This is the tenth weekly round up of interesting TTRPG things found on the internet, this week there is quite a lot. Previous one found here. Inspired by weaver.skepti.ch End of Week links.
RPG Planet I finally got around to signing up for this central blog list. After stalling out on what type of blog this is, time has established this is a generalist anything goes sort of place so thats the list to use.
Interesting piece on childhood fantasy influences on DIY & Dragons and what tropes, themes and assumptions about a fantasy world get built into a fantasy world for play.
Overloading the encounter die for dungeon alarums - from Prismatic Wasteland
On paths and level design - video-game origin but good food for thought for anyone designing environments.
Had not previously seen but appreciate the good thinking in Hobgoblinry's megadungeon posts - I like how they highlight which house-rules they are taking or leaving with a tie to the flavour of campaign being set up.
Worldbuilding series from POCGamer.
Domain-level rules from Phlox, also useful for general downtime and part of a very interesting new series centered around 'treasure map' style travel reminiscent of medieval strip-maps.
A table of D&D town/village/hamlet quirks from Actually Best RPG Ideas on tumblr.
A handy Devil generator from 77 Vicious Princes.
Desks & Dragons talks through their introduction to the Free Kriegspiel Renaissance (FKR).
Some cool spark tables for 'what is the monster up to' from Evil Tables.
To feed the previous entry - from Meadows and Unicorns - a random table of 'why does this monster exist'.
More from Evil Tables on the paradox of low-prep games.
"It Is Always Better To Do The Thing" Made My LARP Career Far More Interesting - this is wisdom from Improved Initiative; it is possible to talk a thing to death, lord knows I have been guilty of this myself and it is one of the things I glory in with Adventurers League - the session ends tonight, kick the door, light the fuse, act!
Further play-style wisdom in using different time scales at the table from Tabletop Curiosity Cabinet - it is nice to see it laid out so clearly though I use a fuzzier version myself based, I think this is a good primer on how and when to adjust these dials.
Similarly - great thoughts on using dillemmas in your campaign; where players have all the information, have a strong sense of the outcomes and still the decision is challenging.
Very interesting piece on different scales of dungeon and their place in the greater campaign from A Knight at the Opera.
Kudos to Shuttered Room for the awesomely named ""I Can't Lie To You About Your Chances..." - Air, Gravity, Hard Vacuum & Radiation" rules for environmental hazards of space, D&D compatible.
Everything comes full circle - as Kriegspiel originated in Prussian Military Schools (as best I understand it) so D&D is being looked at as a tool for the US military.
Deep campaign seed in 'the before things' from The Idiot's Notepad - feels like something that would fit well with some of the stranger things off Goblinpunch.
The Lady of Fangs from Throne of Salt- or what happens when you carelessly over-feed a local god.
On the origins of skill rolls for your hobby lore dive.
In a place where the planes are planets - a planetary underworld.
From Furtive Goblin Gaming thoughts on an afterlife campaign somewhat reminiscent of Wraith but potentially interesting throughts for all sorts of afterlife/planar games.
Insight on using Discord as an integral part of running your campaign by Know Direction.
On making d66 Wilderness Encounter tables with a Deserts & Dunes example by d4 Caltrops.
Eight rejected adventures at Listing to Port - "but your questing time is important to us."
Another great list! Thanks for writing these up every week!
ReplyDeleteIt is no great burden, glad to hear you are finding them useful.
Delete