tl;dr: a book so good, I bought the fancy dice needed to use this handy DM's miscellany. I probably open it more often than the DMG when prepping sessions.
If the measure of a book is how well book-marked it gets, then this handy accessory easily cruises into my top 10 gaming supplements. With the exception of some setting-specific guides, it is rare that something makes it into my gaming grab-bag beyond the core books. Most things sitting within reach of my writing desk don't come to the gaming table with me. The D30 Sandbox Companion is not only one that made this cut, it also got me to buy a set of d30's to be properly able to use it.
17 July 2021
14 July 2021
Review: Flipping & Turning #4
Flipping & Turning: The Annals of the Grog Empire is the official gaming magazine of the GrogTalk podcast - I was pointed to it when it was pushed on twitter and asked for my view by friend of the blog comrade Kinch. I have no experience with the podcast and have only seen the zine as I tabbed through DriveThruRPG so I am coming to this pretty cold.
Pulling it down off itch.io I find 52 pages of stuff in a pdf, looks like A5 standard zine size, nice cover illustration - so far so good. Apart from the colour covers, everything inside is black and white, mostly line art and there are some great pieces harking back to old White Dwarf and Dragon style internal art. One minor quibble is that for some articles the text size went *tiny* - not sure why some were tiny text crammed onto one page when they could have been made a double. Mysterious. Other than that the layout is good, highly variable from article to article giving it all a very art-house 'zine feel which is nice.
Pulling it down off itch.io I find 52 pages of stuff in a pdf, looks like A5 standard zine size, nice cover illustration - so far so good. Apart from the colour covers, everything inside is black and white, mostly line art and there are some great pieces harking back to old White Dwarf and Dragon style internal art. One minor quibble is that for some articles the text size went *tiny* - not sure why some were tiny text crammed onto one page when they could have been made a double. Mysterious. Other than that the layout is good, highly variable from article to article giving it all a very art-house 'zine feel which is nice.
12 July 2021
Shiny TTRPG links collection #25
More treasures from about the TTRPG internet - previous list found here. Inspired by weaver.skepti.ch End of Week links.
Further excellnet thoughts on dying heroically on Leicesters Ramble.
Terminal Velocity puts some thoughts on a Kill Six Billion Demons crossed with Mothership hybrid -
Preliminary thoughts on how to handle Space Kung Fu.
K6BD worldbuilding through inventory.
Grumpy Wizard has some good points on Heroism - if the decision to do good is easy, is it really heroic?
Excellent stuff from Spiceomancy talking about the Clockmakers, the Gnomon and how time is measured in men.
The amazing Watabou brings us another tool - the procedural mansion generator.
Further excellnet thoughts on dying heroically on Leicesters Ramble.
Terminal Velocity puts some thoughts on a Kill Six Billion Demons crossed with Mothership hybrid -
Preliminary thoughts on how to handle Space Kung Fu.
K6BD worldbuilding through inventory.
Grumpy Wizard has some good points on Heroism - if the decision to do good is easy, is it really heroic?
Excellent stuff from Spiceomancy talking about the Clockmakers, the Gnomon and how time is measured in men.
The amazing Watabou brings us another tool - the procedural mansion generator.
10 July 2021
Actual Test: AD&D Spelljammer (Fantasy Space Combat Rules Part 3)
After testing two magazine-published sets of rules for fighting magical flying ships - the 3e adaptation Shadow of the Spider Moon and the 5e Aces High aerial combat rules from Arcadia #3 published by MCDM early in 2021 we come to the grand-daddy of them all, the original AD&D Spelljammer.
I put a lot of hours into fighting Spelljammers across the hexed skies back when I first got the set but it has been easily a quarter century ago so this was a vital refresher to confirm that my memories were broadly correct.
I put a lot of hours into fighting Spelljammers across the hexed skies back when I first got the set but it has been easily a quarter century ago so this was a vital refresher to confirm that my memories were broadly correct.
07 July 2021
How Many Did You Say? Describing and rolling amounts
Based on another piece of the perceptions survey done by u/zonination I thought to take a look at what people meant when they use certain common descriptions of amounts.
Assuming scores and hundreds do not come into play so often, let us look at the range around 'many' and 'a lot' and terms that are often used in our dungeons and skirmishes.
So some of these have more uncertainty - range - on them than others. Top and bottom of the bars are the mid quartiles, the colour change point is the median. Actual numbers are below. If we take the chance to try and assign some dice to roll to these that might replicate some of these we get:
There is no range on 'a couple' - you say a couple, people expect two things. Once you say 'a few' there is more leeway. 'Several' and 'some' are more are less the same but 'several' can swing a bit higher.
What is probably the most immediately useful bit for a DM like me is the fact that 'several' says under 10, 'a lot' means about 15, then 'many' means about 20, and dozens is over 30 - those are useful descriptors to help get across how many raiders are coming howling across the valley while still giving me time enough to figure out how many there really should be.
I have eyeballed these on 'hitting the median' and ball parking the high and low swing range, anyone who fancies either brute forcing this through physical dice rolling or by coding something up - go with my blessing, I had not the patience.
Previous writings on perception of words and their potential use in D&D to be found here.
Assuming scores and hundreds do not come into play so often, let us look at the range around 'many' and 'a lot' and terms that are often used in our dungeons and skirmishes.
So some of these have more uncertainty - range - on them than others. Top and bottom of the bars are the mid quartiles, the colour change point is the median. Actual numbers are below. If we take the chance to try and assign some dice to roll to these that might replicate some of these we get:
| Descriptor | Low | Median | High | Dice |
|---|---|---|---|---|
| A couple | 2 | 2 | 2 | n/a |
| A few | 3 | 3 | 4 | d4 |
| Some | 3.25 | 4.5 | 5 | 2d4 |
| Several | 5 | 7 | 7.75 | 2d6 |
| A lot | 10 | 14.5 | 22.25 | 5d6 |
| Many | 9.25 | 20 | 25 | 5d10 |
| Dozens | 24 | 36 | 36 | 6d12 |
| Scores of | 40 | 80 | 200 | 10d20 |
| Hundreds of | 212.5 | 300 | 475 | 6d100 |
There is no range on 'a couple' - you say a couple, people expect two things. Once you say 'a few' there is more leeway. 'Several' and 'some' are more are less the same but 'several' can swing a bit higher.
What is probably the most immediately useful bit for a DM like me is the fact that 'several' says under 10, 'a lot' means about 15, then 'many' means about 20, and dozens is over 30 - those are useful descriptors to help get across how many raiders are coming howling across the valley while still giving me time enough to figure out how many there really should be.
I have eyeballed these on 'hitting the median' and ball parking the high and low swing range, anyone who fancies either brute forcing this through physical dice rolling or by coding something up - go with my blessing, I had not the patience.
Previous writings on perception of words and their potential use in D&D to be found here.
05 July 2021
Shiny TTRPG links collection #24
Completing our second dozen of 'things of interest to TTRPG players' - previous list found here. Inspired by weaver.skepti.ch End of Week links.
Another set of collected links from Dead Tree, No Shelter.
Interesting set of 'Strange shops' from Elfmaids & Octopi.
RJD20 thinks through canon in homebrew settings and ways to handle it.
Archons March On has got some nice pieces - first on 'another way to identify potions'.
And second on Action hero GLOG class - powered by the awesome 'budget' pool mechanic.
Alternatives to poison/venom save-or-die from Shuttered Room.
Another set of collected links from Dead Tree, No Shelter.
Interesting set of 'Strange shops' from Elfmaids & Octopi.
RJD20 thinks through canon in homebrew settings and ways to handle it.
Archons March On has got some nice pieces - first on 'another way to identify potions'.
And second on Action hero GLOG class - powered by the awesome 'budget' pool mechanic.
Alternatives to poison/venom save-or-die from Shuttered Room.
03 July 2021
Sudden Deadline: refocusing a campaign
My traditional approach is to just let a campaign follow its nose, let the players run down whatever alleys they want, but I recently found my home campaign had a clock put on it - so what to do? Experience with previous campaigns of this sort is that it can be pretty unsatisfying to just stop as if there is going to be another game next week and never come back to it.
So how to bring things to some sort of satisfying conclusion? This tweet provided a map - "Payoff. Payoff of narrative, of personal story arcs, of loose threads, etc."
First off is to sort the signal from the noise - what are things that the players are just up to - things that we can box under 'sharpening the saw'. Things in this category are nice in and of themselves but without a chance to use them for great glory they fall a bit flat. Things like finally getting that magic carpet to work - nice, but if there is no session where the party gets to use the flying carpet to save the day then that is not as good as it could have been.
So how to bring things to some sort of satisfying conclusion? This tweet provided a map - "Payoff. Payoff of narrative, of personal story arcs, of loose threads, etc."
First off is to sort the signal from the noise - what are things that the players are just up to - things that we can box under 'sharpening the saw'. Things in this category are nice in and of themselves but without a chance to use them for great glory they fall a bit flat. Things like finally getting that magic carpet to work - nice, but if there is no session where the party gets to use the flying carpet to save the day then that is not as good as it could have been.
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