08 May 2024

Further notes on running big open tables

Unplanned I ended up running a big table of nine for one of our open sessions recently - it can work, it is not to be feared and disdained as some might insist. I also got to play in a seven player, multi-faction brawl and ran a seven man table in the past months for other examples. Writing up notes as per Gorgon Bones best practices - Record your hobby experience.

I previously wrote up how I used to make it work in the 90s. In the past months I have run a table of seven and one of nine and it gave me a chance to re-test what I recalled as the way to do it and see was I kidding myself or suffering false memory.

What I remembered of my old methods were:
- make it easy for people to pay attention - either have people involved or make sure things are interesting to watch
- 'just use bears' - keep the monsters straightforward
- take breaks
- run a count down - hold people to making quick decisions
- ambush long discussions with random encounters
- Viking Hat DM'ing - strongly steering the table - though that was just how I ran things back in the day

Since the 90s things I picked up along the way that I thought would help are:
- Puzzles and terrain hazards are great
- Keeping the momentum going by telling people to be ready ahead of their turn

So from these recent sessions, things that stood out to me were:

Lots of bodies makes a mess of combat encounters - a lot of damage gets thrown out before a monster gets a second turn; add foes but keep those foes mechanically simple.

People mostly stuck together - everyone worked well except one or two 'self-centered' characters. Lone-wolves do not work as there is not the time for their running off alone. Getting the party moving through impulsive actions (just pulling the lever) can be fine to break debate-deadlock.

Weird, quirky characters are fine where the player knows how to play them so as not to be a drag. Large headcount tables live in the now, backgrounds are unlikely to feature strongly since there is not time to give everyone that kind of spotlight.

Vary between calling on everyone and letting some drive the action. Some players were happy to sit back and enjoy the ride, if things are being driven forward.

Watch the progress of the group as a whole - as long as things are generally moving forward you are doing ok. Some things get resolved quickly because of many bodies (combat), other things take longer (roleplay).

From the seven player table where sub groups split off regularly on mini-exploration runs, as long as people are doing entertaining things, others will be happy to 'watch the show' - a hub-and-spoke set up works where people do things and come back before doing another thing vs linear where people venture ever further away

From the nine player table - allow folk to run ahead with decisions, in particular being conscious of some players stopping to harvest or cast rituals or other time consuming stuff - note they are stopping to do a thing and see what everyone else is doing with their time. If the party feels it is critical, they will wait, if they feel it is indulgent they will move on and that gives a balance to 'bandwidth jamming'.

Pre-brief folk - recognise it is going to be a big table and ask their help keeping things moving - bring them inside the tent to help.

There was a cool puzzle as part of the nine player adventure, almost a toolbox for players to engage with as much as they wanted (programmable automata) and that worked well.

04 May 2024

State of the Blog (post #600)

I skipped out talking blog stats on the 5-year post, focused on meat-space so here we'll talk about how fares the online realm in a bit more detail.

On Traffic

Everything has gone weird - I assume scraping to feed AI models? The geographic origin of traffic here used to mirror where TTRPG-ers identified as their point of origin - 55% US, then 15% UK/Canada/Australia/Ireland, 10% EU, 20% rest - and over the past couple of months I've been getting *70%* of my traffic from the Pacific Rim - bouncing between Hong Kong and Singapore. That ain't real. Stripping off all that what I assume is bot-nonsense and traffic has been stable for 2024 so far at ~ 7800 hits a month.

Looking at this in the raw from blogger we can see the anomaly clearly - standard traffic is noisy, with occassional spikes with a quick drop of if I get featured somewhere. That big, sustained ramp-up since Feb 2024 is obviously nothing to do with me - either AI scrapers, backwash from other peoples cyberwars or whatever.

I am reassured some real folk do actually turn up because there are the comments and I see myself mentioned in random chatter now and then (shiny weekly links or the 1.2 million character sheets post). The r/OSR blogroll has been killed - the last one has just been left up and ... well throw your links in there to die I guess? I find the auto-feeds that folk set up on Mastodon are much more effective anyway so I am choosing not to fight this fight anymore. Farewell r/OSR blogroll, you served your purpose for a time. The two major replacements for getting the word out have been Sly Flourishes TTRPG Blogroll feed and the TTRPG network on Lemmy which is great because you can follow it on Mastodon and it just connects straight to your feed.

And again, I have to thank the following comrade-bloggers as those who bring readers here - both the long-standing Lizardman Diaries, DIY & Dragons, Chaudron Chromatique, Weaver.skepti.ch, Nothics Eye, Ynas Midgard, Uncaring Cosmos, Retired Adventurer, Kelvin Green, Awesome Lies, Spot Hidden, Shuttered Room, Wierd Wonderful Worlds, A Continent of Banalities, Archons March On, 3d6 Polar Bears and Advanced Mystery and Manners. I appreciate being on your blogrolls.

On content

Most popular posts of the past 6 months - assuming that all got equally affected by the bot-nonsense this is still some measure of what was popular.
Class/Race archetypes in 1.2 million D&DBeyond characters
Review: Reach of the Roach God
Review: Worlds Without Number
Campaign Spin-Up VIII - Fuzzier West March Sandboxes
Masquerade as social depth-crawl (RPG Blog Carnival)
Terrain, Terrain, Terrain
Landing the session ending for one-shots (RPG Blog Carnival)
Chekovs Hooks III: Loose Ends from Written Modules
Thoughts on a new "DMG of house rules"
Review: Beyond Corny Gron
Growing your game group (5yr Blog-iversary)

Of all of those, I am so glad I called out that I got all this data from Dice-scroller right at the top of the post about class/race archetypes post or this would be excruciating - I changed the colours to beef up the contrast and discussed the chart of all the data they pulled and somehow this post has become the 'go-to' post for discussing the dataset not their original post. Why, internet?

The review of Reach of the Roach God has shown legs which is nice but the Worlds Without Number one is really surprising - top 3 for Q1-2024 and it got published in Dec '21! Only other notable point is that the RPG Blog Carnival is providing good chewy topics to get the creative juices flowing on a consistent basis - join in if you don't already.

Another nice online moment was when Bruce Heard (of Princess Ark and Calidar) found the table-test I did of the flying ship combat system he published on his blog and reposted that Skyship Battle Playtest to his own blog. Praise from Caesar!

Additional online effort has gone into wrangling event notices on the RPGVienna forum and on the meetup - button mashing to get people to tables rolling dice.

On Goals

Since the last major check in I can cross off one major goal in that we brought the Spelljammer Light of Xaryxis campaign over the line - only my third campaign to hit their actual planned conclusion. Otherwise open night gaming continues, DM 101 session is at least scheduled and I am getting to play some Planescape as well as continuing Rime of the Frostmaiden.

I notice I have more fodder for 'actual play' and lessons learned posts, less time to do data posts - I guess that is a good sign of more actual gaming getting done.

Going to keep this thing running, it serves well as a place to document observations and lessons learned, flex creative muscles in the Blog Carnivals and so on.

30 April 2024

Beyond Hirelings, Sub-questors for Pyramid Questing

My Ducal House table had an idea that, since the number of things on the parties to-do list had grown so collossal they would never get to them, they would parcel off some quests as things that could be run at my Friday open table games. Become quest-givers in other words.

On the face of it I love the idea, with the caveat that the first thing they proposed to carve off was a pretty grim problem that might just make mincemeat out of some uninformed adventurers. However, with a little finesse, I am sure this can be addressed.

The pros for me are that I already have a huge quantity of material for all the things they want to deal with - since they could well have gone to deal with it themselves. So in theory I just need to extract the specific notes for whatever is the objective, shape it into a one-shot session and see however a party does.

If red-teaming is having the opposition run by others what is this called? Not blue-teaming because the people playing the one-shots would be being blue-teamed by the Ducal House players. Consultation with experts of the deep interwebs suggests 'sub-questing', 'nested questing' or 'pyramid questing' and I have to admit liking the latter quite a bit.

To make this work first I need the Ducal House players to pick some tasks they are carving off which might be a wrench given their (well founded) view that nobody else gets anything right if they do not do it themselves. Once they deign to outsource some tasks, I need to frame them up in a way that it can run as a one-shot.

Thinking about it any given task is going to have the 'dial' of how hard or easy it is to get to. The first two things mentioned in passing were retreiving a magical item from a presumed abandoned temple complex deep in the jungles of the Land of the Dead. The second thing was the harvesting of a magical component from a mythic location that they are not quite sure where it lies. Both of which have potentially interesting terrain adventures to be had.

The main Ducal House campaign has a balance of swift change (due to high PC mobility through magic) and plenty of warning for me as a DM since they like to plan things out. I think the template I'll be using here is the Spelljammer Academy mini-campaign which was all done around 'big hook' for any given session and then built out with stuff to do around that - typically the voyage to the location or the flight from consequences afterwards.

On a pure DM'ing level, it is going to be a fun exercise in T2-3 play and running bad-guys worth their salt at that level. Not quite Tuckers Kobolds level of 'ye shall fear the enemy' but the signature foes for some of this are individually not so dangerous but collectively a hazard.

I was nudging the Ducal House players towards 'you are high level now, you should have others doing things for you' - me thinking hirelings, vassals, maybe a couple of friendly NPCs. Classic DM mistake, my players took what I was thinking and ran off over the horizon with it...

29 April 2024

Shiny TTRPG links #170

Marking a round number with fresh links from about the internet. For 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.

Whose Measure God Could Not Take gives us Why Are You So Emaciated and Your Face Half-Crazed? (Carousing Rules)

Luke Gearing shares d100 Carousing

Grumpy Wizard writes How Do I Create Random Generation Tables for a Sandbox Campaign?

I Cast Light! gives us I CAST FIST!: Brawl Arcane 28 A Perfect Intro To Kit Bashing And Skull Smashing

Gorgon Bones writes “Boring” Combat is Fine Actually

Prismatic Wasteland writes We Live Again

27 April 2024

Actual Test: Spelljammer 5e Fleet Combat (Fantasy Space Combat Rules Part 7)

tl;dr: not really a fantasy space fleet combat ruleset - but it sort of works at table.

I have run the 'fleet combat' set up for Spelljammer 5e by the book twice now (and it ran in the background for a third session) and it sort of serves its purpose as a dramatic device but I really hesitate to call it a rule-set. Following from writing on the Spelljammer 5e lack of rules before there is actually, toward the end of the adventure in the set Light of Xaryxis, some minimal mass combat rules: once you are in mass ship combat, each side loses a ship each round and the players get to focus on boarding actions.

Recalling what we saw previously - you practically cannot batter a 5e Spelljammer out of action through weapons fire alone without it being a deeply tedious dice-rolling exercise so the players getting stuck-in as boarders is the sensible thing to do - they will rip up an enemy crew a lot more quickly than their ship will hammer an enemy ship out of action. This 'chalk one ship off per round' is really just a timing mechanic to drive urgency in the boarding actions - but then making sure that the players have material targets that make enough of a difference within reachable distance is purely down to GM sleight of hand - exactly how far things are and how fast things are needs to get handwaved hard or players spend a lot of time too far off to be doing anything once they have crushed a first target but the battle is not yet resolved - or have foes come to them. If you actually look at the relative ship speeds, a foe trying to avoid boarding drives relative closing speeds per round down to 10-30' per round - starting even at the closest range of 250' that makes a long, long time trying to get to grips with folk.

Recapping the three instances where I've used the mass fleet combat:
First was the finale of the Spelljammer Academy extended campaign - and the players used their fleet to tie up the enemy fleet while they did an end run around to board the enemy base
Second was a variation on Chapter Nine of Light of Xaryxis where the players decided to slug it out with Xeleths fleet when he came to grab Xedalli because they had managed to round up some allies by then. That was an extended series of boarding actions to the backdrop of the fleets tearing each other apart.
Third was Chapter Ten of Light of Xaryxis where the players used their fleet as a blocking force against the citadel fleet and did a run directly for the citadel - fighting solar dragons on the way in.

It is enough mechanic for players to judge 'how is this fight likely to go' - which is purely 'have we at least a matching number of hulls to tie the enemy up while we do our thing'. Not very elegant but enough for the purposes of getting a session moving.

I guess it is *a* way to do multiple ship combats and my player groups have enjoyed the fleet actions because it keeps the focus on the heroes which I guess is the point for 5e. I write it up grudgingly because while I dislike it conceptually, my players have enjoyed the effect at the table. This feels wierd to me, but maybe it might be useful to you. It all feels a bit quantum ogre for me - the enemy will stumble upon you just at the appropriate moment - but really it just makes all the ship combat as wallpaper. The ships are just the shapes to have combats across; as long as you know that is the style of campaign you get with Spelljammer 5e, all is well.

If you want actual mechanic sets with a bit of heft to them, we have previously gone through 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 as well as the original AD&D Spelljammer and the to-be-published OD&D compatible Calidar. Most recently we also tried the gridless, Theater of the Mind house ruleset for the Spelljamming focused 'Tales from the Glass Guarded World' podcast.

24 April 2024

Actual Play: Stirring the Hornet's Nest at Het Thamsya

I got to take Stirring the Hornet's Nest at Het Thamsya to one of my open table sessions and it ran pretty well - some squeaks but those were driven by the typical open table stuff - no filtering of play-style, no session zero, ended up with a massive table (nine) of which six were new to me, four of those were new to D&D. Review of the module is here. Writing it up as per Gorgon Bones Record your hobby experience.
This is a big site - 25 rooms - and an intriguing heist/rescue. Spoilers abound from here on.