For this months RPG Blog Carnival because the prompt 'after the dragon' from Sea of Stars is a great prompt with tons inside it. I was sure this was covered by an old Malhavoc press book but no - I was thinking of Requiem for a God which is not quite the same thing.
What we have below is probably best for terrain set up early in a campaign or when venturing into a new location because this stuff is slower and should probably be baked into the terrain players encounter. You could use this as an encounter generator for an immediate dragon attack or as some spillover from an attack last year but I think it might be best done as time-layers and then encountered from outside in by journeying PCs.
Stealing three of the five steps from the disaster management cycle we have:
1. Impact
2. Immediate aftermath
3. Post-disaster change
12 June 2024
10 June 2024
Shiny TTRPG links #176
A giant block of links with a significant archive dive this week. 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.
Mazirian's Garden gives us Group Downtime Activities: Remembering the Dead
Mindstorm gives us A Person-Shaped Hole
I Cast Light! wrote DUNGEON WEATHER: For your overloaded encounter die
Provinto RPG gives us 10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)
The Blue Bard writes Down Come the Claws
Half Again as Much starts with What is an Elemental Plane, Anyway?
Mazirian's Garden gives us Group Downtime Activities: Remembering the Dead
Mindstorm gives us A Person-Shaped Hole
I Cast Light! wrote DUNGEON WEATHER: For your overloaded encounter die
Provinto RPG gives us 10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)
The Blue Bard writes Down Come the Claws
Half Again as Much starts with What is an Elemental Plane, Anyway?
08 June 2024
Tribute to Collaborative Dungeon Creation
tl;dr: trying to recall a genius blogpost on collaborative dungeon creation as 'forces of nature'
This is an attempt to replicate a genius blogpost I found years ago and has eluded me since. Hopefully the original author will rock up and go 'hey, thats my idea' so I can finally link it.In the absence, let me tell you a tale of a genius idea, gather round the campfire comrades... The inestimable DIY & Dragons questioned if it might be Tom Dowlers "How to Host A Dungeon" - and from that tip I found the post I was thinking off - Dyson Logos doing a test of How to Host a Dungeon. So I am actually mis-remembering this as a multi-player experience which perhaps could be another way to do it. Anyway, all that follows was written before I found this out, please view it in that light.
Fado, fado, there was an idea that if you were a DM with access to multiple pools of players, you could use some of them to set situations that would then serve as challenges for others.
The original post addressed dungeons but in the hope of appeasing Joesky's ghost I am going to generalise it a bit to make it a tool for any setting.
So breaking that down into a procedure:
1. Kick it off by picking a base location type - a temple, dungeon, cavern, etc. Sketch out some part of that to get things started.
2. Everyone around the table then chooses to act as a force that has altered the space over time - dwarven miners, burrowing dragons, lava flows, a wizard (there is always a wizard).
3. Go around the table adding to or modifying the base location in a way that matches thematically to that force.
4. Repeat #3 until you have a sufficiently large or interesting location
This is an attempt to replicate a genius blogpost I found years ago and has eluded me since. Hopefully the original author will rock up and go 'hey, thats my idea' so I can finally link it.
Fado, fado, there was an idea that if you were a DM with access to multiple pools of players, you could use some of them to set situations that would then serve as challenges for others.
The original post addressed dungeons but in the hope of appeasing Joesky's ghost I am going to generalise it a bit to make it a tool for any setting.
So breaking that down into a procedure:
1. Kick it off by picking a base location type - a temple, dungeon, cavern, etc. Sketch out some part of that to get things started.
2. Everyone around the table then chooses to act as a force that has altered the space over time - dwarven miners, burrowing dragons, lava flows, a wizard (there is always a wizard).
3. Go around the table adding to or modifying the base location in a way that matches thematically to that force.
4. Repeat #3 until you have a sufficiently large or interesting location
05 June 2024
Review: Where Evil Lives
tl;dr: MCDM action-oriented monsters in their lairs - 22 lairs with neat set-piece battles for a range from level 2 to 20.
"Where Evil Lives: The MCDM book of boss battles" - does what it says on the tin. I got this because I went in on the Flee, Mortals! kickstarter and they succeeded so hard the project blew out to create another book. So I more or less got this at cost of postage only - and despite that being ridiculous rates to Europe, at that point as per Shakespeare "I am in blood/ Stepped in so far that, should I wade no more, / Returning were as tedious as go o’er." So this one landed with next to no expectations on my side and from looking at Flee, Mortals! this is cool stuff but not the style I am taking to my fluffier tables just now. Seeing that it is being sold on D&D Beyond I thought it might be good to take a second look and get it reviewed.
"Where Evil Lives: The MCDM book of boss battles" - does what it says on the tin. I got this because I went in on the Flee, Mortals! kickstarter and they succeeded so hard the project blew out to create another book. So I more or less got this at cost of postage only - and despite that being ridiculous rates to Europe, at that point as per Shakespeare "I am in blood/ Stepped in so far that, should I wade no more, / Returning were as tedious as go o’er." So this one landed with next to no expectations on my side and from looking at Flee, Mortals! this is cool stuff but not the style I am taking to my fluffier tables just now. Seeing that it is being sold on D&D Beyond I thought it might be good to take a second look and get it reviewed.
Cover art by Grace Cheung
First impression - as with Flee, Mortals! very glossy and impressive, a chunky book with nice binding. The first of the MCDM books to forgo the dust-jacket and become more like the usual 5e format. The art is, as ever gorgeous - but somewhat familiar in that there is a fair amount of duplication between this and Flee, Mortals! This makes the book either usefully standalone or annoyingly duplicative, depending on how you get to it. I will assume you do not have Flee, Mortals! for the purposes of the rest of this. The art itself is very nice and we have the interesting choice to completely abandon descriptions of monsters in favour of the illustrations - with lesser art this might be an issue but the work in here is just great for that.03 June 2024
Shiny TTRPG links #175
An interesting week for tools of gaming. 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 Last Throw gives us Crow's Random Events Table
DIY & dragons shares Helpful Links for the LEGO RPG Jam
drcuriousvii gives us Summer Lego RPG Setting(?) Jam Entry: The Monster (Pod) Manual
Grumpy Wizard shares Writing A Game Master’s Statement
Goblin Punch gives us Deconstructing Random Encounters (+ Spirits of the Underworld)
B/X BLACKRAZOR shares Illusionary Post
Coins and Scrolls gives us OSR: A Material Component Magic System
Anna B Meyer writes MeyerHawk - Magic Travel
The Last Throw gives us Crow's Random Events Table
DIY & dragons shares Helpful Links for the LEGO RPG Jam
drcuriousvii gives us Summer Lego RPG Setting(?) Jam Entry: The Monster (Pod) Manual
Grumpy Wizard shares Writing A Game Master’s Statement
Goblin Punch gives us Deconstructing Random Encounters (+ Spirits of the Underworld)
B/X BLACKRAZOR shares Illusionary Post
Coins and Scrolls gives us OSR: A Material Component Magic System
Anna B Meyer writes MeyerHawk - Magic Travel
01 June 2024
OSR Kickstarter Trends
Ben Milton of Questing Beast did some neat work tagging kickstarter projects as OSR or not and played out some of the trends over time - see video. He generously shared his data - [edit: building upon the original dataset by Hans Messersmith] and I wanted to dig through and see what else we can see.
From the data-sheet - classification was done by:
Original = Adventures/supplements/etc. explicity for old forms of D&D; New games that are direct or near directly clones of D&D (e.g. OSE, OSRIC); adventures, supplements for those direct clones
Scene = new games considered to be part of the "OSR scene"; new games inspired by older forms of D&D; adventures/supplements/etc for those games
If a project is listed with multiple systems/games, it will be categorized as Original if at least one of the systems is Original, otherwise Scene
Reprints of actual older D&D products (e.g. the recent reprint of Caverns of Thracia by Goodman Games) are included in Original
Includes projects that started between January 1, 2014 and December 31, 2023, inclusive. Therefore, some projects that started late in 2023 and ended in 2024 are included.
Listed year is the year the project started, not ended
Sticking on my analyst hat we can pull out some interesting trends. First, to recap what was shown in Questing Beasts video and give ourselves a baseline, we see an overall increase in projects for every category.
I did some work to extract the median and top quartile values of project per category to get a sense of what most projects are doing, conscious that the very large projects at the high end skew things significantly otherwise. These are in tables at the bottom of this post. We have seen the median value of project jump about but broadly converge towards the lower end of the $5k-10k bracket. This I found somewhat surprising - I would have thought that 5e or 'other' categories, representing broader pools of players, would be higher.
From the data-sheet - classification was done by:
Original = Adventures/supplements/etc. explicity for old forms of D&D; New games that are direct or near directly clones of D&D (e.g. OSE, OSRIC); adventures, supplements for those direct clones
Scene = new games considered to be part of the "OSR scene"; new games inspired by older forms of D&D; adventures/supplements/etc for those games
If a project is listed with multiple systems/games, it will be categorized as Original if at least one of the systems is Original, otherwise Scene
Reprints of actual older D&D products (e.g. the recent reprint of Caverns of Thracia by Goodman Games) are included in Original
Includes projects that started between January 1, 2014 and December 31, 2023, inclusive. Therefore, some projects that started late in 2023 and ended in 2024 are included.
Listed year is the year the project started, not ended
Sticking on my analyst hat we can pull out some interesting trends. First, to recap what was shown in Questing Beasts video and give ourselves a baseline, we see an overall increase in projects for every category.
I did some work to extract the median and top quartile values of project per category to get a sense of what most projects are doing, conscious that the very large projects at the high end skew things significantly otherwise. These are in tables at the bottom of this post. We have seen the median value of project jump about but broadly converge towards the lower end of the $5k-10k bracket. This I found somewhat surprising - I would have thought that 5e or 'other' categories, representing broader pools of players, would be higher.
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.
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.
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