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My D&D module Ultima 1 recreation is dead. Long live Ultima 1!

Back early this year, I worked hard on an implementation of Ultima 1. I had the world of Sosaria written out. I had maps. I had a game flowchart, an outline, a schedule of events in the world, I had hooks, main quests, sub-quests. I had a freakin' SPREADSHEET with every encounter, gold piece, treasure item and monster tied to macros and calculations to make sure that everything was "balanced" and that the CRs worked out and that the likelihood of leveling would allow someone to go to the next area. I even had flowcharts for if the PCs really screwed things up and failed quests - I hadn't written out those story lines, but I was ready for it. This thing was *tight*...

... except that it was really suited for a computer game and not a role playing game. (Continued in full view)

Sure, I could have run this, and it would have been a nice railroad. But what if the characters had told Lord British to take a flying hike? What if instead of performing the tasks to get the required gems, they stayed at home, or worse, went on a dungeon raiding spree to get gold? What if they decided to let Monitor fall to the army besieging it? What if, for some reason, they just didn't care that Mondain was about to lay waste to the countryside, they wanted to just protect the forests and the city of Dawn?

*thud*

I had fallen into the worst of all traps - assuming that players would want to do XYZ and setting up a railroad adventure that assumed XYZ. And that wasn't what I wanted to do, in the end. I don't think the problem was that I write bad adventures. I think the problem is the source material and concept I started from.

Ultima 1 is a railroad story that we participated in. It was a fantastic story and the first 4 Ultimas will always have a special place in my heart, right next to Bards Tale 1 and Morrowind. It was, however, a story with an arc. I didn't want the players to re-enact Ultima 1, because as a player, I would be *bored*. I wanted the players to live in the time of Ultima 1 and, if they chose, to participate in the quest to rid the world of Mondain. I could present them the hooks, give them the opportunity, if they chose, to run a series of adventures who's campaign end was to rid the world of Mondain... but ultimately (no pun intended) it should be less about the same story arc and more about *their* story arc.

And that is where I get hung up. It's almost like the anti-thesis of what I understand "old school" D&D to be about. Yes, there was a Greyhawk campaign and yes, there were plots and plans and things that happened, but ultimately (if I understand my D&D history right), it was about what the players did and how they shaped the world.

I've already started raiding my ideas to put them in other campaigns. I'm rewriting (again, for the 3rd time) my Vale campaign. It's based off the old "Fast Play" modules that came out for 2e right before 3e came out. I rewrote it for 3e and now I'm rewriting it for microlite74/0e-ish play. A really nice and nasty dungeon is going from my Ultima 1 writings to Vale.

I don't want to leave the land of Sosaria behind. I really want to bring Sosaria and Lord British and Mondain to the tabletop, but I'll be damned if I know how to do it. Maybe it's the fact that I "know" the story as it was written by the CRPG and I need to leave that behind. Start at Ground 0, put the chess pieces on the board, write out a few of the opening sandboxes and let it go where it can?

Comments

The problem I see is that you love the Sosaria setting, but you are trying to shoehorn the players into following the plotline covered in the computer game. Try to have the players take roles of their own choosing and not forcing them to assume the role of the original computer game protagonist.

Allow them to do what they want, hearing rumors of what is happening in the world around them--without having them be the "computer game protagonist." Leave it up to them how they interact with the "living" world around them.

This problem is the similar to the problem the "Dragonlance" modules had: they were plot-driven, not player driven. Players sat down and were forced along a predetermined plotline. They were just along for the ride. Kind of like whitewater rafting down a river with no paddle or rudder. Just along for the ride. Furthermore, the course the river takes is known to most of the players anyway (whether Ultima or Dragonlance) so really why bother riding the raft at all?

Embrace a true player-driven "sandbox style" of game. Ditch plots. Ditch intricate storylines. You will find that the players leave every session saying "wow that was fun!" rather than feeling like the "story" you ran them through was too predictable, or too boring, or too inconsistant.

The other benefit of a true "sandbox style" game is that it requires less prep time for the DM. Also, if the DM can truly master this style, and RESIST "telling a story", the game's direction and flow will become more enjoyable for the DM as well, since the course of the action will often be as much a surprise to the DM as it is to the players. The true old-school DM isn't there to advance some linear plot, force the character's actions, or even to protect a player from dying. You are the player's eyes and ears, and you judge the results of the player's actions. Nothing more.

--Qommy

Qommy,

Thanks for the comments! That's pretty much inline with what had occurred to me, that railroading a plot would not be what I wanted. It will definitely mean that the setting will become familiar, but the story will not. I think that's a good thing, after all, what would have happened if Mondain actually DID succeed in turning Sosaria into his domain of evil, thanks to the players?

We'll see what goes from here. Right now, I'm in "creative overload" with about a zillion ideas running through my head. Sosaria isn't going away and it's nice to know that I've got a lot of settings already created (seriously, I have maybe a man-month of work on Ultima1 for D&D completed) to drop in, either in a Sosaria campaign or reuse elsewhere. In fact, the famous Gelantinous Cube quest is now a possible setting/hook for my wife's solo game.

-- Chgowiz
If you're in the dark, beware the grue!