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Castle Mordengard Postmortem

Last year I ran eight sessions of Castle Mordengard, my first time refereeing an OD&D campaign. It is currently on indefinite hiatus (for reasons given below), so I wanted to reflect on its best moments & lessons learned.

Background

I had started playing OD&D in the REDUX campaign, described on the Scribbles & Horrors blog. Scribble took a bit of a hiatus, and I, wanting to try running OD&D, ran Castle Mordengard for the same group of players. CM is nominally in the same campaign universe as REDUX, on the other side of a large river. Characters could pass between campaigns, but in practice there was little back-and-forth transit.

Last September, two of the most consistent players moved away, and in November Scribbles relaunched REDUX, so CM is on indefinite hiatus (though I do want to return to it at some point).

Developing the Campaign

Much of CM was cobbled together from material I had been working on for other projects.

Mapping the Dungeon

I assembled Castle Mordengard from a bunch of maps I had drawn on regular (non-graph) paper. I had intentionally been trying to make big, sprawling, megadungeon levels, though I had been drawing the maps without any particular idea of setting or content.

Mapping the Overworld

I used the same tech as the Outdoor Survival Remix: QGIS to lay out terrain types on a hex grid, R to make a preliminary height-map, Wilbur for simulated erosion, then back into QGIS for styling. The overall map has the same dimensions as Outdoor Survival, but I added some ocean & grey Terra Incognita to shrink the size a bit.

I ended up placing some dungeons by Eldritch Fields when players started exploring the overworld.

The Milieu

On a whim, I started by throwing together a little brochure for my region (called "The Concavity" after the toxic waste zone alluded to in Infinite Jest). I knew I wanted the region to have a main dungeon, a river crossing where players could enter from the lands around REDUX, and a few wacky towns.

Later in the campaign I worked out a more complex set of faction relationships & a more detailed notion of the Concavity's economy, which mainly revolves around exporting canned escargot to the wider world.

Castle Mordengard

The basic pitch is that Castle Mordengard was the mountaintop home of the Concavity's ruling dynasy, House Sternenhoech,1 until the sudden disappearance of King Archibald the Grim twenty years ago. Ever since, his castle has been infested by monsters & the land consumed by infighting, yadda yadda.

King Archibald was working on completing the system of Transcendental Idealism in his spare time, & his notes are supposedly somewhere in his personal wunderkammer, deep underground.

The dungeon has been opened up for looting by the Proboscidean Princes, who are hoping that allowing adventurers to ransack it will de-mystify the Sternenhoech dynasty & prevent the return of a centralized human-led government.

Proboscideans

A long time ago, I read this post on Deviantart of all places & ever since have loved the idea of sentient elephants. In the Concavity, I implied that they led the settlement of the land, ruling until the rise of the Sternenhoech dynasty, after which political equality was instated but the Proboscideans kept much of their wealth. With Archibald's disappearance, they have begun taking a more active role in government.

In practice, I treated Proboscideans like high-level NPCs, & used silly Carcosa titles for their names. I never quite worked this out in detail, however, so their relationship to high-level human NPCs is unclear.

Bandit factions

Bandits in the Concavity belong to one of five political parties:

The train of thought here was something like: Alignment is a vestigial wargame faction system, so what if the bandits are revolutionaries & the alignments were between anarchists (chaos) & vanguardists (law)? But then (for reasons I don't quite remember) I expanded it out with centrists, theocrats, & conservatives. In any case, I spun it as a reaction to the interregnum following Archibald's disappearance, with human factions squabbling over how to govern while the Proboscidean Princes quietly reasserted their authority.

In an effort to keep things light, I tried to spin each faction as an absurdly face-value version of each ideology. So the centrists mail out monthly surveys & do complex vector algebra to calculate the exact centroid of public opinion space. The conservatives are opposed to any type of change (rather than an idealized past), etc.

Because the players ended up joining the Concavitan Coalition for Progress, the bandits became a much bigger part of the campaign than I ever intended.

Ruleset

I primarily used White Box OD&D. I compiled The Littlest Brown Book mostly out of obsessive hyper-fixation but also partly in order to organize the rules in a way that was easier for me to consult at the table.

I used a slightly modified version of the "New Revised Alternate Combat Sequence" developed by Scribble M. Horror for the REDUX campaign. This system simplifies attacks to a single d6 roll per HD, and compares the roll to a matrix, with columns determined by the best AC in the defending ranks. Instead of HP, each hit inflicts 1 HD of damage. In practice it's a bit like a hybrid of Chainmail's 20:1 combat & the side-based clashes in Tunnels & Trolls.  

I also tried bringing out the spellbook Grimoires I had compiled, but switched back to the standard spell list after a few sessions.

I compiled a snazzy little player's guide from bits of the LstBB, which I printed & hand-bound.

Campaign Logs

Logs of each session can be read below. My favorite sessions were 5, 7, & 8.

What did we learn?

In brief: the overland & dungeon maps, the use of white box OD&D with modified combat, and the weird, gonzo setting worked well, and the meta-level scheduling structure, haphazard dungeon stocking, and incorporation of pseudo-political bandits could be improved.

Milieu

The originality of Scribbles' REDUX milieu was a difficult act to follow2 -- I probably over-reached when trying to make CM comparably weird. CM would have been much easier to run if I had kept more of OD&D's bones in place, particularly w/r/t the dungeon & overland encounter tables.

Scheduling

There are closed tables (where you have a committed group), open tables (where you indefatigably run a game at a regular time & place for whoever shows up), & there are tables where once every month or so you muster the energy to text your groupchat of 13 friends/acquaintances & try to get a game on the calendar. This third type is not at all sustainable, especially for a GM with a proclivity toward procrastination & social anxiety. If there's one key takeaway to all this it's that every house rule, clever setting idea, custom bestiary, & theoretical insight about OSR games is worthless if you can't nail down the basic infrastructure of scheduling one session after another.

The Dungeon

I think the dungeon maps were pretty solid -- people seemed to enjoy mapping & navigating them. However, no sessions ever got past the first level, so it's hard to judge how it would have played out long term. Keying the dungeon was more of a mixed bag -- I would have had an easier time sticking closer to the standard OD&D wandering monster lists.

The Overworld

The overland map is one of my favorite aspects of the campaign. Having high-resolution pseudo-realistic terrain is really helpful for narrating overland travel -- the landscapes felt 'real', & players were using gullies & streams to navigate.

The Ruleset

The New Revised Alternate Combat Sequence (NRACS) developed by Scribbles was a big success.

Things to change for next time


  1. Borrowed from a Ladislav Klima novel.

  2. This is a campaign that has "can of worms (closed)", "Colt .45" & "Ibuprofen" on the expanded equipment list, and spells like "Create Milk" & "Engineer Political Catastrophe". Very gonzo, but in (imo) an elevated way.

  3. Mandog does this in an extremely cool way, albeit much darker. If I resurrect CM I may find a way to slot it in to the campaign world.

  4. Upon reflection, this passage comes across as much more negative than is warranted. I do feel some frustration insofar as some of my own negative traits impeded my ambition to run a longer campaign. However, at the end of the day, I am extremely lucky that my friends were willing to play a hacked-together OD&D game at all, and that while it's on hiatus I still get to play OD&D as a player. Above all, I don't meant to imply that I see short campaigns as inherently worse, or a failure -- just that in this case I was hoping for more, and will be taking these lessons to heart as I run future campaigns.

  5. C.f. Bateman against hexcrawls, or my musings on hex size. You don't need some optimal density, you just need interesting places to go.

  6. I like the idea of continuing to develop this as a small-scale setting where I can get really fine-grained, in contrast to the necessity of zooming way out for Antarctica.

#castle-mordengard #musings #session-report