Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Monday, 20 October 2025

Building the megadungeon: Why factions are fabulous

Not them again!

Goblins and kobolds are dime a dozen. 

Players may groan at meeting another nondescript batch of the little green meanies. 

But gussy them up with personality as a distinct faction, and voila, they're much more engaging!

Second, savvy players can play multiple factions off against each other, adding another dimension to game play.

For example, let's create two factions of goblins who are at odds. 

Let's say one is called the Hobdreamers, and they have discovered a vast hallucinogenic fungus colony deep in the megadungeon. They are pale and nocturnal, cover themselves with white shroom dust, and mark their territory with mushroom caps stained in blood and set on a pike.

The fungus colony is sentient and communicates with the goblins through dream quests. It's goals are unknowable to mere animals. 

The industrious goblins are grinding up batches of fungus and selling it to humans in local villages and towns, causing an addiction epidemic that has authorities alarmed. This also gives the fungus colonies glimpses of what the user sees. 

Of course, the goblins need human middle men, as most people won't trust treacherous goblins pushing shrooms. So the goblins enlist the down and out, people on the fringes of society who have been cast aside. Perhaps crippled war veterans, or members of persecuted religious sects who've had their possessions confiscated by the local authorities and now thirst for revenge, like getting the bishop's sons addicted to shrooms. 

The second goblin tribe, let's call them the Lurkwebs, worship a giant arachnid (the classic trope, but I love it) which can psychically control a single goblin at a time mentally. Spider Queen Ixitchibit also produces offspring large enough for the goblins to ride. 

They use mama spider's web silk to create nets, which they use to snare merchants and caravans going along the old forest road passing by the megadungeon. The forest is perpetually gloomy, allowing these goblins to operate during daytime, as so little sun reaches the forest floor. They are excellent trackers and specialize in ambushes from above, riding their spider mounts and firing poison darts and arrows.

Daw, so cute, so readily available! Good luck finding scorpion riding goblins

Spider venom is used to poison their blades. Perhaps they also spike their mead, slowly gaining immunity to the venom. Their skin is tattooed with web patterns and spiral welts. Their territory is marked by crude web patterns.

Each goblin tribe is simultaneously building a skull and bone totem pole, trying to out do the other. The Hobdreamers have been suddenly getting much richer, their tower more splendid by the day. The Lurkwebs are jealous and want to put the Hobdreamers back in their place.

On top of that, the local thieves guild is angry that a new mysterious group is peddling drugs in their turf, and want their cut. 

So just by fleshing out a couple factions, we create a web of intrigue and possible adventure threads. Perhaps the local authorities want to hire the characters to put a stop to the drug trade. Or the thieves want to hire the characters to strong arm the goblins, or one goblin tribe wants to hire the characters to burn down the other's tribal totem. Maybe the merchants want an escort through the forest, or revenge on the goblins.

All of a sudden, the goblins are not just goblins anymore. They're Lurkwebs and Hobdreamers, both visibly distinct, with different goals and interests. 

Defining a faction leads to connections and consequences and fleshing out other factions, and suddenly you have a web of adventure hooks.

Ask yourself:

1) Who or what do they worship? What else makes them distinct? 

Orcs might follow a demon banished from Hell for not being evil enough. Kobolds might be trying to hatch a dragon's egg. Goblins might serve a medusa, and gouge their eyes out as a sign of devotion. A failed acolyte might pose as a powerful sorcerer and use a stolen magical artifact to beguile a tribe of gullible hobgoblins... until exposed. 

2) How does that figure in to their appearance, goals and modus operandi? 

Think of adornments (tattoos, clothing, face paint, armour, etc.), macabre ends (raising a demon, opening a gateway, creating a war machine, enslaving enemies, passing their spirit into objects, cursing a rival, etc. Pull freely from fantasy tropes, there are a ton of well worn ones!), and how step 1 above might influence how they go about it. 

The only limit is your imagination!

3) Who or what do they need to achieve their goals? 

Maybe they use magic, or ancient golem left over from an earlier civilization. Think of interesting monster combinations: what might they collaborate with to make encounters more engaging?

Kobold missile troops might benefit from the help of a bruiser, a bear or giant scorpion. 

Orcs might benefit from some imp allies, or perhaps they're berserkers who use only bone weapons and have pet grey ooze to deal with armoured enemies. Maybe the excrement or residue slime of a grey ooze, if you smear it on your skin, repels it.  

4) Who or what would want to oppose this, and why? Evil factions are often driven by things like envy, hate, sloth, prejudice, entitlement, etcetera. 

If one faction suddenly gets wealthier, it'll piss off all their rivals, who might gang up on them. Or perhaps they'd serve as mercenaries, then betray them. 

And of course there will be the forces of good who will oppose a rising tide of evil in the region. Perhaps it's the faeries of the woods, or a merchant guild trying to rebuild prosperity, or desperate farmers, or a monastery of monks guarding an ancient tome. 

Taken together, these details can help make your humanoid monster fodder more interesting, as well as flesh out the region which the characters are exploring. Plus, the web of interconnections will offer a plethora of fun ways players can turn rivalries to their advantage.

Win win!

Next up: A bunch of factions from Druidun Dungeon.

Monday, 28 July 2025

Theo Paxstone and the Dragon of Adyron FREE for limited time only!

Why, I'd buy that for a dollar... or $3.99! Free? Even better!

Theo Paxstone and the Dragon of Adyron is available for FREE for a limited time only: July 28th to July 31st, 2025. Get your copy from Amazon today!

THEO PAXSTONE AND THE DRAGON OF ADYRON is a fast-paced fantasy adventure that brings together steampunk and medieval myths, pitting noble knights in steam powered battle machines against dragons. Yet the feudal Kingdom of Adyron is mired in injustice, and even the heroes have something to hide.

"Like some sort of steampunk Robotech without the convoluted timeline, the first adventure of Theo Paxstone features an appealing cast of central characters and an intriguing plot that zips along at a delightful pace. The adventure is serious, but Turner lobs some light touches and natural humour into the fray. The book is such an adept balancing act, your "sauce-box" will drop open when you learn it's his first book for younger readers."
Evan Munday, author of the Silver Birch-shortlisted ‘The Dead Kid Detective Agency'

‘This is a charming futurist fantasy that will appeal to young steampunk fans. In a world of ravaged by global conflagration, humankind has reverted to a feudal society powered by steam. An orphan named Theo uses his mechanical genius to find a ticket out of a crowded sweatshop, offering his services to an old knight with a heart of gold. Yes, there is a quest, but no, it doesn't turn out the way you'd expect. It's a fun read enhanced by the author's quirky illustrations.’
Sheree-Lee Olson, author of ‘Sailor Girl’

Theo Paxstone and the Dragon of Adyron FREE for limited time only!Full of dangerous flights, mistaken identities, and kids who show incredulous grown-ups that they are more than able to handle themselves, Theo’s tale should satisfy young readers looking for a bit of speculative escapism.
Kirkus

Because every fantasy adventure worth its salt has a map!


Saturday, 23 December 2023

Dragon Garage genesis part un

dragon garage pitch doc cover
The pitch doc cover, in a 'clear line' (if wibbly wobbly) style. People thought it was dated.

Dragon Garage evolved over more than a decade; it started out as one of a cluster of ideas I came up with after doing my first graphic novel, Nil: A Land Beyond BeliefRex Libris, Warlord of Io and Rebel Angels (in very different proto-form) were also part of this batch. I picked Rex as an antidote to Nil, and the serialized comic book ran for 13 bonkers issues.

It took me years to work out an acceptable vector style for Warlord of Io. For Dragon Garage, I didn't think a digital look would work at all: it would have to be hand drawn.

I tried a couple goes at it, using a linear look, but the style was deemed 'old and dated', so I abandoned the effort. 

Instead, I pitched it as a TV show. 

By this time, I'd had a couple Hollywood options and made some contacts. I collaborated with them on some projects, and they were asking for more ideas, so I pulled out the pile in my ideas drawer. I later collaborated with an actress/writer in Berlin on a number of television concepts, which we put to studios like Sony and Disney.

Nothing substantial came of that, naturally. It's incredibly difficult for outsiders to break into the business. Writers mostly do spec scripts to get picked up by existing shows, and get a seat at a preexisting writer's room table. Comics are optioned often from highly successful series, but any film or show coming out of that will be written by seasoned professionals, not the person who originally came up with the idea. 

You have to be exceptionally talented, successful and skilled to bridge that gap.And / or a self starter. Trey Parker and Matt Stone are all four of the above: they did an animated short holiday card for George Clooney (it's hilarious, look it up), and out of that was born South Park. They've not looked back since. They proved themselves in the medium by doing. No one wants to make a leap-of-faith on talent if there's a solid, proven bridge right beside it. 

I am nowhere near that level, but it's something to aspire to. 

Wreathed in a comforting blanket of (relative) ignorance, I made a pitch doc for Dragon Garage, and a pilot script. I workshopped it in a screenwriting class. Incorporating feedback proved a major stumbling block: good scripts are incredibly tight, and everything is connected. Pull one string, and the whole story can unravel into an unsightly pile of knots. That's a hazard you face when trying to shove new or revised material in.

I also ran it by working industry professionals. Their feedback was the same: the set up took too long, and there wasn't enough action (among other things). You have ten minutes tops to hook the viewer, likely less, and if you don't, they'll just flip to another of hundreds of streaming options. 

This is one reason why I think Game of Thrones started out with a massacre by the White Walkers. That was the hook. The mystery of the albino ice goons intrigued me far more than the Stark kids practicing archery in the mud.

Yet as a novice, I found it hard to incorporate the changes. It went from (what I saw) as a lean and clean script to bumpy and messy. Changes cascaded through scenes, and every time I looked, I realized there was more that needed to be adjusted.

As far as interest in the idea, there was a nibble, and then... nothing. Which is the default, expected result when you aim for the sky.

But there are other mediums out there...
first page of dragon garage script

Announcing Dragon Garage

Cover of Dragon Garage by James Turner

My latest and greatest book has hit the virtual shelves on Amazon

Please do take a gander...