29 May 2024

Review: Infinigrad: The Weird City Toolkit

tl:dr; a shiny new iteration of the go-to urban generator for Suburbs, Buildings, Guilds, Foes, Dungeons and Quests.

Infinigrad: The Weird City Toolkit by Gorgzu Games is the current iteration of a toolkit I have been gleefully using for years - in its first iteration as it was released in parts on the Lizard Man Diaries blog to create cities for my Lizard Kingdoms campaign and it has remained my go-to whenever I want to get granular and creative in an urban environment. Books like World Without Number give you great high level stuff but Infinigrad is the one that takes you down through the suburbs to the room by room.

Conceptually, I belive this sprang from the authors desire to have a toolkit that would support random generation of episodic weird fantasy heists or cyberpunk style 'runs' - each session would see a newly diced up location in the infinite city complete with atmosphere and opposition and off the players would go. What it is now is a hugely detailed set of urban location generators from the suburb scale down to the people and things in the rooms which can be deployed to support any urban setting from fantasy to far future.

The book itself is, to my mind, a solid improvement in useability on older versions, cleaner text layout, easier to read and same great content expanded in useful places. The art through is AI, by "the Daemon Midjourney", as has been the Authors style for years. This may or may not sit well with you but for the vibes of Infinigrad it works as a dreamy, twisted place where people *do* have the wrong number of fingers and generally look twisted, warped and uncanny.

The DriveThru package also includes a bunch of HTML generators - Building Stocker, Guild Dog Generator, Job Generator, Suburb Generator, Suburb Street Stocker and Universal Stocker - which you can just click-to-use instead of rolling dice to look things up. I think I will be sticking with dice on the table and the pdf but these are a nice quality of life inclusion for those who want them.

27 May 2024

Shiny TTRPG links #174

Links from an interesting week on the web, seasoned with a trawl of the archives. For yet 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.

The Welsh Piper gave us Realities of Fantasy Treasure

Goblin Punch wrote Dungeon Checklist

Mindstorm gives us Collaborative Worldbuilding: Glimpses

Great & Small: The Roleplaying Game Of Animal Fantasy gave us Defending Your Territory

Silverarm shares Fixing Moria: Metro System Megadungeon Design

DAILYADVENTUREPROMPTS gives us DM Tip: Lining up the Pieces

Enthusiastic Skeleton Boys wrote D&D isn't fun enough (or: Enthusiastic Skeleton Boys)

Tabletop Curiosity Cabinet gives us Splitting the Overloaded Encounter Die

25 May 2024

Remixing: Spelljammer Light of Xaryxis Part III

tl;dr: how the players actually bounced around the sandbox made by chopping up Light of Xaryxis

In the first part of this remix I wrote about what I did
* Read through Light of Xaryxis (LoX) and rework the framing of the campaign.
* Adapt the adventure by breaking it up into 'plot chunks' which could be separated.
* Created a system for all the action to happen in.
* Dropped the various plot chunks into places that made sense - this got more focus in the second part of the write up.

Below are the records of how the players moved among the various planets where the encounters from the adventure were scattered. Overall it worked well, with the start holding fairly true to what the adventure lays out then going all over the place in the middle before running through the ending more or less as planned out in the book.

To give context for all the movements described, the roster of planets in the system was:
0. The Snuffed Star – the guttering remains of a star, where a prototype starseed had fizzled
1. Gorondirs Throne – small, with a fiery moon that makes it habitable, dwelling of the Sussurans, quasi-Xaryxian loyalists
2. Mystra’s Mirror - small, flat waterworld - uninhabited
3. Hrungirs Roar - titanic air world with a fiery moon and a habitable earthen moebius-strip, seat of the local astral elves, system capital
4. The Great Belt - chain of asteroids within an extended atmosphere inhabited by miners of many origins
5. Obsidian Depths - vast water world, inhabited only by great aquatic beasts
6. Fanthirs Ruin – enormous earth world, once populated by dwarves, now a mindflayer hold
7. The Ring Sea – water belt with rocky clusters and a great moon within it
8. Tears of Joy – tiny warm water world with a population of raft-dwellers

Below is a mid game map with the long diagonal mapping the 'rings' of the system using the old Spelljammer notation. The closer rings (top left) are one day travel at Spelljammer speed, the further apart rings are two days travel apiece. The astral boundary is bottom right corner - so a fair ways out. The map is from mid-campaign but as you can see, there is quite a chunk of distance, multiple days travel between the different planets - so this hex-crawl became *lengthy*.

22 May 2024

Orc-shifted world (RPG Blog Carnival)

For this months RPG Blog Carnival because the prompt it’s not easy being green from RPG Wandering got me thinking about orcs - and how the world changes, if any, if we slot orcs into the central world spot that humans typically occupy.

What if orcs and goblins were our 'base' for our fantasy world in place of humans? Taking standard D&D fantasy world, you get lots of mixed entities from the influence of magic, the planes, dragons, etc. What does a world look like where the assumed base block of the world is an orc?

This is not Orkworld where we assume Orks are the protagonists in otherwise standard fantasyland, this is assuming a world grown up around orcs rather than one grown up around humans.

There looks to me like three major blocks of creatures that would change to 'orc-based' versions
- those changed by the influence of magical forces - planars
- those combined with other fantasy races through heritage
- those affected/cursed during their life

20 May 2024

Shiny TTRPG links #173

Choice links from this week on the interweb including some sweet Jams! For yet 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.

Prismatic Wasteland creates Barkeep Jam

The Colours of Pentagrams proposes reCalled from Action - Blogging Challenge

Gnome Stew gives us Give them a War Room: Player Facing Threat Maps

Rise Up Comus gives us Legojam: Castle Hexcrawl

u/i_am_randy shares 11 years of running open tables at local game stores

Archstone Press writes Running Your First Sandbox

18 May 2024

Review: Royal Blood - A Game of Cards

tl:dr; a fun tarot-based heist game, great for whipping up vibrant characters and an intricate challenge for a punchy one-shot.

I got to play this as part of the forever-DMs support group - and it turned out it was on my drives so great chance for a review. Royal Blood is from Rowan Rook and Decard of Spire and Heart fame. I think I got this as part of a bundle and had given the blurb a read but it did not click with me - but now after playing it I have a lot more time for it, I could see this being useful for folk as a world-builder even for other games.

The high concept is that you are a 'Royal' - one of the court cards from the tarot deck - with magic flowing in your veins. Above the world are the Arcane - those who managed to claw or trick their way up to quasi-god-hood, recognised as one of the major arcana of the tarot. The game is about pulling off the heist that tears our the heart of power of one of the Arcane - to ascend yourselves potentially.

Art by Banana Chan


Mechanically it resembles Blades or Spire - not dice thrown but the minor arcana drawn and success depends on the value of the card - yes but, yes and, etc. The design is riotous - great evocative writing set over some bright pages - zine-sized, not a huge amount on each page but punchy and does what it needs to.

15 May 2024

Own Personal Blorb/AntiBlorb

tl;dr: I like Blorb because it anchors on the concept of the oracular dice, that the DM facilitiates, guides the odds by writing the tables to be rolled on, but the dice decide fate. I like Anti-Blorb because it reflects how engaged players paint in the world too.

I read the original Blorb article and thought 'yes, of course' then I saw quite a lot of dismissiveness from commenters I otherwise respect that made me question had I missed something. After further digging I figure that the reasons they disagree is the portrayal of the principles of blorb as iron laws as opposed to a neat heuristic to make a GM's life easier. For that I find Blorb is great.

Hacking Technoskalds summary of Sandra's original model we have three tiers of in-world truth when the group sits to table and the curtain raises on the session:
Explicitly-noted facts are in the GM's binder to be uncovered as play begins
Rules or mechanics (including random tables) which generate truths about the world through play and how the dice fall
Improvised facts are things the DM will create in the moment to fill in gaps not covered by the first two

I find the toughest challenge over long form campaigns is keeping things consistent in-world. Everything reverts to the mean fantasy land mulch in my brain if I do not have some big hooks to hang a seperate world off - and things that remind me of the random little stuff I thought up that would be cool at some point. Setting it out in tiers helps me because it recognises the practical reality of some big set pieces get written up that you are going to use once the players find them, some stuff you are going to make up as you go along - but the intermediate tier is little systems and encounter tables is what helps keep things consistent.

I am fascinated by the description of 'blorby' by Fail Forward as a 'highly detailed pre-written setting' because it is to me one of the ways of *minimising* the detail you need to write into your setting. You generate some reasonable principles for the world - a good encounter table permits the players to wander wherever in a hex crawl for as long as they like. Combine that with mechanics like an overloaded encounter dice to allow any given encounter table entry to serve multiple duties - the encounter, the spoor, the lair, etc.

I like the specific expansion of anti-blorb - which again, weird name - because it maps to my table experiences over the long run.

Per Liches Libram Antiblorb follows the hierarchy:
explicit GM notes and overwise established truths, and if none exist
if the facts would be known to PCs, established player headcanon, and if that does not exist or is inapplicable,
if the facts would already by known to PCs, player fiat, and if that is not applicable,
procedures like random tables for generating truths flagged by the GM in advance, and if none exist,
GM fiat

My first read of 'player fiat' was very character driven 'my back story says' but when I think about my tables with longer running campaigns then it is much more the "I figure that..." of players deducing elements of the world that the DM simply had not yet considered. The DM may have arrived at a different answer if they had come to it alone but with the players here creating perfectly world-coherent answers, why not write it down and make it canon.

Pure unstructured improv for me runs the high risk of me whacking into some inconsistency that players will latch onto and either burn time on something that is not there or require immersion-busting back pedaling. The least wild improv I do the better because things getting generated off pre-thought-through procedures ought to be in-world consistent and support the players general vision of the world. Ideally this then sparks more player headcanon and player driven fact-making which then gives me more world-coherent material to riff off.

I like how Knight at the Opera talks through this approach and the benefits of this 'selective prep'.

It is also helpful as anything after long, draining days or weeks when the creativity within any given thing I am improving might be trying to draw from a dry well.

It helps me structure my creativity and keep the worlds consistent and different from each other, especially when there are gaps between games and switching between worlds.

Godspeed to those who can sit down and extemporise entire campaigns - I used to be able to do it back in college running IOU while my expresso machine ran continuously but not no more. These days, I blorb, because if I come up with a good idea, great! If the players tell me what great idea is implied by stuff I told them earlier, great! If I'm stuck but I've got some tables I can pull a quick random-but-tailored encounter out of, also great! And finally if I find myself way down this list - nothing prepped, the players don't know what should be here, it is off the charts of stuff I have thought of before - then we are in genuine blank space of the world and that is also engaging. Whatever I come up with here in this blank space is going to be informed by all the things it wasn't which at least is better than starting from absolute zero.

Joesky Tax - d6 Abandoned Heist Hauls
1. Smashed chest of small coins, obviously fallen from a great height, bloody scrapes along one edge, short trail of coins away
2. Multiple antique urns, with fading illusions to look like one of the urns, which has an illusion to look differently
3. A great rusted pile of chainmail, swords, helmets, halbards and other gear, within which glint gold and some gems
4. A tipped over coffin with a scarred lid, something crudely hacked off the center of it, scrolls tumbling out across the ground
5. An extremely obvious burial sight hides a chest of the local tax collectors. Multiple trails come too and from the burial pit, signs of multiple reburials.
6. Heavy bundles of fresh furs from a large, dangerous predator. Getting a bit gamey but treated soon might be sold for good coin