I have had a thought rolling about in my head for a bit to work up some sort of steppes campaign - built around a moving base that is either a nomadic tribe or a silk road caravan. I think a lot of this could be built off Ultraviolet Grasslands but I want the science-fantasy weirdness dialled more towards sword-and-sorcery weirdness. Throwing it out here on the D.I.O. principle.
An objective would be to bring to the table a bunch of books I have on my shelves - the long list being
Ultraviolet Grasslands
Metis Creative’s catalogue - City of the Crescent and Empires of the Silk Road
Wayfarer's Nomadic Realms
Studio Agates Great Kaan from Eana
Valley of the Five Fires
The Golden Khan of Ethengar (Known World Gazetteer GAZ12)
Another big influence on all this is the Dothraki Horde articles on A Collection of Unmitigated Pedantry (ACOUP) which is a fascinating series.
Another objective of this would be a chance to visit some of the lesser known areas of famous campaign worlds since most of them do have a steppe location in it - Ethengar for the Known World, the Endless Wastes or the Hordelands for Forgotten Realms, the Dry Steppes for Greyhawk, Great Kaan for Eana, Khanate of Khazzaki for Midgard. Noting the strong similarities between all of these - effectively "if Steppe, therefore Mongol-types" much of what is available should be readily portable side-to-side. The Great Kaan and Nomadic Realms stand out for doing something a bit different. The way the ACOUP blog series looks at the parallels between horse-nomad cultures in North America and Asia provides another source of influences to draw on.
The campaign structure would be the caravan mechanics from UVG, a big theme being the 'moving across the map' huge scale of the thing. Sites would come within reach and be accessible for a period of time, the party roaming out from the mobile home base before moving on. It would prompt some different play styles in that you could play some situations as pure raids - stirring up a hornets nest and escaping into the great grasslands, confident that you are rapidly moving beyond the reach of vengeance.
The combination between 'explorers of the unknown' and 'community base' is the unusual thing to lean into. With a caravan, there are strong similarities to a ship based campaign, but with a nomad community than there are a lot more interesting relationships, a lot more going on but also a block more obligations and potential hooks related to the fact that *everyone* is along on the journey. In both cases there is a slow-moving core that needs to be protected or have enemies diverted away from it - sheep and goat flocks, the young and old of the community, the caravan goods, etc.
Thoughts for hooks would be:
1. Known hazards we need checked out to plan our route - are our sworn foes at their northern or southern camp grounds so we can avoid them, have the seals held on the tomb of great evil
2. Scout the route ahead - should be an easy ride, plenty of time for a side endeavour
3. Some predator is snatching from the flocks/mounts - deal with it
4. Tales tell of a treasure near our next camp ground - we should investigate
5. Ahead is one of the great cities - opportunity for trade and information gathering but all the risks that cities bring
6. Some so-called ruler of the steppe has sent emissaries - go back with them and try to get us in the least trouble
System wise the sources are 50/50 between 5e or BX compatible. I wouldn't mind trying an older edition to give a bit more focus onto solutions not on your character sheet and see people use their mounts more.
The more I think on this, the more it strikes me this is a rolling hex-crawl where there is time pressure to check things out before they fall beyond reach and fun to be had in the constant balance of 'grab what we can and go' versus 'delve deeper, knowing we have to travel ever further to catch up'. Some things will stay constant while others will change frequently.
This is really intriguing. The "moving home base" is going to open up some cool gameplay, I think.
ReplyDeleteIndeed - though from a DM's point of view, prepping large amounts of hexes regularly without getting swamped could become a challenge!
DeleteI ran a short campaign in a place where the steppe meets the forest and hills. It was a lot of fun. A big thing I learned is that encounter distance matters quite a lot from random encounters. You can see a long way. A big monster or a large number of riders are hard to hide. https://grumpywizard.home.blog/2021/09/04/dragons-bend-campaign/
ReplyDeleteInteresting point - long, long sight-lines are a cool wrinkle to the usual hex-crawl.
DeleteI think you might like the blog Against the Wicked City. Great swaths of it are about are gaming in a Central Asia/Silk Road/Steppe setting. It has lots--and I mean lots--of interesting and useful stuff I think. udan-adan.blogspot.com
ReplyDeleteI'm also reminded of Wagon Train.
Good shout - I also got a recommendation on another channel to check out 'Roots of Bitterness' by Zzarchov Kowolski - seems like there's a fair amount of stuff out there once you start really looking!
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