Links netted from about the interwebs. For even more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Thriftomancer hosts Hexcrawloween
The Foot of Blue Mountain gives us Having an Opinion; How to Play OSR Games
Zedeck Siew's Writing Hours shares GNS is not a Theory; it is a Tradition
CBC writes How Dungeons & Dragons went from 'satanic panic' to pop culture fixture
u/_Zodaxa discovered A Google groups conversation board for Fantasy RPGs with archived posts dating back to 1982!
In My Campaign gives us Making History
30 September 2024
28 September 2024
Actual Play: Goblin Mail
I tested out the Goblin Mail - a zine about a chaotic goblin post office I reviewed recently. Written up to follow Gorgon Bones first best practice: "Record your hobby experience".
Run as an open table at our regular Friday night sessions using 5e, this was a seven player table and we ran a ~4hr session, half of which was Goblin Mail.
Characters were:
Maxi the Tabaxi - a rogue
Gwensora - a cleric
Giovanni Giovanni - a rogue
Hyperion IV - a barbarian
Thomas Wetsack - a cleric
Archie Gruble - a fighter
Balthus Darkcloud - a cleric
Session Report: Goblin Mail
Our heroes received a letter from the Merchant da Pra, whom they helped previously in Pesto Alla Lungarvese. They ask that a package be delivered to their aunt out in the Penumbria borderlands - with the catch that the package needs to first be retrieved from the goblin post office.
Venturing into town our heroes find the ramshackle goblin post office, barge into the office and are directed to customer service. They point them to the boss. After scrambling up the stairs to find a loud and horrible break room they interrupt a card-game-argument to get directions up to the boss. Forging their way through drifts of letters and thieving gremlins they arrive at a second more civilised breakroom and thence to the bosses office.
[DM Commentary - initial interactions with the goblins went well, a lot of barging past the queues of locals but getting to the front did not make the goblins much more helpful. The coffee and snacks in the break-room proved an unexpected attraction and the gremlins among the letter drifts were a good hazard. I played those more as 'save vs effect' hazards rather than combat since the gremlins were so out matched. One was captured and hauled around for the rest of the adventure cursing its captor.]
The boss queries them then sends them to customer service, where the party splits. Half deciding to just try searching the next room - special package storage - and the rest returning to customer servce. Archie decides to follow the 'faster service' ladder and finds Griselda the All-Seeing. Directed from their to the basement and Agatha then venture down and find Agatha who despite the irregularities, directs them towards the special package storage.
[DM Commentary - by this point 'you need to go see the boss' was causing eye-twitch reactions among some of the party as they were failing to distinguish between who is in charge in this room and who is in charge of the whole building. There was much running up and down to try and out-pace the package. The party split into a group led by Archie who followed the Boss instructions and another of Giovanni, Thomas and Balthus who decided to just start searching for the package themselves.]
Arriving first into special package storage, Thomas, Hyperion and Giovanni poke about in the giant stacks of parcels and when Thomas casts a Detect Magic, filching one or two. As the others arrive, and finally bring some light to the gloomy room, a giant book worm is revealed nibbling packages in the far end of the room. Returning (most of) its packages, they are told the latest delivery has already been sent to the roof.
[DM Commentary - the random package generators came in very handy here as the room was searched and random packages pocketted. Eventually someone cast Dancing Lights and the bookworm woke up - they assumed it was staff and did not fight it.]
Scrambling up the ladder they find a giant stork in its nest and a baffled goblin staring in, with a sack of packages abandoned nearby - and a trio of hogmen sneaking up to grab it. Shooing off the hogmen, our heroes attempt to reconcile the stork and goblins confusion over the hatched winged lizards in the nest before Balthus manages to grievously insult the storks parenting skills and they are chased off.
Archie and Giovanni grab the package they are looking for and dash back down the inside of the post office while everyone else follows the hogmen back down their grappling-rope.
[DM Commentary - the random roll for the Stork and Goblins disposition had them confused over the strange hatching of winged lizards - so I made the mail bandits be a group of sneaking hogmen in place of a loud attack. The players managed to intimidate off the hogmen then tried to help the stork figure out what was going on. This turned into an effort to persuade the stork to give up the hatchlings for adoption by the party that was going ok for a bit until it was blown by implying the stork was a bad parent for building their nest here. Cue angry chase off]
Abandoning their plan to deliver the package today, our heroes return to the Golden Cockerel with two packages - one for the Wizard da Pra and another covered in ancient return addresses and warning stickers. Giovanni cuts this open and find a mysterious animated bug which speaks a strange tongue. They give it a lute and it plays music unlike any they have heard before. Deciding not to worry about it, they leave the bug at the Golden Cockerel and set out again to deliver the package.
Session report for Goblin Mail ends
Overall view - it ran more quickly and less violently than I might have thought, people did not dig into the 'why are there goblin post offices' at all. It very much got across the kafka-esque run-around of being endlessly pointed to different desks. By the time the party left they needed to go for an in-game drink.
All in all a nice little drop in module - use it the once for a sessions of have it in the background to be used and re-used. No reason more goblin post offices might not be encountered in the future.
Cover by Evlyn Moreau
Run as an open table at our regular Friday night sessions using 5e, this was a seven player table and we ran a ~4hr session, half of which was Goblin Mail.
Characters were:
Maxi the Tabaxi - a rogue
Gwensora - a cleric
Giovanni Giovanni - a rogue
Hyperion IV - a barbarian
Thomas Wetsack - a cleric
Archie Gruble - a fighter
Balthus Darkcloud - a cleric
Session Report: Goblin Mail
Our heroes received a letter from the Merchant da Pra, whom they helped previously in Pesto Alla Lungarvese. They ask that a package be delivered to their aunt out in the Penumbria borderlands - with the catch that the package needs to first be retrieved from the goblin post office.
Venturing into town our heroes find the ramshackle goblin post office, barge into the office and are directed to customer service. They point them to the boss. After scrambling up the stairs to find a loud and horrible break room they interrupt a card-game-argument to get directions up to the boss. Forging their way through drifts of letters and thieving gremlins they arrive at a second more civilised breakroom and thence to the bosses office.
[DM Commentary - initial interactions with the goblins went well, a lot of barging past the queues of locals but getting to the front did not make the goblins much more helpful. The coffee and snacks in the break-room proved an unexpected attraction and the gremlins among the letter drifts were a good hazard. I played those more as 'save vs effect' hazards rather than combat since the gremlins were so out matched. One was captured and hauled around for the rest of the adventure cursing its captor.]
The boss queries them then sends them to customer service, where the party splits. Half deciding to just try searching the next room - special package storage - and the rest returning to customer servce. Archie decides to follow the 'faster service' ladder and finds Griselda the All-Seeing. Directed from their to the basement and Agatha then venture down and find Agatha who despite the irregularities, directs them towards the special package storage.
[DM Commentary - by this point 'you need to go see the boss' was causing eye-twitch reactions among some of the party as they were failing to distinguish between who is in charge in this room and who is in charge of the whole building. There was much running up and down to try and out-pace the package. The party split into a group led by Archie who followed the Boss instructions and another of Giovanni, Thomas and Balthus who decided to just start searching for the package themselves.]
Arriving first into special package storage, Thomas, Hyperion and Giovanni poke about in the giant stacks of parcels and when Thomas casts a Detect Magic, filching one or two. As the others arrive, and finally bring some light to the gloomy room, a giant book worm is revealed nibbling packages in the far end of the room. Returning (most of) its packages, they are told the latest delivery has already been sent to the roof.
[DM Commentary - the random package generators came in very handy here as the room was searched and random packages pocketted. Eventually someone cast Dancing Lights and the bookworm woke up - they assumed it was staff and did not fight it.]
Scrambling up the ladder they find a giant stork in its nest and a baffled goblin staring in, with a sack of packages abandoned nearby - and a trio of hogmen sneaking up to grab it. Shooing off the hogmen, our heroes attempt to reconcile the stork and goblins confusion over the hatched winged lizards in the nest before Balthus manages to grievously insult the storks parenting skills and they are chased off.
Archie and Giovanni grab the package they are looking for and dash back down the inside of the post office while everyone else follows the hogmen back down their grappling-rope.
[DM Commentary - the random roll for the Stork and Goblins disposition had them confused over the strange hatching of winged lizards - so I made the mail bandits be a group of sneaking hogmen in place of a loud attack. The players managed to intimidate off the hogmen then tried to help the stork figure out what was going on. This turned into an effort to persuade the stork to give up the hatchlings for adoption by the party that was going ok for a bit until it was blown by implying the stork was a bad parent for building their nest here. Cue angry chase off]
Abandoning their plan to deliver the package today, our heroes return to the Golden Cockerel with two packages - one for the Wizard da Pra and another covered in ancient return addresses and warning stickers. Giovanni cuts this open and find a mysterious animated bug which speaks a strange tongue. They give it a lute and it plays music unlike any they have heard before. Deciding not to worry about it, they leave the bug at the Golden Cockerel and set out again to deliver the package.
Session report for Goblin Mail ends
Overall view - it ran more quickly and less violently than I might have thought, people did not dig into the 'why are there goblin post offices' at all. It very much got across the kafka-esque run-around of being endlessly pointed to different desks. By the time the party left they needed to go for an in-game drink.
All in all a nice little drop in module - use it the once for a sessions of have it in the background to be used and re-used. No reason more goblin post offices might not be encountered in the future.
26 September 2024
Field Report: The Arcanists Tavern
Stopped into the Arcanist's Tavern in near Hoxton in London. Billed as "London's first immersive tabletop gaming cafe" I found out about it through Wyrd Science #6 and since I was in London for work I thought to check it out. I caught up with an old gamer pal for a couple of drinks - both of us, ridiculously travel shocked so we weren't exactly up for taking full advantage of the facilities, but it was more of a recon for like, what is this place? The premise sounds awesome but how is it actually?
The place has an upstairs bar/cafe/board-gaming space, the downstairs is the wargaming/TTRPG space. On this occassion we mostly sat upstairs, admiring the giant wall of games and acknowledging that if we were less shattered there were many things we would have gone for. I also had a pint of the tastiest stour I have had in ages, really nice. Overall the place was busy while we were there on a random Wednesday, there seemed to be two shifts of folk in, an early evening bunch and a later bunch and when we packed it in at ten there were still folk chucking dice about in full flow. Vibe was very chill and relaxed, lots of folk running games, including what looked like another TTRPG session running in the upstairs space. A strong 'dark wood walls with weird things mounted on it' vibe wich is just what you want. Lots of nooks about the place for quieter games if you wanted too.
They have a fairly large table space in the upstairs that you take games out of the giant board games library. There's a bar with a couple of available drinks, a selection of pizza's, toasties and nibbles to eat - good to get you through your session. The board games library was a giant wall of games with a great selection of stuff in it. There were some properly chunky ones in there - bless the optimism of someone who's going to pull Twilight Imperium down off of board games library and get stuck in - that game is a full working day worth of play! Plenty of other good ones there too.
Off on the other side you could buy TTRPG stuff - I was very amused to see that there was a copy of Where the Wheat Grows Tall on their little sort of side shelf of indie games. That was cool.
The downstairs has a ton of space for playing war games. Lots of big tables, good space around them in there. There were also six kind of booths for RPGs that each had a private dining niche sized space - imagine that double depth, double width of a family dining table. Not a huge amount of space around the sides, enough to get in and out, but maximised for table-top space. Heavy theatre-curtains close off the front and that would be your space.
There are some fairly significant add ons and widgets like screen-in-table that intrigue me - I would be interested to try out this hardware-heavy mode of play with digital maps and all the good elements of digital gaming there on the table. My standard playing away from home model is pretty light, meeples-and-scribbled maps, it would be fun to test out.
Not super cheap but looked like decent value for the effort gone into it. I think next time I'm back I'll be trying to pull together a table and try it out for real.
I like that this space exists, in fairness in the big bad city of London you can find anything, but I like that this particular little niche is well served, long may it last.
The place has an upstairs bar/cafe/board-gaming space, the downstairs is the wargaming/TTRPG space. On this occassion we mostly sat upstairs, admiring the giant wall of games and acknowledging that if we were less shattered there were many things we would have gone for. I also had a pint of the tastiest stour I have had in ages, really nice. Overall the place was busy while we were there on a random Wednesday, there seemed to be two shifts of folk in, an early evening bunch and a later bunch and when we packed it in at ten there were still folk chucking dice about in full flow. Vibe was very chill and relaxed, lots of folk running games, including what looked like another TTRPG session running in the upstairs space. A strong 'dark wood walls with weird things mounted on it' vibe wich is just what you want. Lots of nooks about the place for quieter games if you wanted too.
They have a fairly large table space in the upstairs that you take games out of the giant board games library. There's a bar with a couple of available drinks, a selection of pizza's, toasties and nibbles to eat - good to get you through your session. The board games library was a giant wall of games with a great selection of stuff in it. There were some properly chunky ones in there - bless the optimism of someone who's going to pull Twilight Imperium down off of board games library and get stuck in - that game is a full working day worth of play! Plenty of other good ones there too.
Off on the other side you could buy TTRPG stuff - I was very amused to see that there was a copy of Where the Wheat Grows Tall on their little sort of side shelf of indie games. That was cool.
The downstairs has a ton of space for playing war games. Lots of big tables, good space around them in there. There were also six kind of booths for RPGs that each had a private dining niche sized space - imagine that double depth, double width of a family dining table. Not a huge amount of space around the sides, enough to get in and out, but maximised for table-top space. Heavy theatre-curtains close off the front and that would be your space.
There are some fairly significant add ons and widgets like screen-in-table that intrigue me - I would be interested to try out this hardware-heavy mode of play with digital maps and all the good elements of digital gaming there on the table. My standard playing away from home model is pretty light, meeples-and-scribbled maps, it would be fun to test out.
Not super cheap but looked like decent value for the effort gone into it. I think next time I'm back I'll be trying to pull together a table and try it out for real.
I like that this space exists, in fairness in the big bad city of London you can find anything, but I like that this particular little niche is well served, long may it last.
23 September 2024
Shiny TTRPG links #191
A busy week scrobbling links! For even more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Weird Wonder gives us On People-Centered Adventure Design
James M. Spahn's RPG Musings writes The Hobbit Alone
Anna B. Meyer on Patreon wrote Hawk Tales FRP – Goals
Missives From Mooncastle gives us The Gamemaster Pipeline
Personable Thoughts launches with A card-based duelling mechanic
hex culture gave us but i repeat myself
Weird Wonder gives us On People-Centered Adventure Design
James M. Spahn's RPG Musings writes The Hobbit Alone
Anna B. Meyer on Patreon wrote Hawk Tales FRP – Goals
Missives From Mooncastle gives us The Gamemaster Pipeline
Personable Thoughts launches with A card-based duelling mechanic
hex culture gave us but i repeat myself
22 September 2024
Review: Goblin Mail
tl:dr; neat troika zine about a chaotic goblin post office - a short-ish kafka-esque run-around, drops nicely into settings or adventures.
Backed on the Kickstarter - had a surprisingly chunky feeling 40 page zine turn up. Art by Evlyn Moreau, text by Sofia Ramos, layout by Luna P. I got great mileage out of the Kobolds Art Exibition (play log part I, part II, part III, part IV, part V, part VI, part VII and part VIII) and hope this replicated that 'goblinoids at work' model.
First impression - artwork is as ever a joy. This is all statted up for Troika / Fighting Fantasy but is fairly system neutral until you get to the NPC states in the Appendix. A bit of work calibrating off whatever a goblin stats as in your system of choice will make this useable for whatever you care to run.
In the zine you have three sections really with the central one being split into four.
First you have 8 pages of set up - intro, hooks, direction for exploring the place
Next you have the largest part with 20 pages covering the four floors of the post office
Lastly you have a 12 page Appendix with a bunch of useful miscellany
Running through this chunk by chunk:
STarting with the set up - intro, hooks, direction for exploring the place. The mission is always the same 'get your package back from the clutches of the goblin post office' but what the package is and who you are doing this for can vary. We get six example patrons in the intro then the rest is, in no particular order, what the goblins will sell you, what they think their workflow is and then what you will probably have to do to track down your missing package. These are really helpful for setting up the place and knowing what will be happening where as your players get there. We also get the general table for 'goblin mien' once you enter any room and the map of the whole place. Each level has two to three locations within it.
The floor guides - mostly room descriptions take up most of the zine. Going floor by floor we get
First Floor - reception, customer 'service' and delivery/triage area.
Basement - treadmill triage and customs desk.
Second Floor - first break room, letters room, rented room
Third Floor - second break room, boss' office, special storage room and the roof
Each of these locations comes with some flavourful illustrations and random tables of things you can find there. Given the likelihood you may traipse over and back through a few of these more than once trying to make sense of the goblins chaos, these are good tools to have to refresh locations on a repeat encounter. I found it suffered a little by not having a pithy one-liner of what each room was at the top of each entry - when flipping over and back between rooms during play, along with juggling the chaos of a table, that killer one-liner of what the impression of the place is was buried in the text sometimes.
In this section there are no stats, just numbers of things encountered at most. It is pretty clear how things connect, especially with the whole site map in the intro, so it all feels pretty playable straight out of the book. It bears careful reading at least once to spot where all the bits and bobs can be found - one person is missing a thing and it is mentioned in the description of another place but if you were skimming you could miss it and be confused.
The Appendix contains the Labyrinth, generators for packages, clients and goblins and finally a bestiary/stats for everyone to be found in the post office. When I took this to table they ended up arguing with everything so never got in any actual blade-drawn fights - which meant I was not going for the nice little mien tables attached to each of the entries. The random package generator tables got a work-out, especially when players got sticky-fingered while searching for the package themselves.
All in all this went over well at the table when I played through it - they got into the spirit of things and argued with the goblins as opposed to getting violent and killing everything. There is a ton of stuff packed in here, worth marking up with sticky-tags or something for the random patron table and the page with all the maps as you will end up flipping over and back to those a lot. A neat addition to the shelf and potentially re-useable in-game if the players return to the post office or encounter another one elsewhere.
I took it to a 5e table, that worked fine despite it being statted for Troika.
For another view, see Playful Void.
Backed on the Kickstarter - had a surprisingly chunky feeling 40 page zine turn up. Art by Evlyn Moreau, text by Sofia Ramos, layout by Luna P. I got great mileage out of the Kobolds Art Exibition (play log part I, part II, part III, part IV, part V, part VI, part VII and part VIII) and hope this replicated that 'goblinoids at work' model.
Cover by Evlyn Moreau
First impression - artwork is as ever a joy. This is all statted up for Troika / Fighting Fantasy but is fairly system neutral until you get to the NPC states in the Appendix. A bit of work calibrating off whatever a goblin stats as in your system of choice will make this useable for whatever you care to run.
In the zine you have three sections really with the central one being split into four.
First you have 8 pages of set up - intro, hooks, direction for exploring the place
Next you have the largest part with 20 pages covering the four floors of the post office
Lastly you have a 12 page Appendix with a bunch of useful miscellany
Running through this chunk by chunk:
STarting with the set up - intro, hooks, direction for exploring the place. The mission is always the same 'get your package back from the clutches of the goblin post office' but what the package is and who you are doing this for can vary. We get six example patrons in the intro then the rest is, in no particular order, what the goblins will sell you, what they think their workflow is and then what you will probably have to do to track down your missing package. These are really helpful for setting up the place and knowing what will be happening where as your players get there. We also get the general table for 'goblin mien' once you enter any room and the map of the whole place. Each level has two to three locations within it.
The floor guides - mostly room descriptions take up most of the zine. Going floor by floor we get
First Floor - reception, customer 'service' and delivery/triage area.
Basement - treadmill triage and customs desk.
Second Floor - first break room, letters room, rented room
Third Floor - second break room, boss' office, special storage room and the roof
Each of these locations comes with some flavourful illustrations and random tables of things you can find there. Given the likelihood you may traipse over and back through a few of these more than once trying to make sense of the goblins chaos, these are good tools to have to refresh locations on a repeat encounter. I found it suffered a little by not having a pithy one-liner of what each room was at the top of each entry - when flipping over and back between rooms during play, along with juggling the chaos of a table, that killer one-liner of what the impression of the place is was buried in the text sometimes.
In this section there are no stats, just numbers of things encountered at most. It is pretty clear how things connect, especially with the whole site map in the intro, so it all feels pretty playable straight out of the book. It bears careful reading at least once to spot where all the bits and bobs can be found - one person is missing a thing and it is mentioned in the description of another place but if you were skimming you could miss it and be confused.
The Appendix contains the Labyrinth, generators for packages, clients and goblins and finally a bestiary/stats for everyone to be found in the post office. When I took this to table they ended up arguing with everything so never got in any actual blade-drawn fights - which meant I was not going for the nice little mien tables attached to each of the entries. The random package generator tables got a work-out, especially when players got sticky-fingered while searching for the package themselves.
All in all this went over well at the table when I played through it - they got into the spirit of things and argued with the goblins as opposed to getting violent and killing everything. There is a ton of stuff packed in here, worth marking up with sticky-tags or something for the random patron table and the page with all the maps as you will end up flipping over and back to those a lot. A neat addition to the shelf and potentially re-useable in-game if the players return to the post office or encounter another one elsewhere.
I took it to a 5e table, that worked fine despite it being statted for Troika.
For another view, see Playful Void.
18 September 2024
Corrupted Weapons of the Predator Queens (RPG Blog Carnival)
This months blog carnival from Attronarch's Athenaeum has the topic of Wondrous Weapons and Damning Dweomers - so I was inspired to write about what happens when bad people come into an inheritance of other peoples magic.
Once upon a time the elves conquered all the land, ruled millenia, before casting it aside and leaving. Their most terrible servitors fought in the chaos that followed, flailing at each other with the half-understood magics and weapons they clawed into greedy heaps.
The elegant, intelligent weapons of the elves hated their wielders. The predator queens founds ways to adapt.
Theirs was a practical magic, a hands-on, bloody clawed magic - not one that treated much with infernalism or demonology because those were seen as just another flavour of long-living, effortlessly magical overlord, the kind whos promises and entreaties had to be rejected by the strong, by those worthy to seizes power for themselves.
d6 corruptions and the impacts they cause to those struck
1. enslaver runes - twisted through brutal control enchantments applied later, causes stun on strike
2. mind-broken weapons - deranged through misuse, all actions next round penalised
3. vampiric enchantments - addition of life-draining magics, eliciting addictive hungers in the weapon; causes additional d4 piercing damage
4. mounted in barrier grips - will save or must attempt to disarm wielder and 'rescue' weapon
5. darkly imbued - sustained use for grim purposes has sparked independent malevolent will, causes fear on strike
6. arcane cauterisation - washed through with raw, caustic magics, only a shred of the original enchantments remain; 25% chance to dispel any magics affecting a struck target
Where the weapons proved to awkward or powerful to be over-borne by magic or craft, brute force often sufficed.
Once upon a time the elves conquered all the land, ruled millenia, before casting it aside and leaving. Their most terrible servitors fought in the chaos that followed, flailing at each other with the half-understood magics and weapons they clawed into greedy heaps.
The elegant, intelligent weapons of the elves hated their wielders. The predator queens founds ways to adapt.
Theirs was a practical magic, a hands-on, bloody clawed magic - not one that treated much with infernalism or demonology because those were seen as just another flavour of long-living, effortlessly magical overlord, the kind whos promises and entreaties had to be rejected by the strong, by those worthy to seizes power for themselves.
d6 corruptions and the impacts they cause to those struck
1. enslaver runes - twisted through brutal control enchantments applied later, causes stun on strike
2. mind-broken weapons - deranged through misuse, all actions next round penalised
3. vampiric enchantments - addition of life-draining magics, eliciting addictive hungers in the weapon; causes additional d4 piercing damage
4. mounted in barrier grips - will save or must attempt to disarm wielder and 'rescue' weapon
5. darkly imbued - sustained use for grim purposes has sparked independent malevolent will, causes fear on strike
6. arcane cauterisation - washed through with raw, caustic magics, only a shred of the original enchantments remain; 25% chance to dispel any magics affecting a struck target
Where the weapons proved to awkward or powerful to be over-borne by magic or craft, brute force often sufficed.
16 September 2024
Shiny TTRPG links #190
More links from about the web! For even more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Glass Candles launches blogging challenge GLOGtober '24
Roll to Doubt gives us Setting up an OSR Sandbox
Graeme Davis collates his back catalogue of articles on Freebies
Mazirian's Garden shares Good Lore/Bad Lore
Rise Up Comus gave us Pointcrawling Character Creation
Glass Candles launches blogging challenge GLOGtober '24
Roll to Doubt gives us Setting up an OSR Sandbox
Graeme Davis collates his back catalogue of articles on Freebies
Mazirian's Garden shares Good Lore/Bad Lore
Rise Up Comus gave us Pointcrawling Character Creation
14 September 2024
Actual Test: Donjon Adventure Generator
I tested out the Donjon Adventure Generator - "based upon tables from the Dungeon Master's Design Kit by TSR, Inc." - what you get is just collosal, so much stuff. Written up to follow Gorgon Bones first best practice: "Record your hobby experience" while continuing the DM commentary addition to the session notes.
I pushed the button twice and then followed my usual adventure generator workflow:
* Thread the pieces together
* Conserve NPCs
* Rewrite/polish
Elements I picked from the combined randomly generated stuff (italics is all stuff from Donjon):
* Plot: Event - a tournament, a holiday, a celebration called by the king, a masked ball - as a backdrop.
* Plot A-B-C Quest - the heros are given a task to perform but they find that they must first accomplish some other task(s)
* Climax: Prevented Deed
* General Setting Cosmopolitan City
* Specific Setting I - Palace of the King
* Specific Setting II - Mansion of a Lord
* Master Villain - Advance Agent - This villain is the vanguard of some sort of invastion
* Minor Villain I - Mistress with a Heart of Gold usually accompanies the Master Villain, but sometimes goes on missions of her own
* Minor Villain II Chief Assassin - favorite killer of the Master Villain - first killing witnesses who might prove harmful to his master, then zeroing in on the player-characters
* Chase: Special Terrain - You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs.
* Secret Weakness: Love The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC
* Special Condition Time Limit - Finally, the most obvious condition to place on an adventure is to give it a time limit.
I pushed the button twice and then followed my usual adventure generator workflow:
* Thread the pieces together
* Conserve NPCs
* Rewrite/polish
Elements I picked from the combined randomly generated stuff (italics is all stuff from Donjon):
* Plot: Event - a tournament, a holiday, a celebration called by the king, a masked ball - as a backdrop.
* Plot A-B-C Quest - the heros are given a task to perform but they find that they must first accomplish some other task(s)
* Climax: Prevented Deed
* General Setting Cosmopolitan City
* Specific Setting I - Palace of the King
* Specific Setting II - Mansion of a Lord
* Master Villain - Advance Agent - This villain is the vanguard of some sort of invastion
* Minor Villain I - Mistress with a Heart of Gold usually accompanies the Master Villain, but sometimes goes on missions of her own
* Minor Villain II Chief Assassin - favorite killer of the Master Villain - first killing witnesses who might prove harmful to his master, then zeroing in on the player-characters
* Chase: Special Terrain - You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs.
* Secret Weakness: Love The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC
* Special Condition Time Limit - Finally, the most obvious condition to place on an adventure is to give it a time limit.
10 September 2024
A year of open table gaming
Some stat's from the regular friday night open table games I have been running.
Original set up goals
- be the welcome wagon for friday night open table D&D - catch the newbies by always having a T1 table.
- bring books I had kickstarted to table
Set up a 'campaign background' thread on the forum. I decided to use Brancalonia as a start because it seemed fun and I wanted to give the setting a test run. I made it a bit more of a universal socket to whatever weird characters people might turn up with by crossing it over to my menagerie world setting.
The 'intro' goes - "5000 years ago the elves invaded, conquered everything around here. In this world elves teach things they think show promise how to be elves. About 1000 years ago the elves left, and behind remained lots of 'on-the-way-to-elf' groups that stabilised as rabbitlings, badgerlings, all sorts. Half this world is about 1m tall. You all used to work for a wizard, it was good times, then the wizard got into politics and you are pretty sure they're dead now. You woke up one morning to find wanted posters with your names on them and crimes you may or may not have committed. You all fled south, winding up here, at the Golden Cockerel, the southern node of the wizards old network. Rougher runs the place, begrudgingly taking you in. The wine and the stew have been getting more watery every day for the past week and now, after a night drinking, you have all just woken up feeling nothing but hydrated and hungry."
Filling the tables
Basic stats -
27 games from August 2023 to August 2024
Average session length, 4h 40m
Total hours played - 126
5.3 players per table on average (smallest group 4, biggest 9)
Total of 202 players DM'ed for (butts on seats, some repeat folk)
72 different people threw dice at those games
Original set up goals
- be the welcome wagon for friday night open table D&D - catch the newbies by always having a T1 table.
- bring books I had kickstarted to table
Set up a 'campaign background' thread on the forum. I decided to use Brancalonia as a start because it seemed fun and I wanted to give the setting a test run. I made it a bit more of a universal socket to whatever weird characters people might turn up with by crossing it over to my menagerie world setting.
The 'intro' goes - "5000 years ago the elves invaded, conquered everything around here. In this world elves teach things they think show promise how to be elves. About 1000 years ago the elves left, and behind remained lots of 'on-the-way-to-elf' groups that stabilised as rabbitlings, badgerlings, all sorts. Half this world is about 1m tall. You all used to work for a wizard, it was good times, then the wizard got into politics and you are pretty sure they're dead now. You woke up one morning to find wanted posters with your names on them and crimes you may or may not have committed. You all fled south, winding up here, at the Golden Cockerel, the southern node of the wizards old network. Rougher runs the place, begrudgingly taking you in. The wine and the stew have been getting more watery every day for the past week and now, after a night drinking, you have all just woken up feeling nothing but hydrated and hungry."
Filling the tables
Basic stats -
27 games from August 2023 to August 2024
Average session length, 4h 40m
Total hours played - 126
5.3 players per table on average (smallest group 4, biggest 9)
Total of 202 players DM'ed for (butts on seats, some repeat folk)
72 different people threw dice at those games
09 September 2024
Shiny TTRPG links #189
Busy week, lots of links! For even more, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Goblin Punch writes Lessons from Elden Ring
Zzarchov Kowolski responds The forgotten element of adapting Dark Souls
Roll to Doubt gives us “Against” On-Boarding
Kontent Punch shares My Best Mistakes
How to Start a Revolution in 21 Days or Less gave us On Randomness In Character Generation, and Why Old School D&D Is Awesome For New Players
d4 Caltrops gives us B/X Procedural Flow Charts
Smithsonian Magazine gives us How Dungeons & Dragons Sparked a Revolution in How We Play Just About Everything
Goblin Punch writes Lessons from Elden Ring
Zzarchov Kowolski responds The forgotten element of adapting Dark Souls
Roll to Doubt gives us “Against” On-Boarding
Kontent Punch shares My Best Mistakes
How to Start a Revolution in 21 Days or Less gave us On Randomness In Character Generation, and Why Old School D&D Is Awesome For New Players
d4 Caltrops gives us B/X Procedural Flow Charts
Smithsonian Magazine gives us How Dungeons & Dragons Sparked a Revolution in How We Play Just About Everything
07 September 2024
Actual Test: Scarlet Heroes Adventure Generator
Scarlet Heroes has the adventure generators I was looking for in Worlds Without Number, huh. I decided to test run it for my open table games. Out of the urban/wilderness/dungeon options I liked that the urban options had 'mission' structures so I went with those as most appropriate for a one shot. Written up to follow Gorgon Bones first best practice: "Record your hobby experience" while continuing the DM commentary addition to the session notes.
I rolled up some 'tags' - Foul Sorcery and Holy Site - and a plot - "An Antagonist seeks to steal something precious to a target."
The plot workflow had a few bits:
I rolled up a skilled sorcerer and a paid guardsman as actors and some locations - a Public well and a Fighting pit. Combining those with the tags and thinking through how it ties to dangling threads from previous adventures I rewrote all this as:
- Skilled Sorcerer [quest-giver] turns up looking for help
- Antagonist is seeking quest-gives most precious posession - a Tome of forbidden lore
- Figures they are in the city, this is where their networks are, degraded as they maybe
- seen by public well - start there
- get waylaid by bribed guards [catspaws of Maganza], tickets to local fighting pit in their pockets
- Infiltrate a Location where the activities relate to a Clue (fighting pit, predator)
- investigate there, ancient shrine to predator queen - terror bird
- spot servants of antagonist - need an approach angle
- Trick an Actor into revealing a Clue.
- Convince an Actor ally of the foe to betray them
- Plan revealed need to extract and get word back
I then localised it by combing back through old sessions to refresh my memory on locations and players at large to conserve my NPCs, and came up with:
I rolled up some 'tags' - Foul Sorcery and Holy Site - and a plot - "An Antagonist seeks to steal something precious to a target."
The plot workflow had a few bits:
Draw or choose either the Antagonist or the Target, whichever your hero is most likely to care about.
Draw an unknown actor to be foundy after a successful Investigation scene spent discovering their identity.
Be waylaid by a hostile Actor with a Clue.
The object being stolen is the Target’s most precious possession or something important to the Antagonist that the Target possesses.
Scenes revolve around finding the thieves, guarding the object, and snatching it back if it is stolen.
- Infiltrate a Location where the activities relate to a Clue
- Trick an Actor into revealing a Clue.
- Convince an Actor ally of the foe to betray them
I rolled up a skilled sorcerer and a paid guardsman as actors and some locations - a Public well and a Fighting pit. Combining those with the tags and thinking through how it ties to dangling threads from previous adventures I rewrote all this as:
- Skilled Sorcerer [quest-giver] turns up looking for help
- Antagonist is seeking quest-gives most precious posession - a Tome of forbidden lore
- Figures they are in the city, this is where their networks are, degraded as they maybe
- seen by public well - start there
- get waylaid by bribed guards [catspaws of Maganza], tickets to local fighting pit in their pockets
- Infiltrate a Location where the activities relate to a Clue (fighting pit, predator)
- investigate there, ancient shrine to predator queen - terror bird
- spot servants of antagonist - need an approach angle
- Trick an Actor into revealing a Clue.
- Convince an Actor ally of the foe to betray them
- Plan revealed need to extract and get word back
I then localised it by combing back through old sessions to refresh my memory on locations and players at large to conserve my NPCs, and came up with:
04 September 2024
It Came From Beyond Time - RPG Blog Carnival Wrap Up
And so we conclude the August 2024 RPG Blog Carnival - our topic was "It Came From Beyond Time!" - on my mind was the strange effects of long life and magic can have in dredging things up from the deep past and hurl them into your current campaign.
We got responses from:
Sea of Stars on time in their campaign world and who keeps the records.
Foreign Planets with the Ape race-as-class with a glorious d100 random advancements table.
VDonnut Valley with A few treasures of distant past - even more irreplaceable than merely precious or powerful.
Elemental Reductions wrote On Temporal Displacement on the why and how they have used elements of their dungeon project to convey the sense of ancient time.
My own entry has d10 + d6 + d6 ways things from the deep past can return to haunt or save your campaign
You can find some deeper background on the RPG Blog Carnival on 'of Dice and Dragons'. Our next topic is going to be "Wondrous Weapons and Damning Dweomers" hosted by Attronarch's Athenaeum.
We got responses from:
Sea of Stars on time in their campaign world and who keeps the records.
Foreign Planets with the Ape race-as-class with a glorious d100 random advancements table.
VDonnut Valley with A few treasures of distant past - even more irreplaceable than merely precious or powerful.
Elemental Reductions wrote On Temporal Displacement on the why and how they have used elements of their dungeon project to convey the sense of ancient time.
My own entry has d10 + d6 + d6 ways things from the deep past can return to haunt or save your campaign
You can find some deeper background on the RPG Blog Carnival on 'of Dice and Dragons'. Our next topic is going to be "Wondrous Weapons and Damning Dweomers" hosted by Attronarch's Athenaeum.
02 September 2024
Shiny TTRPG links #188
More toothy links from about the internet. For even more links, see the previous list found here or you can check the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
RPG Taverns gives us Dungeons & Dragons at Edinburgh Fringe
Blake DeRusha writes D&D’s Lightning In A Bottle: How Moldvay, Marsh, and Cook Got It Right
James Poniewozik for Time writes How D&D Changed the Culture
All Dead Generations shares Mont Sainte Bec
Le Chaudron Chromatique gives us My new Black Sword Hack Campaign
The Land Of Nod wrote Downtime and Special Guest Heroes [Notion]
Roll to Doubt shares What a Horrible Night to Cast a Curse
Vladar's Blog gives us First year of Mystara campaign
Ben Riggs writes D&D Co-Creator Gary Gygax was Sexist. Talking About it is Key to Preserving his Legacy.
RPG Taverns gives us Dungeons & Dragons at Edinburgh Fringe
Blake DeRusha writes D&D’s Lightning In A Bottle: How Moldvay, Marsh, and Cook Got It Right
James Poniewozik for Time writes How D&D Changed the Culture
All Dead Generations shares Mont Sainte Bec
Le Chaudron Chromatique gives us My new Black Sword Hack Campaign
The Land Of Nod wrote Downtime and Special Guest Heroes [Notion]
Roll to Doubt shares What a Horrible Night to Cast a Curse
Vladar's Blog gives us First year of Mystara campaign
Ben Riggs writes D&D Co-Creator Gary Gygax was Sexist. Talking About it is Key to Preserving his Legacy.
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