31 July 2024

August 2024 RPG Blog Carnival: It Came From Beyond Time

Welcome to the new month for the RPG Blog Carnival - our topic for August 2024 is "It Came From Beyond Time" - on my mind is the stramge effects of long life and magic can have in dredging things up from the deep past and hurl them into your current campaign. You can find some deeper background on the RPG Blog Carnival on 'of Dice and Dragons'.

If you want to join the carnival, write up your own entry and post it in a comment below, send me a link (my username at gmail.com) or ping me on the 'blog-carnival' OSR discord channel or find me bluesky, twitter or mastodon. I will gather all the participants into a wrap-up post on September 4th.

Below is my own take on the topic.

29 July 2024

Shiny TTRPG links #183

More interesting links from about the net. 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.

Alex Schroeder gives us One Page Dungeon Contest

Welcome to the Deathtrap writes The Adventure Game Part of D&D Directs the Faction-Driven Wargame Part

Grumpy Wizard explains How I Referee Large Groups of Players in Old School D&D

of Dice and Dragons gave us Use a burn down list to keep from running out of ideas

Whose Measure God Could Not Take shares Simple Underdark Point of Interest Generator

The Latest Enemy wrote A Short Wish List

Aboleth Overlords writes Ye Olde Fantasy: Family Matters

27 July 2024

Your great-grand-elf's elvish: long lives slowing language change (RPG Blog Carnival)

/The RPG Blog Carnival prompt from Beneath Foreign Planets of WORDS! Etymology, Onomatology and Linguistics sparked some other thoughts for me - on the stability of language when there are very long-lived organisms around.

The core thought here is that you can find thousand year old elves, dragons and giants around - presumably still speaking the same language with the same accent as when they learned their languages in their your - so accents and languages would change much more slowly in such settings than in our own world.

In my home campaign one of the key blocks of background was the elven conquest of the main continent about 5000 years ago and their great withdrawal about 1000 years ago. This has been time enough for many, many generations of the various different short lived races to have lived and died - but alongside this there are the children of the elves who departed 1000 years ago.

This sets up elven as the lingua franca for the local region based on elvish conquests and for that elven to remain recognisably similar because you are talking to the same elves or their immediate offspring. Even within elven populations, since a generation is 100-200 years and their lifespan is ~800 years, then an elven child will learn their elven in part from their great-grand-parent who will still be about. Now, noting not everyone is going to have the same accent as their parents, but this does act as a brake on linguistic drift.

This stabilising influence of very long lived creatures would also apply for giant and draconic and one would assume acting on goliath and dragonborn populations too. The big question is whether these long-lived creatures would also stabilise other langages for other populations? This would be a question of contact - if elves and dwarves are in frequent contact with shorter-lived humans or goblinoids *and* speak with them in their own tongues, it could happen. If contact is less frequent then you would end up with divergence like modern Swiss-German sounding like Ye Olde German to the Austrians and Germans - understandable but not quite the same.

Counter-vailing forces, pushing greater change in language, would be speaking populations isolated from one another and shorter lifespans. I think the shorter life-spans would not necessarily have as strong an effect on causing language drift - but things like populations being able to live in noticeably different environments would.

Greater density of languages and dialects occur around broken up places (mountain valleys, difficult terrain) which keep populations from talking to one another - in D&D you would have a further layer of hazardous barriers (in monsters) and also a broader span of what is habitable - underdark, aquatic, hot and cold environments all have sentients who can dwell there who are 'isolated' from other environments that are uninhabitable to them, but perfectly fine for others.

This sets up two opposing forces - first lots of population groups dwelling in relative isolation and the stabilising anchors of the long-lived. However, assuming the tendency is towards people adopting what most easily allows them to be understood, then where there is contact between the two, it will be change that is slowed and pulled back towards the old ways.

What about transmission along dwarf roads, planar portals and other non-linear connections between places? This would just further serve to stabilise language other greater distances.

For the purposes of world-building and running your game, this means you can with some justification say that adventurers walking around today can understand old, even ancient, languages in a way that would seem quite unreasonable in the real world. Adventurers could well be able to read the script on the ancient tomb or spellbook even before magical assistance. All this is helpful to us as GMs because it gives us a handful of languages we can expect to remain stable for us to deliver our clues in.

24 July 2024

"Planars got a lot of words for 'ethereal'" (RPG Blog Carnival)

This months RPG Blog Carnival comes from Beneath Foreign Planets with the prompt WORDS! Etymology, Onomatology and Linguistics.

I have shied away from using language too heavily in world-building because I have not had much luck getting people to follow up on cues tied to language - the base assumption being that names, words, places and the like are the outputs of generic fantasyland slush and not actually backed by anything meaningful and thus not worth digging deeply into.

However, if I was to weave language into a setting more deeply a thread I would follow is the effect of connection to gods and to the planes. These provide a common seeding, almost a stabilising effect across settings - particularly with some groups (elves in particular) having extra-planar populations like eladrin and shadar-kai.

The current implied D&D setting has a lot of planar interaction - if I take a look at the players that pass across my open tables we have a lot of tieflings, genasi, aasimar and the operating assumption most people have coming to table is that these things are unremarkably common.

One would assume this understanding of 'the planes are out there' would lead to a much more finer grained to say 'of planar origin' with the classic 'Irish have a lot of words for rain' higher fidelity around more common aspects.

One line to take would be that this make planar things unworthy of comment, so ordinary as to not need specific words. The other line to take would be that familiarity would be enough that common folk about your setting would have at least passing familiarity with planar effects.

A couple of ways that this could manifest:

20 July 2024

Campaign Retrospective: Spelljammer Light of Xaryxis

Since a campaign finished, let us do a retrospective Against the Wicked City style as is now traditional.

Spelljammer: Light Of Xaryxis (2023-24)

What it was:
- Follow on from 5e Spelljammer rules test two-shot which were a pure systems test of the Spelljammer 5e rules. People liked that enough that it continued.
- My first attempt to run a 5e campaign off book - which was heavily remixed as described here
- My first 'formal' VTT campaign with battlemaps, tokens, getting the scales right and all that jazz
- 26 sessions from Oct 2022 to April 2024 with a slow burn start of getting in a session a month then a pause through April 23 after struggling to schedule sessions. We finally settled onto a base assumption of 'every second Monday night' which ran relatively smoothly through 2023. After smallest house-holders sleeping pattern fell apart that put a hard crimp on things as both I and the in-house test team were in this one. So we had a couple of chunky gaps for what was nominally a bi-weekly game - Jan-April 2023 and Jan-Feb 2024. The 'finite' nature of the campaign helped get things restarted in the sense that this was not an infinite committment.



What worked:

17 July 2024

DM201 discussion notes

Below the notes to the best of my recollection from a wide-ranging 2hr discussion I pitched as an Ask Me Anything session to those who come to our local games session. I thought I'd get a bunch of new folk but half the attendees were familiar faces who've played at my tables - and regularly run their own - so this was a little past the basics and more talked about progressing from good to great.

Prepping for one shots

I lay out the chunks of what will be done in the session and be prepared to snap-out some bits if time is getting tight. The “Five Room Dungeon” model is a good one for laying out sessions - a combat, a puzzle, a roleplay opportunity, the big boss and the reward. If you set it up so one or more of those elements can be skipped if time gets tight, then you can manage the session length that way. Dysons Dodecahedron goes into this a bit more and is a great source for maps.

People will bring their characters, DMs bring situations. It is good to have some ideas of how the players might solve it but players will go off in all sorts of directions or get incredibly lucky or have brilliant creative ideas so be ready for any given obstacle to get solved/eliminated more quickly than you thought.

Generally as set up, prepare a mystery (dungeon to explore, mystery to solve) have some folk in there to interact with and be prepared for people to lean combat or roleplay as they prefer. People say they prefer roleplay in surveys online 1 so be ready for things to get talked at

Prepping a session I try to have all my notes on a single-sheet so everything is in one place for a single glance.

Written adventures will usually have things laid out along these line but it is always worth reading through it and making your own one-sheet reference as they often scatter critical information around in a way that makes it easy to read, not putting it where you need it when you run at the table (major NPC name is in the intro, not at the place where the PCs encounter them, etc.)

General game-running