Since the game is set in Tolkien's Middle-earth, my first step was to find some inspirational resources. A quick web search turned up two sites that look useful, The Encyclopedia of Arda and The Thain's Book. I also spent the weekend watching the The Lord of the Rings.
My next step was to define the potential roles for player characters. Tolkien's world provides many options for races and backgrounds, but doesn't really fit the classic old-school class model very well, but I've already decided to play fast and loose with the setting, so coming up with a collection of races and classes wasn't all that hard.
My initial pitch sketched out the very basic outlines of the sandbox, so my next step was to firm up the area of play. I had visualized Hollin, the player's base of operations, as a gold rush town, populated by those drawn by the potential wealth of Moria. With that in mind I laid out a list of businesses:
- Durin's Rest - A slightly better quality inn and tavern
- Farin's Provisions - General supplies and provisions
- Gamling's Mounts - A stable
- Garden of the Valar - Shrines to the various Valar
- Mithril's End - A smithy
- Moria Tours - Guided tours of Moria
- Sheriff's Office - The local law enforcement
- The Common - The open central square of the village, generally a muddy morass
- The Dancing Dwarf - A tavern, brothel, casino and inn, all rolled into one
- The Market - A bazaar held outside the palisade three days a week
The next step was to lay out an overview of Moria. Moria is a huge place, something like 40 miles east to west, so a broad strokes layout is going to be very helpful in planning who or what lives where. Clearly laying out 40 miles of dungeons a grid at a time is the work of a lifetime, so I needed a framework to hang the important bits on. I did a little digging into the history of the Dwarves and discovered the number seven has some significance to them (seven Dwarf clans, seven rings of power), so I decided to play up that theme. Moria, I decided, was made up of seven Great Upper Halls, cut into the slopes of Silvertine. Twenty-one Great Deeps (seven times seven [edit: clearly my math is flawed]) were cut beneath the mountain's roots and housed the mines, armories, and workshops of Moria. I also picked out some of the major features of Moria mentioned by Tolkien, Durin's Tower, the Endless Stair, Dimrill Gate, the Bridge at Khazad-dum, and added them to the list. I then did a very rough layout of these levels on paper.
So far so good, but all those levels are carved by Dwarves. I wanted a little more variety, so I defined a few different areas as well:
- The Upper Caves - natural caverns that honeycomb the slopes of Silvertine.
- The Lower Caves - lightless caverns deep beneath the Dwarven diggings inhabited by creatures even Gandalf didn't understand.
- The Black Reaches - Caverns tainted by the foul presence of the Balrog.
At this point I have a pretty good idea of how things are laid out in and around Moria:
- I have thumbnail descriptions of the important businesses and points of interest in Hollin
- I've written a line or two about most of the named NPCs in Hollin.
- I have the general layout of Moria in place, and have solved the "how to get in" problem.
- I've also accumulated some rough notes about who or what might be found in Moria.
My next steps are going to be focused on the occupants and features of Moria proper, but that's fodder for the next article.
9 comments:
Damn, now I want to play that! :D
This sounds like a fun game, wish I could participate!
If you can find a copy, ICE did an excellent work up of Moria that might be a handy reference for this.
This sounds really cool. I look forward to reading more as you get everything going.
That, all just sounds awesome! Looking forward to following your posts.
It's become quite engrossing for me. The scarcity of 'monsters' in Tolkien's writings have made populating Moria quite a challenge. I've come up with what I think are going to be some interesting twists for my players, which I'll cover, at least in part, next time I write about this project.
My internal editor can't help but mention that 21 Great Deeps is 3x7... but if you actually map out 49 Great Deeps, my hat is off to you.
Here's a suggestion for the lack of monsters in Tolkien: factions. A lot of old school D&D modules had loads of parlays and Fistful of Dollars-style playing off one group of bad guys against another. We know Mordor Orcs and Uruks don't get along... I bet there are all kinds of feuds between Giants, Goblins, Trolls and other Moria dwellers. Not to mention feuds between competing Dwarf clans, eking out safe areas underground (ie more places to heal up!).
Doh. New math. :) Hmmm (thinks fast) it's the Dwarven counting system, yeah that's it!
Looking back at my notes I actually have "seven times seven" Great Deeps, so apparently I was thinking 49. Not sure where 21 came from.
Factions will definitely play a part in the Deeps. I already have three major Goblin tribes sketched out, and I haven't touched the other races yet. More in the next article!
Even though I should be invoking the Tolkien police, I just feel a bit smile and a sense of belonging. Sounds like it will be Great fun to explore!
Don't worry the Tolkien police are already out in full force. :)
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