Creating a World of Warcraft: the Roleplaying Game adventure

A couple of months ago I happened to mention to my players that there is in fact an official World of Warcraft TTRPG, and two of them – WoW veterans both – got really excited. So I dusted off my old PDFs and set about creating a campaign. Hey, you gotta give the audience what it wants, right?

And truth be told, I have my own fond memories of Warcraft. I lived and breathed Warcraft II: Tides of Darkness when it came out, to the point where my first attempt at writing fiction was this weird sort of fanfic based on my vague and incomplete grasp of how the setting worked (having missed the first game almost entirely aside from playing it once at a friend’s house didn’t help). I wasn’t quite as enthused about Warcraft III: Reign of Chaos, but I played it through along with the expansion The Frozen Throne all the same.

And once WoW came around, I was deeply hooked. Me and a friend of mine spent hours upon hours running around the lands of Azeroth and doing odd quests. I levelled my Troll Mage first up to 60, then 70 in the first expansion, then 80 in the third before it finally lost its appeal and I dropped out. Over the years I played, I got mauled by bears on the verdant banks of Loch Modan, flung fireballs at centaurs among the kodo graveyards of Desolace, and soared on a flying carpet above the frozen lands of Northrend.

What kept me coming wasn’t the gameplay, which was even at the time somewhat repetitious. No, it was the immersion, the feeling of inhabiting a wide, colourful world that was sometimes melodramatic, sometimes comical, and always lavishly detailed. Everything had lore to delve into if you wanted to – I tell you, questing in Stranglethorn Vale hits in a whole different way when your main is a Troll and you realise that those ruins you walk through were built by your ancestors back when they were the dominant power of the world, before they fell on hard times.

So once I had decided to run a game, I went in for refreshing my memory in a big way. I replayed all three of the RTS games, which still hold up pretty well, and reread all the manuals for the lore bits. I read some of the tie-in fiction, which is pretty bad, and watched the movie, which is worse. I even signed for a WoW subscription so I could level a Human Mage to level 30 in Classic and get a feel for Duskwood (because of course I decided to set the game in the most Gothic part of the setting. Hey, I gotta be me!). It was all a lot of fun, and reminded me of why I fell in love with this ridiculous franchise in the first place.

DEALING WITH THE RULES

Still, eventually I had to stop geeking out and actually look to staging the game. The first thing that needs to be noted is that the rules, which are slightly tweaked D&D 3.5, are really not very fitting to the setting. In Warcraft, even the meanest foot soldier is at least somewhat sparkly, with oodles of stalwartness and pride, and probably a name like Tristian Highcastle. That doesn’t fit too well in with D&D’s tradition of starting you out as someone who is maybe one tiny step above a peasant with a stick and making you spend the next ten years of real time working your way up.

Still, we work with what we’ve got, so I made a few adjustments. Instead of having the players roll for stats, I had them assign stats of 15, 13, 12, 11, 10 and 8 among them, so they could definitely start out decent at their area of expertise. I also ruled that PCs get the maximum amount of HP every level instead of having to roll for it. Even with that, I was swearing bullets for the first couple of levels, knowing that my campaign was always one string of bad rolls from ending with a TPK!

Another issue was XP. The rate at which PCs are meant to earn XP is really amazingly slow, by my standards – a level-appropriate encounter at level 1 is apparently meant to give each PC about 75 XP, with 1000 XP being required to reach level 2. Maybe that works better in real-time play, but I play online, over chat – a single level-appropriate encounter will take literal hours to get through! I implemented some house rules whereby it’s perfectly possible to rake in 500 XP per session, though that lead to some other issues with loot. See, the players are meant to acquire gp at about the same rate as XP, but by my system that put them on a fixed income – they’ll make the same hourly rate at level 5 as at level 1, which makes it seem like no one in Azeroth is willing to pay for expertise. Oh well. I decided I could probably make it work with some improbable windfalls at the early levels (among other things, I had the players accidentally stumble on a submerged treasure chest with magical weapons in it – as well as a cryptic, mostly-decayed message hinting at a possible plot hook that they ignored completely, but oh well) while getting increasingly stingy as time went on.

I also had some fumbles trying to teach my players the rules while learning them myself. The mysteries of the Attack of Opportunity gave me some trouble – for one thing, I missed that unarmed opponents don’t get to make them. I also assumed that the magic system had the same Vancian casting as D&D 3.5 Wizards and Clerics, but as it turns out, it has the semi-Vancian casting as Sorcerers; you still have “spell slots,” but you don’t need to assign spells into them at the start of the day; you can do that the instant before casting them. That certainly fits closer with the video games’ system of tracking Mana, but the wording is a bit confusing and I kind of wish they’d just broken with the D&D nomenclature and called them “mana points” or something instead of spell slots.

WRITING UP THE FIRST ADVENTURE

As usual, I started typing up a really simple adventure, and as usual, it grew on me and turned out longer and more complicated than I meant. This once, though, I don’t think that was a bad thing – it led to a fairly nice and moderate five-session introduction to the game where the players got to try out a bunch of different things.

My original idea was that a Duskwood peasant hired the players to drag his father-in-law, who’s risen as a zombie, back to his grave since he’s gotten tired of the guy hanging around the farm and moaning disapprovingly at him all the time. That seemed like the silly and faintly morbid sort of quest you’d get in the video games. To this end, the players had to first ask around at the local tavern, then search at the zombie’s old favourite fishing spot, before finding the walking corpse and leading him back to the cemetery.

To this, I added some wrinkles. Some drunken louts at the tavern got violent after the players failed a Diplomacy check and prompted a combat tutorial with non-lethal damage. Later, they ran afoul of worgen in the woods and had to flee from them in a panic, something that the WoW veterans proclaimed to bring back all sorts of memories. Heh. At the cemetery, they found an apprentice necromancer unearthing a corpse for some dark purpose and took him down. Having gotten their reward from the peasant, they set out for Darkshire, but along the way they witnessed an ornicopter crashing down in the woods and had to save the injured pilot from one of her automatons, which had gotten its circuits scrambled by the impact and now thought she was scrap metal to be recycled. Finally, now at level 3 and with some money in their pocket, the players made it to Darkshire and stocked up some better weapons and armour and a couple of second-level spells. To be continued.

THOUGHTS

This game is different from any that I’ve run for a while. For years now, I’ve tended towards rules-light, low-prep, play-to-find-out games, games where I just needed a few general ideas to improvise from. That’s not going to work with this rule system. It’s very much a mid-school game, from the Age of Simulationism. Before you run any scene, you need to think through the physical reality that the players will encounter, because just about every part of it will become relevant to some extent.

For example, at one point during those first five sessions, I had the players get attacked by a pair of murlocs while one of them was diving into a stream for that submerged chest I mentioned. I decided that one of the murlocs would attack the player in the water, while the second murloc would try to distract the other two players by throwing nets and javelins at them. So I had to look up the rules for swimming, for holding your breath, for fighting under water, for surprise attacks. I had to check how entangling weapons like nets work, and how ranged attacks can trigger attacks of opportunity. And of course I had to consider how the players’ spells and other special abilities would tie into it all – whether you could use Burning Hands to affect a target submerged in water, for instance (I decided that you probably couldn’t, but that Arcane Missile should work fine).

It’s a lot of work. But I do admit that it leads to a strangely vivid experience. Details matter. The world isn’t just a stage with some cardboard props on it, it’s a rugged obstacle course that insists on its independent existence. It has texture in a whole other way than in my regular semi-storygame fare.

And of course, I still love the setting, and I think my players do too. Quirky gnome inventions going haywire, murlocs gurgling battlecries as they come charging out of the water, necromantic spells making holographic skulls appear over the target’s head – it’s all gloriously cheesy, and as comfortable as a pair of old slippers. We’ll see where it goes, but I definitely hope that we’ll be able to continue this campaign for a nice long while.

Dragonbane readthrough: The Dead Forest

Previous installments in this readthrough of Drakar & Demoner / Dragonbane:

Today’s entry in the early history of Dragonbane is an exciting one for two reason. Firstly, it’s the game’s first attempt at an “open” adventure, one where there is no particular plot and the players are free to head off in just about any direction they want. Secondly, and somewhat paradoxically, it’s the game’s first attempt at a connected campaign of adventures, the first of a three-part series where each installment picks up where the last left off. Which does raise the issue of what you’re supposed to do if the players don’t do the things they need to do to ever make it to the next part in the series, because those plot coupons are by no means obvious to someone who hasn’t read the book… But oh well.

Döda Skogen (“The Dead Forest”), part one of Ärans Väg (“The Path of Glory”), takes place in a forested area surrounding an unnamed inn where the players are assumed to start out. At the inn is a couple of different plot hooks for them to bite. There is a wine merchant named Dregil who got robbed by orcs and wants some adventurers to get his stocks back from their caves. There are a couple of rogues named Filundrus and Ivil who will try to convince adventurers that there is treasure buried in some haunted barrows that they can show them, but if the adventurers go for it they’ll rob them along the way and make a run for it.

Finally, and most notably, there’s a “warlockess” whose real name is Doriath but who calls herself Tuvinel. Since her real name has no particular relevance and the heroes are unlikely to ever learn it, I’m not sure why the adventure doesn’t just call her Tuvinel, but okay. Anyway, she’ll try to get some adventurers with her to rob another magician named Vindhand who she knows lives in an underground complex beneath a lake. She wants all his magical doodads, including “the conch shell” which is one of the keys to the Gates of Power (more of which later). She’ll lie and claim that he’s loaded with gold, though if push comes to shove she’ll pay for the right to loot his scrolls and talismans.

Doriath, by the way, is obscenely powerful compared to a starting character in this system, with a whoppin’ 14 spells that she’s got scores in ranging from 70% to 90%, 20 Power Points of her own and 25 more stored in a talisman, and just generally a level of competence that is downright implausible if we assume that she’s been built one XP check at the time. Yes, I know I keep harping on this, but it bugs me! And it’s only going to get worse, because at least Doriath has an actual finite list of spells – in later adventures, NPC magicians just have spell lists that read “all spells at 120%” or something…

Heading out into the wilderness, the players can run into random encounters, many of which are fun and colourful. For a start, there is a pair of minotaur brothers who jump travelers with cheerful cries of “WE HUNT FOR GLORY!” but can be sweet-talked into leaving without a fight, especially by women. There’s also a centaur who knows a lot about the area’s secrets if someone asks him, a band of highwaymen, a pair of other adventurers, and a group of elves making a pilgrimage to the Dead Forest. The Dead Forest, by the way, has very little to do with the plot of this adventure and only very slightly more to do with the next – it’s a patch of woods on an island where the trees never grow yet never die, because they’re frozen the way they were back when the elder races still lived in the area.

Two encounters that will have later significance is a “black knight of Sathmog” and three knights of Eledain who are hunting him. If you recall, Eledain has actually been mentioned before in The Secret of the Skeleton Village, so apparently we’re still in the same setting. The black knight tries to beat up and rob anyone he comes across, so helping the Eledain knights kill him is probably a good thing. We’ll see more of Eledain’s “Brotherhood of the Eternally Shining Star” in later parts of this series, along with more of Sathmog’s sinister warriors.

If the players go after Vindhand, they can find his lair easily enough. They’ll then be approached by a supposed “wandering monk” who’s really Vindhand himself trying to figure out what they want. If they express interest in the conch shell he carries, he can tell them that it forms part of the key to the Gates of Power and that he’s settled in the area to try to get his hands on it so he can open the Gates of Power and plunder the abandoned dwarven city beyond. That’s one way the players can get involved, though it does require them to just not killinate Vindhand immediately, as Doriath probably wants them to. It also doesn’t say anything about whether Doriath will recognise Vindhand – she has explicitly seen him before, albeit from a distance. His lair does have some valuables in it, but all are magical or at least scholarly in nature, so if Doriath got the players to agree to give her all things of that nature as her share, she’s royally screwed them (not that they can’t, ahem, re-negotiate with her on the spot – she’s powerful, but not to the point where fighting an entire party of adventurers wouldn’t be insanely risky for her).

The barrows that Filundrus and Ivil talked about actually exist and have some treasure in them, including a magic sword, but it’s guarded by barrow wights, who are bad news – they are invincible to non-magical sources of damage except for fire, and can suck out people’s Power Points until they expire. Still, delving down there is an option for suitably suicidal players.

The orcs that Dregil was robbed by can also be found and their hideout forms a fairly straightforward dungeon, with the orcs artfully sprinkled throughout it so they can be defeated a few at the time. The orc leader has “the black pearl” that’s one of the keys to the Gates of Power. There is also a sorceress named Elusia who lives alone, is friends with the centaur from earlier and possesses “the white pearl” that’s the final key, a hermit who also lives alone (it’s in the job description) and has a medallion with a cryptic inscription that hints at the keys and the Gates, and a temple with an oracle who answers questions in rhyme.

The idea here is that the players should end up with the white pearl, the black pearl, and the conch shell, and find their way to the Gates of Power which stands against the mountain side past a forbidding swamp. I am not confident about there being enough clues to lead them there, but I suppose they can fairly easily stumble on the black pearl or the conch shell and the GM can use that to hint strongly that This Is Somehow Significant, thus leading them to look around until they have the whole set? Either way, they are then supposed to insert the pearls into the gate and blow the shell, in accordance with the inscription on the hermit’s medallion. The Gates open and leads to the next installment in the series, The Gates of Power.

My quibbles with the tension between open structure and expected outcome aside, I really like this adventure. It’s got a nice bit of freedom to it, with plenty of things to discover, and a light and humerous tone (which is, as usual, maybe not quite suitable for the gritty, lethal mechanics, but that’s another eternal gripe). I’ve never actually run it – I never could find a copy, back in the day, though I did run the two other installments in the series – but I could definitely see myself doing that.