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Written by Lee Barber
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Tuesday, 24 March 2009 16:09 |
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My series continues with an ancient Keep that now contains a macabre collection of torture implements! Nestled in the city of Gent, Belgium is the 800+ year old Castle of the Count of Flanders. Originally a traditional motte construction of stone and timber, the castle has been the home for a number of industries, from a 14th century mint to a 19th century cotton mill. However, the most interesting function of the dark tower was its role in "judicial" punishment. For hundreds of years, its dungeon levels were used as prisons, and criminals were openly scourged, branded, and dismembered atop the gate parapets. Human body parts and those of hunted vermin (like wolves) were nailed to the gate. Today, visitors can tour a Museum of Judicial Objects at the site, something I don't recommend doing immediately following breakfast. On display are gruesome devices for crushing, stretching, piercing, and severing exposed flesh. The most impressive artifacts are the executioner swords, which work well as a RPG magic item. See the stats below the picture: |
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Written by Lee Barber
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Tuesday, 17 March 2009 19:36 |
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Very few of the castles I've been to were perfectly square, with towers on the corners and a gate in the middle. Most simply conformed to the high hill they were constructed on, built up over the centuries of occupation. Knife-like ridges featured forts that were very linear, making them accessible from only one end. My examples of such a design are Chateaux Bouillon in Belgium, and Castle Vianden in Luxembourg. |
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Written by Lee Barber
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Sunday, 08 March 2009 12:40 |
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Nearly 25 years ago, I had the chance to go exploring anywhere a reasonably priced airplane ticket could take me (and my Dad). I decided to travel to Europe, and tour as many castles and forts I could in two weeks. Since my parents had lived in Europe for a number of years before my first birthday (I was an Italian bambino before returning to the USA), I let them set the itinerary. The holiday route included dozens of locations, starting in Holland, continuing through Germany, and back up through Luxembourg and Belgium. From that trip I've carefully saved many postcards and pamphlets about castles. Now, I can introduce my favorites from the viewpoint of a game blogger. Later, I will compile some of the map selections into a PDF that GMs can use for design reference. NUMBER ONE - SCHLOSS BRAUNFELS The best location for intrepid castle explorers that I've experienced is near Koblenz, Germany, where a dazzling number of riverside fortifications are clustered. The town and Schloss of Braunfels is on the Lahn River, and exemplifies a Gothic Fantasy setting. |
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Written by Lee Barber
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Thursday, 05 February 2009 15:03 |
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I haven't mentioned it here yet, but I'm working with the people involved in the RPG Blog Anthology project. Conveniently, you can read about that effort and the new Carnival at The Core Mechanic, home of both topics this month. The challenge this month is to provide a new map and monster. So, I've gone into my dusty files and pulled out the work I've begun on a Bronze Age setting. I've always loved the "Lost World" genre, which I read about in the Pellucidar novels and seen used in TSR products like the "Isle of Dread" and Hollow World campaign setting. However, I wanted a dash of realistic "1000 B.C." technology, which would mean no Byzantine warriors with steel swords and heavy plate. The eventual setting rules will also limit sorcery, whittling supernatural powers down to a few known encantations for contacting demonic forces. All the explanations are still in the testing phase, but I do have a map of the sample continent I will provide, rendered with the help of Photoshop: |
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Written by Lee Barber
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Thursday, 08 January 2009 14:01 |
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Around the blog-o-sphere, many useful posts have been made about bringing a dungeon to life, and what a DM can use to render one on paper. The input I'd like to give on the subject has to do with architectural concepts I studied in preparation for college. The following discussion points and samples are distilled from a book entitled, "Architecture: Form, Space & Order", by Francis Ching. Every section of his book clearly illustrates a concept in architecture that has universal application. I will attempt to filter some of the ideas for dungeon designers. DUNGEON FORMS: How does one organize numbered rooms on paper? Not every dungeon was made by a mad wizard with Wall of Stone spells and a packet of Geomorphs! Consider these organizational forms: CENTRALIZED - This form has a large, dominant space surrounded by secondary spaces with related function. Generally, the paths in a centralized dungeon lead to the core space. In real history, many churches and palaces followed this design. LINEAR - This form consists of repetitive spaces along an axis. These spaces can follow from one to the next (like a series of trapped rooms), or branch off a defined path (like a row of prison cells). Generally, the linear dungeon terminates in a special function area, such as a gate. RADIAL - This form features a dominant space that functions as a hub for linear branches. Unlike a centralized form, the focus in on the function of these radial extensions, which have their own purpose. Cave system dungeons often follow this arrangement, with monster lairs along paths leading away from a common space. Another example could be the traditional Elven tree dwelling. CLUSTERED - This form involves the relation of spaces in a group composition. A cluster often has a characteristic visual trait, like being composed of all square spaces or defined by an exterior wall (like rooms within a tower keep). Clustered dungeons may have irregular spaces or zones formed by interlocking chambers. Generally, additional organization can be provided by axial symmetry or a defined path. |
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