mandolin comes flying out of the tavern.”

I love the flying mandolin. Everything about that scene invites interaction.

Some favorite events include a fire that the villagers need to organize to quench, a panicked horse dragging someone, an argument overheard, and a child seeking a lost pet. Rescue the cat and gain a guide. Almost anything works. The thatcher might be caught on a roof after his ladder slipped down. Two women might ask the bard to judge a singing contest; neither carries a tune.

Alexander Davis offers scenes that reveal character. “Someone’s been caught stealing. The local laws against thieving are serious, and the criminal looks pathetic. Does the party intervene to save them, fetch the militia themselves, or try to talk everyone into some sort of deal?

“The local cleric approaches the party, asking for alms for the poor. He looks untrustworthy, but there are also people visibly within the nearby temple who are receiving help. Does the party donate, help directly, or even investigate the suspicious cleric?”

Some events can come from events like festivals or fairs. These can offer contests for characters to join or reveal backstory about local history.

Add visual aids

A map handout encourages players to explore. They remember the locations that raised interest even after the hunt for the cat. Sometimes, I also show pictures of important NPCs. The pictures help players notice and remember key cast members.

Artist Brandon Darrah gives extra effort. “I use over-world tokens for my maps where I draw all my PCs and NPCs. I usually draw unique/weird/cool/cute NPCs to draw in my players and that usually does it.” I’m impressed.

Related: What Murder In Balur’s gate taught me about engaging players in role playing

Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord

In my last look back at Judges Guild’s 1977 City State of the Invincible Overlord, I avoided mentioning the product’s oddest quirk: Every non-player character has an adventuring class and almost anyone worthy of a name has 4 or more levels, mid-level for the era. Did everyone in the city begin as an adventurer, and only later settle down to become a candlestick maker?

In some cases, yes.

In some cases, yes.

All the fighting men and magic users seem weird now, but in 1977, they revealed potential answers to two questions no one asks anymore.

In the 70s, a player at my table asked, “Since townsfolk should be weak, what stops us from looting the town rather than the dungeon? They could never hit our magic armor. A bunch of shopkeepers and even the town’s militia would rout against a few fireballs?”

As a dungeon master the time, I would not dream of limiting a characters freedom by telling them they could not do something. The game allowed characters to attempt anything. By the ethos of the day, any game master who interfered with a player’s freedom of action was guilty of an abuse of power. (For more, see “Why second-edition Dungeons & Dragons dropped thieves and assassins.”)

So I wondered what I would do if the players upended the game by targeting the townsfolk. The player characters’ combat abilities overwhelmed the 0-level citizens and their 1d4 hit points—a single blow from a house cat would slay many of them. I could launch human wave attacks on the players, but I had no stomach for such imaginary slaughter, and the PCs would still win. I would need to summon high-level do-gooders from afar to pit against the players, now in the role of super villains. The game would degenerate into a total-party kill or a succession of escalating face offs.

Thankfully, my players honored the game’s social contract and stuck to the dungeon. Still, the question and my lack of an answer unnerved me.

As D&D adventures expanded beyond the dungeon, DMs everywhere faced the problem of how to counter players who saw towns as easier targets than dungeons.

In his Alexandrian blog, Justin Alexander observed that Gary Gygax seems to have designed early village settings in B2 Keep on the Borderlands and T1 The Village of Hommlet to punish players who target citizens. “The underlying assumption here (and in a lot of early city modules) seems to be that some significant percentage of PCs are going to be murder hobos: B2 deals with that by specifying centralized legal repercussions. T1 assumes that the PCs will succeed in looting a house or two (and therefore specifies the loot), but also lays out a comprehensive social network that’s going to come looking for their blood.”

The City State of the Invincible Overlord reached players in 1977, years before T1 or B2. Authors Bob Bledsaw and Bill Owen faced more potential for murderous looting than Gary. Most players who sit to play an adventure will follow the plot threads, but the City State offers a sandbox, which gives players free reign. Why bother leaving town for gold and the experience points that it brings?

While the city doesn’t encourage adventurers going from store to store, murdering the proprietors for their cashboxes, it allows for it. Every location includes an account of coins and other treasure, usually hidden, often trapped. The treasure stashes in town match the loot available from the dungeon.

So what stops players from treating the city as a sprawling gold and experience farm?

First, the City State features an even more robust legal system than the Keep on the Borderlands. The initial guidelines devote with two pages to crime, trial, and punishment. With enough bribes, a murderer might escape execution, but the price in treasure offsets any gains. Even an ordinary foot patrol consists of 2-24 level-3 guards and the Overlord can call knights and wizards to challenge greater dangers.

orcus in box

In case of loan default, open box.

Second, some citizens posed greater threats than they appeared. As I mentioned in my last post, any shopkeeper could be a polymorphed Ogre Mage or Dragon. Worse, a loan shark might have a way to counter thieves and scofflaws with Orcus the Demon Prince.

I think I’ll try Lending Tree.Last, the NPCs create a balance of power. In the City State, every inhabitant gets combat stats, and the local baker could be a badass—actually he probably is. For example, the silver smith is a level-6 fighter aided by the (fighter 4) tinsmith next door. Even the lowly (fighter 5) tanner pays a troll to guard the cashbox.

Although the City State’s population seems dangerous, in the Judges Guild world, it ranks as a lower-level city. Its follow up, City State of the World Emperor, warns that its NPCs tend to be a level or two higher.

In games today, player characters have reasons to behave that do not stem from the threat of a weaver kicking their ass. Most campaigns require players to adopt non-evil alignments. The D&D Adventurers League typically requires non-evil characters. The campaign allows PCs in the Zhentarim faction to be lawful evil, but warns, “Just because a player has a character with a darker side doesn’t mean that player has a license to make the game less fun for others at the table.” More, D&D’s social contract has shifted away from allowing players free reign as long as they act in character. Today’s players respect their DM’s preparation by following the threads of the adventure, and avoid actions that ruin other players’ fun. For example, the Adventures League guide says, “If a DM or another player feels as though a player is creating an uncomfortable situation through the excuse of ‘it’s what my character would do,’ the DM is free to give the offending player a warning for disruptive behavior.” I will flatter myself by imagining the authors cribbed my post, “A role-playing game player’s obligation.”

All those fighters and mages in the City State reveal a possible answer to another question no one asks anymore. In a D&D world, what character class do ordinary people belong to?

In the era of the City State’s 1976 development, D&D products had only showed characters in a dungeon or on a battlefield, so everyone fit the game’s character classes. This led players to ask what classes unseen townsfolk fit in. People toyed with a few possibilities:

Stuck at level 0. Even with experience, ordinary folk never rise to distinguish themselves. Gary Gygax adopted this approach for Advanced Dungeons & Dragons and it carries to fifth edition. D&D casts player characters as special—extraordinary individuals capable of gaining levels and rivaling heroes of legend.

Advantage: Players feel heroic and powerful. Because few rival their potential, they take center stage in the game world.

Disadvantage: Power corrupts. Players feel tempted to behave without a realistic sense of the consequences their actions.

A level-20 tailor creates the world’s finest trousers. Everyone has a class that advances as their skills improve. These non-adventuring classes gain experience differently than adventurers. Dave Arneson experimented with this approach when he created the Sage class, adulterated in the Blackmoor supplement. Such specialized classes peaked with third edition’s Expert and other NPC classes.

Advantage: Both NPCs and PCs in the game world operate according to the same rules, creating a mechanical consistency. I’m a level-3 blogger and a level-2 dungeon master. If I collected g.p. for this, perhaps I would gain XP faster.

Disadvantage: Character classes weigh NPCs with rules, calculations, and bookkeeping that rarely makes the game more fun.

Curiosity: In third edition, a high-level, expert tailor gained hit points and became harder to kill, suggesting that some hit points come from plot armor.

If you only have Fighting Men, everyone looks like a fighting man. Ordinary folk take the same few classes as shown in the game’s little brown books. The authors of the City State adopted this approach.

Advantage: Everyone poses a potential challenge to PCs, forcing them to behave with a realistic caution. This prudence reflects the reality that even the most dangerous warrior can be overwhelmed by a mob or slain by an arrow in the back.

Disadvantage: Making everyone a match for PCs seems implausible. If player characters must complete long and dangerous adventures to become mid-level fighters and magic users, then how did everyone in town gain similar levels? A city full of such dangerous dyers and wheelwrights defies the game’s logic.

Also, powerful NPCs can diminish the role of the player characters. If everyone has power comparable to the player characters, then what makes the PCs the heroes of the game world? The potter and the carter can just grab a few buddies and slay the dragon themselves.

Some of the joy of role playing comes from the chance to feel powerful, to seize the spotlight. People play D&D to act without the compromise and frustration of the real world. Making everyone an adventurer makes the PCs common.

In the era of the City State, players could feel common without diminishing play. PCs did not need to be central to the game’s story, because any story was purely accidental. Players chased gold and the experience it brought, end of story. Then, powerful NPCs either served as bystanders or obstacles.

As D&D became less about chasing treasure and more about thwarting evil, NPCs changed from potential sources of loot into folk to protect from the closing darkness.