Showing posts with label 2d20. Show all posts
Showing posts with label 2d20. Show all posts

22 October 2025

Setting up coherent other worlds for Scale-and-Planet campaign (RPG Blog Carnival )

In My Campaign gives us this months prompt Other Worlds for the RPG Blog Carnival.

Portraying Other Worlds

Considering how to make worlds that are different but feel coherent within the same campaign - what are the dials you twiddle and what stays the same?

This is an idea I am road testing with my 2d20 Lizard Kings campaign; the core theme of it all is that the scalyfolk are in a post-imperial expansion - but have just retrenched not gone away. There are tons of things littered around from different eras of their imperium, representing different ideas they had - including their push to their nearby worlds.

This is a live, relevant question because I am returning to Corrus, the world of the Lizard Kings, where one of the core setting ideas was the concept of Near Mars and Far Venus - a thinly atmosphered world nearer the sun and a thickly atmosphered one further out would cancel out to be roughly habitable - making three worlds in this system operating on a John Carter-esque sword-and-planet paradigm. Inter-planetary escapades were always intended as part of the mix - but now I have the wisdom to front-load the good stuff and thus I ought to be figuring out that world-striding aspect of things.

Original system sketch from ~ 2019

It may be smudged and barely legible but those notes read "Near Mars, Ancient civilizations, canals" and "Distant Venus, Jungle world w/ Saur Cavalry [crocodile worshippers?]" and I have some more notes that tag distant venus with giants and dinosaurs, near mars with Dune-esque deserts, gnolls, crystal forging, miners and alchemists with great tree.

So how to make these three worlds - tentatively named Nemas, Corrus and Favens - feel coherent, yet different?

I've had some thoughts before on distinguishing mirror worlds with house-rules and modified rules for those worlds feels like a good idea but one tool in the box but it does not go far enough. Mirror worlds should be very similar, with a twist, these other worlds should feel distinctly different within a shared milieu.

I want the 'Still Here' motifs of the lizardfolk across all worlds:
- lizardy deep time nonsense
- a multiplicity of heat cults
- nature-bending
- same general pantheon

Traffic between them has been complex but achievable for a good long period of time - so like very distant continents, semi-legendary lands that few have actually been to and many disbelieve exist.

Common across them all will be relics and ruins of the 'high tide' of the lizard imperium - portals within those ruins will be the easiest means for the unofficial travel of adventurers.

Rapidly filling out worlds

With whole other worlds to play with, I think batching some off-the-shelf ideas by theme might be good to start.

Nemas - all of the desert tropes, harsh, high entropy system of sandstorms burying and uncovering the past - al Qadim, John Carter, Ultraviolet Grasslands, Painted Wastelands, Nagash-type undead, Skorne of Iron Kingdoms.

Favens - giants and bigger dinosaurs - stranger jungles, fungal, seas and swamps - highly contested, previous inhabitants have not gone quietly - Lustria, Thousand Thousand Islands, Yoon Suin, Moonsoon. The core world already has deep, hot jungles in the abyssal dry sea - some dinosaurs already live there. Perhaps dinosaurs are an invasive clade here that has thrived?

Binding worlds together

To pull all this together I need some coherent overlays to allow them to form a connected scale-and-planet setting. Thematically this is how an empire falls apart in three bits:
- on Nemas, the fading remnants of the old ways persist amid the shifting sands and along with the remnants of others
- on Corrus, the rump empire continues, retrenched to the deep abyss - here mammals contest them
- on Favens, invigorated but chaotic - the lizardfolk thrive but have slipped the yoke of empire and all sorts of polities are active

The driver for all lizardfolk is heat - such as the sun; Favens was the original homeworld of the lizardfolk, the thick atmosphere retaining the dimmer sunlight; Corrus is where they found a balance of heat and space, Nemas borders too hot, but the solar cults thrive here. Nemas has more weird arcano-tech, Favens has mutants and war-beasts plus the original homelands of the lizards.

Culturally Nemas is a split between true believer solar cultists who are willing to suffer for proximity to the sun, the remnants of the colonial lords and their holdings and a strong culture of xeno-arcanists who pore over the magical secrets of the ruins and ancient cultures here. The other antique cultures also persist - insects, trilobites, liches of all sorts.

Favens is dominated by strong and highly splintered culture - many subspecies of lizardfolk, serpentfolk, grippli - it is as Africa to humans, the font of diversity, many languages and peoples, along with scalykind analogs of giants, dwarves, etc. With dinosaurs and giants thriving, settlements are clustered in defensible positions with large parts of the world 'wild'.

We also have multiple spiritual poles - on Nemas, closest to the heat of the sun, it is the promised land. On Corrus, there are the most diverse of all the cults with many of the non-solar heat-worshippers present as well as the largest realm with the old orthodox solar religion as state religion. On Favens there are the sacred origin sites and a plethora of traditionalist sects and non-solar cults as well as the current reformed heat-cult.

Wrap-up

Falling back on my 'Azgaars' factors of culture, nation, biome and religion we have more or less dinged all of these giving us a decent enough framework to work within. The same generic encounter table combined with the planet-appropriate filters would allow different-but-coherent encounters to be generated for those other worlds. With more time, tailored encounter tables would be good to have but until it is clear that planet-hopping is imminent I am going to focus prep elsewhere.

For locations, I will do the sweep up of sources mentioned above, note a dozen or so interesting ones for each worlds and then use that as the structure to build around.

Together those would give locations and encounters specific to the worlds and then I can drop the players into some sort of coherent sandbox should they manage to find an old interplanetary portal. Which can also be phrased as "I now have license to drop functional interplanetary portals into the campaign" because I can catch them on the other side should they choose to step through.

15 October 2025

Regional encounters & complications for the Scaled Lands

Setting up Yaksha's hexfill as the 'regional encounter table' for the collapsing lizardfolk imperium of the Scaled Lands - it is the same just making the reference space bigger. I already had the d10xd4 encounters done as penance for screwing it up in my previous test (a d14 table... oops).

To recall - the requirements are:
- 1 Unique Encounter
- 2 Tools/Gimmicks for the region
- d10+d4 Local Encounters
- d10 Small Jobs
- d6 Big Jobs
- d20 Scene-setting sights/stage design
- d6 bounties/location implications
- d6 ways to expand/change-up the area set to tone.
- 3d10 names for places (locales/nature sights/crossings.)

Based on the success of using this method for the fuzzier, less structured parts of the dual-mode hexcrawl campaign, it seemed like the right tool for the Lizard Kings 2d20 Conan campaign where I was not planning to deploy a hex-map at all. There is a map, which will make broad regional chunking be sensible but since I will not be using structured travel mechanics, it seemed like something looser, more point-crawl-like was in order.

The region I am looking at is this escarpment edge above the drop into the deep abyssal basin below. Down there be hot-house jungles, dinosaurs, all sorts of things yet to be discovered. The top edge is the somewhat known space where play starts.


So for the marked in settlements, I already had information, what I need was a set of encounter tables for general out-and-about along the escarpments edge. The first pass of this is below, slightly modified for the 2d20 system by swapping the d6 bounty/location implications to be d6 complications. I wanted these as ready-to-go, 'could happen anywhere' conditions I can throw at players whenever things get worse for them through my spending Doom or their rolling badly.

d10/d4 Encounters in the Scaled Lands
1. Wizard Kingdom Expeditionary Force (1. Couriers, 2. Outland Mercenaries, 3. Spies, 4. Local Auxilliaries)
2. Lizard Imperials (1. Tribune, 2. Taxmen, 3. Magistrate, 4. Regiment)
3. Local Militia (1. Posse, 2. Patrol, 3. Monster Hunters, 4. Garrison)
4. Merchants (1. Blue Dragon Cultists, 2. Shattered City Trading Coster, 3. Local Traders, 4. Imperial Procurers)
5. Adventurers (1. Locals, 2. Imperials (official scalyfolk), 3. Deep Basin Wanderers (private scalyfolk), 4. Extra-planetary Explorers)
6. Nearby Dwellers (1. Farmers, 2. Foresters, 3. Fishers, 4. Herders)
7. Lurkers (1. Small God Cultists, 2. Site Keepers, 3. Minions of an absent master, 4. Lost villagers)
8. Roaming Monsters (1. Shambling Mound, 2. Giant Pitcher Plant, 3. Strangler Vines, 4. Displacer Beast)
9. Beasties (1. Migrating Herd, 2. Roosting Flock, 3. Cubs + Parents, 4. Territorial Titan)
10. Factioneers (1. Red Dragon glory-seekers, 2. Adherents of the Devouring Sun, 3. Followers of the Nourishing Sun, 4. Templars of the Great Fire Beyond)

1 Unique Encounter - venturers seeking to blaze a new descent path to the great basin, certain they know of the location of lost riches

2 Tools/Gimmicks for the region -- dinosaur beasts of burden - spike-tails, club-tails, and tri-horns - all of which have lots of intertia, get cranky and have at least one way to ruin your day. A small tank for the party on a good day, a rampaging beast inside the camp -- verticality - the great escarpment down to the deep basin with lots of scope for fights happening on narrow ledges or within vine bundles or tree roots

d10 Small Jobs
1. Red dragon cultists want you to scout, drive a monster into their ambush
2. Imperial procurers want an updated survey of local settlements, many of whom want to remain forgotten
3. Caravan looking for replacement guards after dinosaur attack
4. Hired by cultists to act as operators of caravanserai to bait ambush
5. Explorers/surveyors looking for some muscle for a ruin-dive
6. Wardens of a shrine need some cultists driven off
7. Outlanders need a message brought to a mercenary camp
8. Local militia want specialists to plumb a catacomb
9. Sage collective want a relic recovered
10. Lizardfolk magistrate wants a fugitive found and brought back alive

d6 Big Jobs
1. Caravan never showed up - attempted message indicates drover dead - dino wandered off, go get it back
2. Lizards mobilising to break Dwaven siege of settlement - run in ahead of them, raid temple
3. Cultists going beserk, summon help - convince the lizard it is worth them getting moving
4. Adventures swear they found treasure in outskirts, died in bar-fight; back-track their movements to find the score
5. Expedition lost at base of escarpment - find and rescue or loot the corpses, as preferred
6. Local aristocrats have depleted local sources of desired spice, descend to the deep basin and fetch more

d20 Scene-setting sights/stage design
1. Daybreak shrine
2. Solar furnaces
3. Hotsprings
4. Heated site
5. Abandoned tower of astronomer
6. Interplanetary portal
7. Star-light capacitor spires
8. Forest-swallowed lizardfolk settlements
9. Towering anti-dinosaur fortifications
10. Cultivated hives of pharmacopeia bees
11. Vault of hibernating lizardfolk regiment
12. Serpentfolk shrines
13. Dinosaur lair
14. Abandoned skyship port
15. Ruined infernal shrine
16. Depopulated settlement (active but far less inhabitants)
17. Elemental fire temple converted to forge
18. Dinosaur caravan
19. Forgotten ruin
20. Ambush aftermath

d6 complications
1. Devouring insects
2. Overwhelming sun
3. Dripping, slimy surfaces
4. Treacherous footing
5. Crumbling structures
6. Stalking dinosaurs

d6 ways to expand/change-up the area set to tone.
1. Originally lizardfolk location being restored and reoccupied by tabaxi
2. Predatory dinosaurs moving in
3. Hallucinogenic honey hive found, locals losing grip
4. Devouring sun cultists turned location into ambush
5. Flooded with refugees from dwaven attack
6. Imperial lizard regiment camped on way to front, old ways being enforced

d20 names for places (locales/nature sights/crossings.)
1. Obsidian Mirror
2. Staircase
3. Threshold
4. Sholtipec
5. Sholimeth
6. Supileth
7. Mersuumaar
8. Bitalen
9. Barianthuul
10. Zaysunthul
11. Chalcedra
12. Tremsaar
13. Narenthul
14. Zomilest
15. Somaroon
16. Tesseral
17. Chumagaar
18. Pun Narenthra
19. Derusal
20. Far Suriel

11 October 2025

On complications and retuning my GM'ing for 2d20

I am a few sessions into running my Lizard Kings campaign - below are my notes on trying to get up the learning curve of running 2d20 by tapping the wisdom of those who have gone before.

Written up to follow Gorgon Bones first best practice: "Record your hobby experience", this is a ressurection of the campaign world I could up after receiving the revelation of the OSR, spun back up on the online open-table model of my Southern Reaches campaign, but switching system to 2d20 Conan on the intuition that the momentum/doom system would better fit the high-energy shenanigans atmosphere.

I have tried to pull forward a lot of what worked - encounter tables / random generation, player-driven action, baiting hooks, open-table/roster system - but after spending the past few years honing my style around player agency and truth-in-the-world along the anti-blorbo line, adapting my DM'ing to 2d20 is a shift.

I have on my shelves 2d20 Homeworld, Star Trek Adventures: Klingon Empire and a ton of pdfs for 2d20 Conan and standard Star Trek Adventures from bundles - all of these I have read through but still ran up against a few things while playing that I am going to put here, a breadcrumb trail for those who come after.

Complications

The biggest trick so far has been calibrating complications or "what to do with the doom pool". I was having some challenges callibrating between 'spend some doom, make some random stuff up' and 'doom has no effect' - trying to hit that sweet spot of doom being consequential but to a somewhat known level. The goal here is that players can see the doom pool ticking up and have some idea of how bad that it. Doom of 4-5 could get a bit hairy but probably handleable. Doom north of 20 is time to abandon this enterprise and just start running.

First, I initially missed that reactions all incur Doom - if you dodge or parry incoming attacks, the GM gets doom points. This is in on top of 'complications' from natural 20's which can be converted to 2 doom or the players giving doom to achieve rolls. This builds the doom pool a lot faster than I initially thought.

Spending doom when there are active foes in play always made sense to me, soak their wounds, add more foes, etc. The bit I was unclear on was calibrating how complicated a complication should be - how to play it out mechanically which was ambiguous even after reading the various rule books.

The first good guide was the 'minor epiphany' Gebir had the grace to post as a comment on the Modiphius forum which exactly answered my question on how impactful complications were supposed to be: "2 Doom or 2# [stress] damage + Effect or D2 Minor Action to Clear". This was the rosetta stone I needed.

There was a great list of example complications posted by Feond on a different thread.

There was also a recommendation for taking a post by The Walking Mind on Risks for FATE but considering it as applicable to 2d20 complications in the sense of what opposes what - for a scene about pursuit, complications can be delay, for one about stealth, complications are being revealed, etc.

General Summaries - this character generator cooked up by Mariano Cavallo is very helpful for quickly getting started, next was the website for The Scrolls of Erathius - just seeing what explainers, cheat-sheets and downloads they thought necessary was a great guide on what comes up a lot and what is unclear.

Session timing - I lost my source but another top tip for trying to time these sessions was to plan ~ 30 mins per scene. The 2d20 style of moving from 'action to action' contrasts with the slightly more wandering around, flexing hexcrawl and encounter tables I have been doing lately, so definitely out of my comfort zone and good to get a frame to think about it.

Intros - another neat tip I got that I think helpful for framing things was to ask players to describe introduce their characters as if for the opening credit sequence of the TV show. Was sufficiently different to other 'describe how you appear in this tavern' intros that it resets expectations.

Campaign So Far

I have been running things as close to RAW as I understand for now, but I am also aware of some modifications from later 2d20 such as having additional d20s beyond the first bought with momentum cost more or be otherwise restricted. Thus far players have been relatively frugal shepherds of their momentum and have not been getting into many fights so doom pools have not been exploding such that I can throw lots of complications at them yet.

In a similar vein, players are proving very conscious of when a scene will end and sap their momentum pool.

The main instance of complications off a rolled 20 was a busted stealth attempt; attempting to be unobtrusive got unlucky and spotted by just the wrong person - consequences may be long term.