Just Sharing Some Customization Plans For The Next SoB Campaign

We never seem to run these emergent narrative crawler type games the same way twice. And this time we decided we wanted a persistent town system. But after flipping through the rulebooks for Hexcrawl and Alone In The Shadows of Brimstone we decided that we wanted something simpler, with less overhead and additional systems.

We play with everything all at once when we do SoB (though I only have Forest of the Dead and thus Haunted Castle from Forbidden Fortress). So there’s already a lot going on. But we love the variety and not knowing what’s coming next. And if we want to theme something, I sort of just do it on the fly. Tossing threat cards that don’t fit and pulling the next. I sometimes play a bit of GM for my wife when it fits or inspiration strikes.

We’re not quite done with our starting party because we like to set up individual backstories & goals for our characters. We’ve not done this yet, but we usually start with Ryan’s Campaign Modules for inspiration. And then build off of what we roll on his tables. We ran a game that had a prospector looking for his lost dog, and once found would sell all his belongings if he had to in order to get that pup resurrected. It also had a Frontier Doc with apocalyptic visions that led to XXL enemies potentially annihilating otherworlds or earth itself (as a fail state). And that gave the party an ultimate goal with rules we made for achieving victory. Sometimes these things add vulnerabilities or small rewards for characters.

We have selected heroes for this run and we’re going with a tribal party that includes a Dark Stone Shaman (who we’re fudging to be from Jargono), a Jargono Native, and then an Aztec Blood Priestess and Eagle Warrior that were displaced and had been living in Jargono with the other party members. But we’re going to start the game in the Old West because we’re not done using that as the starting point/base world.

So back to the question of persistent towns… I think we’ve come up with a pretty good system that doesn’t involve needing an overland map and still respects the normal rules for rolling on travel hazards dependent upon town sizes. As well as mission fail conditions that will damage towns.

We’re going to start with 3 towns pre-named and given a size, but nothing further until we visit them. They will count as “previously visited” for the chart below. Towns will use the frontier town rules plus the Hexcrawl traits (modified for my own preferences). And then the 3 forts shown in the map in the adventure book (which will be small towns with frontier outposts, defensive traits, single-night stays only, and limited building options like is done in the Alone in the SOB mod). Plus the conquistador camp should we choose to use it (Aztec chars unlock access).

Then we’re going to have a mission board that holds 5 missions at a time. I’ve got like 170 missions on a spreadsheet to roll on and determine what hits the mission board. Obviously there’ll be some re-rolls if we don’t want to interact with a particular otherworld yet or start in the middle of a quest chain, etc… We’re ok with doing that on the fly. And then each mission will have a randomized turn-in point. I’m not sure that I’m settled on the percent chances to roll each thing, but it’s currently looking like this:

Turn-In Chart

1 Return to the Town Where You Pick This Up (wait to fill in destination)
2 Return to the Town Where You First Saw This Generated
3-4 New Town, roll a D3, 1 = small, 2 = medium, 3 = large
5 Roll a D3: 1 = Fort Burk, 2 = Fort Lopez, 3 = Fort Landy
6 Conquistador Camp (or any camp being used in your campaign)
7-10 A Randomly Selected Previously Visited Town

But the idea here is that if a mission failure causes damage to a town, you already have decided which town you’ll be heading to after the mission, so can’t fudge the town that gets affected. And the town’s size will determine how many travel hazards you get as per usual (though you could choose to go elsewhere, I think). And we enjoyed the Ultimate Travel Hazards book so we’ll be using that again. But I may check out the hazards from Alone in the SOB.

I’m considering making large towns harder to get than small or medium though. I haven’t decided yet. But 20% chance that a mission will bring you to a new town seemed alright. And it could very well make you want to take a mission you’d otherwise skip just to get a new town.

We’re also thinking of connecting all railroad towns and river towns and you can travel from one to another for a ticket price.

And then I’m going to borrow a system for paying to initiate construction in towns with destroyed buildings. I think Hexcrawl has one.

But I just thought I’d share for anyone interested. It also helps me sort it all out in my mind by forcing me to explain it to people.

EDIT: Adding the map we’re going to fill in as we create towns in the OP too. Not using any sort of physical travel across it. Just for immersion’s sake (and based on the adventure book map).

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Sounds great! I love this game and only have done a single campaign using HexCrawl that lasted us a year and a half! Needless-to-say I learned a lot about what kinds of things I’d like to adjust the next time I/we play this game.

I really appreciate you linking all the resources. I haven’t looked into Alone in SoB so I think it’s time I gave it a gander. I also like a lot of the systems you are contemplating and have shared here, they make a lot of sense to me.

Something about generating the next town in regard to size; I always liked the way this is done in Warhammer Quest 1995. This way the party can determine what size town they seek beforehand and this effects the travel time, AKA the amount of hazard roles. I liked how the party could fail to meet their destination and this is what determines the odds as you mentioned. (At least I think this relates to what you are talking about.) It also makes me consider that it may be cool to add a city as an option that has all of the shops from the old west but takes the longest to get to. This could be really cool in a campaign that is on a fixed timeline. That’s another thing just to note for my next game, I think I want to do a fixed length campaign with a defined ending. I’d love to try the narrative campaign at the back of HexCrawl or either of the other campaign modes.

Anyway, love reading about SoB. It’s a nice reminder that I’m not the only one who gets nuts about this stuff.

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I started looking at Alone in the SoB because Hexcrawl’s been without updates for so long. And its got some similarities. But instead of hexes its got nodes for travel between areas on the map. Some of the mechanics are very similar (like town traits), and some are going off in a different direction. So I’m picking and choosing little bits of inspiration from both. Just trying to weave the emergent narrative together a bit more strongly without going overboard on added mechanics. Neither of us are interested in managing supplies or considering our travel pace, etc…

I think we too prefer the size of the destination determining how many potential travel hazards you have, rather than physical distances on the map. I think I may make a map, but it’ll just be for immersion’s sake. Add our own towns as they get discovered, etc… I’ve got Wonderdraft and a set of western-themed assets. Plus I’m always looking for an excuse to mess with it.

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Just sharing a map prior to adding the towns. They’ll go on as we discover them. But it’s otherwise based on the map in the SoB Adventure Book, but adds a coastline for the Conquistadors to camp at.

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That’s really cool! Are you using AI to create this or some piece of software?

That’s software called Wonderdraft. I’m not particularly great with it… There’s people that make some really beautiful maps. Even stuff for commercial purposes. And a whole community that makes assets for it (even some decent free packs). But you can also make your own assets if you’re so inclined. And then sell them too.

If you’re interested, this guy’s tutorial videos were pretty good: https://www.youtube.com/playlist?list=PLL68RnAYrc0-Szoe3xkRxeesmYwJ28Fnp

There’s a fairly large marketplace here: https://cartographyassets.com/asset-category/specific-assets/wonderdraft/

A great free asset pack here: Avoro – CartographyAssets

An artist whose assets I quite like and are all over the map above has a website here: https://fantasymapassets.com/wonderdraft-assets/

And of course, wonderdraft itself: https://www.wonderdraft.net/

There’s a dedicated subreddit for it too, I believe.

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I wanted to share a couple of mechanisms I plan on using for my next SoB campaign as they may also benefit some of the things you are looking to do with yours.

One thing I started doing was putting all of my enemies into a spreadsheet with all of their keywords so that I could arrange and filter them easily by searching for a certain keyword. Next I created a chart of all of the separate enemy keywords so that I could pick an enemy type at random. Finally I wanted to come up with a system where when exploring a new dungeon I would pick a random enemy type to be the primary type found in that dungeon. I would allow maybe 1-3 different enemy types per dungeon depending on how things played out. (This is all pertaining to the main enemy decks, not the Other World enemy decks.)

So that’s where I left it, but I never actually put it into practice and at this point I already completely forget what I learned about using the spreadsheet program. But I was thinking this morning that it would be potentially helpful if I put all of the enemy types into separate decks so it would be faster to hunt for the next applicable enemy in the master deck. But then I remembered that most enemies have more than one keyword so I am not exactly sure what I will do next. One could potentially put all of their cards into a spreadsheet but I am an analog guy, ideally I don’t even want to use the computer for the spreadsheet I’d like to print it out and apply numbers so I can roll.. or now that I am thinking about it I think making tokens would be a LOT better. That way when I obtain a new enemy type all I have to do is make a new token and add it to a bag. Hell yeah!

I will continue to ponder on this.

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The token idea isn’t bad, but you’ll have to account for a lot of threat cards mixing enemies into groups to pull (if you’re trying to replace the threat cards).

I have a sheet that separates all the enemies into the otherworlds that they most likely belong to. But even that categorization never feels quite right to me.

I’ve got the minis organized by types, but again, these types are pretty loose as enemies will sometimes fit into multiples.

We do theme some dungeons and a system like this would be useful. Currently it’s just me going through the master deck and tossing away cards that don’t fit the theme as we go. Though sometimes that leads to neat options. Like one time we had an Onomarake phoenix come back and surprise fight us again when it didn’t really otherwise fit, because it was mad at us and followed us into another world. And that was just on a whim while trying to pull threat cards that fit the mission.

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Not replacing threat cards, just using tokens to determine enemy keyword/type for the dungeon, so only pulling threat cards of the applicable type/s.
I will have to try and remember to also accommodate the wandering monster aspect, I forget what it’s called. A threat from another world in the mines.

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Oh, I see what you mean. Yeah, that makes sense.

And yeah, if you separate out the cards like that you may have to figure out what percentage trigger a wandering monster? And then turn that aspect into a roll? I usually dislike using digital elements in games but I definitely keep a random number generator on my phone.

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That is a great idea! I started using my computer for a RNG but if there’s a simple app for my phone that will be far better.

If you’re looking for a recommendation I use “Random Number Generator” by the developer Fernando Peralta.

It’s got a 10/10 privacy score on the app store that e/os phones use.

Not as flashy as some because it doesn’t have pictures of dice, but it also doesn’t limit you. A ton of dice rollers won’t let you go beyond D100 even if you can make a custom # of sides.

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I typed in the exact title and creator name in the app store and it doesn’t show up.
Oh, it’s for Android. It’s fine, I found something that works.

Oh yeah, e/os is de-googled android. Shares a lot with the regular android store, and then places like f-droid. But I don’t know anything about the ios store. Glad you found something though!