Launched a new campaign, trying to bring hex-crawling to my open tables; I thought I would write it up from a deployment of actual hexcrawling mechanics to see how/if this type of play mechanically differed from 'standard 5e with a map'.
Session log with a mechanics focus
15 January 2025
13 January 2025
Shiny TTRPG links #207
More links from the depths of the interwebs! For more, 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.
Rolled Low shares Bloggies Library đź—ł️
Idraluna Archives gives us Notebook Kayfabe
I Cast Light! writes EYE OF NEWT AND A DASH OF STARDUST: Ingredients for Fairy Tale Adventures
Sword and Scoundrel gives us What I Want in an OSR Game
Seedling Games shares Modified Public Domain Art
Playful Void gives us The Zungeon Manifesto: Demystifying Dungeon Creation
A Collection of Unmitigated Pedantry writes Collections: Coinage and the Tyranny of Fantasy ‘Gold’
Rolled Low shares Bloggies Library đź—ł️
Idraluna Archives gives us Notebook Kayfabe
I Cast Light! writes EYE OF NEWT AND A DASH OF STARDUST: Ingredients for Fairy Tale Adventures
Sword and Scoundrel gives us What I Want in an OSR Game
Seedling Games shares Modified Public Domain Art
Playful Void gives us The Zungeon Manifesto: Demystifying Dungeon Creation
A Collection of Unmitigated Pedantry writes Collections: Coinage and the Tyranny of Fantasy ‘Gold’
11 January 2025
Tilling the blogsoil
Slowly grinding through the Elusive Shift - a worthy book that I am not finding gripping; having it laid out in detail that we as a hobby have been hashing over the same arguments since the very start does not make for an uplifting book. The detail of how the same arguments have been going over and back since the dawn of the hobby is useful to have on record but I am not finding the book particularly easy going. It is not telling me anything new, it is just providing evidence in great depth that as a hobby we have absolutely no institutional memory and are continuing to go around and around in the same loop.
We apparently have no sign to tap.
We apparently have no sign to tap.
Meme from @rolistespod.itch.io on Bluesky
08 January 2025
Grow your own DMs - DM-ing Clinic
We ran a DM clinic at one of our Saturday Daytime sessions. We have been kicking around the idea of more experienced DMs within the society coaching newer ones. There have been more of a ride along mechanic, where someone would sit behind the screen with the DM and see basically the sausage get made from that side of things.
I thought to focus on the prep and tricks of the trade side of things and put out the word I was going to host such a session. I got a pretty decent turnout - seven folk turn up of which three of them I would have classed as fairly serious DMs in their own regard. Good for me as there is always something to learn and I to more chair the conversation rather than lecture people. I am writing it up as per Gorgon Bones first best practice: "Record your hobby experience" as a pretty solid reflection of the active questions of 'working DMs' within a pretty busy group.
To try and make sure that we got through to everyone when we joined, I just had everybody give me the topics that they wanted covered. So, the list in no particular order from folk was:
- Encounter design and making it fair, coming from someone who has been of late running Dungeon of the Mad Mage.
- The balance of sandbox versus railroading.
- Realism versus expectations - what where the players do not want to engage with what is logically present in world
- How to end combats where the combat has stopped being fun, but the outcome is not in doubt.
- Social encounters. Should you play that in initiative? How to make sure that everybody gets their time in social encounters.
- What is enough prep and how do you make sure that you're prepping just the important stuff?
- Advice on running prepared adventures, prepping pre-written adventures for taking to table and then similarly structuring notes and how to do that.
- Random encounters, how you come up with them, how you run them, how they basically fit into the whole thing.
- Pacing and just how to make sure a session ends on time.
- Not overdoing the amount of content you are covering in a game.
- Encounter lethality and what to do where people were proving hard to kill.
I thought to focus on the prep and tricks of the trade side of things and put out the word I was going to host such a session. I got a pretty decent turnout - seven folk turn up of which three of them I would have classed as fairly serious DMs in their own regard. Good for me as there is always something to learn and I to more chair the conversation rather than lecture people. I am writing it up as per Gorgon Bones first best practice: "Record your hobby experience" as a pretty solid reflection of the active questions of 'working DMs' within a pretty busy group.
To try and make sure that we got through to everyone when we joined, I just had everybody give me the topics that they wanted covered. So, the list in no particular order from folk was:
- Encounter design and making it fair, coming from someone who has been of late running Dungeon of the Mad Mage.
- The balance of sandbox versus railroading.
- Realism versus expectations - what where the players do not want to engage with what is logically present in world
- How to end combats where the combat has stopped being fun, but the outcome is not in doubt.
- Social encounters. Should you play that in initiative? How to make sure that everybody gets their time in social encounters.
- What is enough prep and how do you make sure that you're prepping just the important stuff?
- Advice on running prepared adventures, prepping pre-written adventures for taking to table and then similarly structuring notes and how to do that.
- Random encounters, how you come up with them, how you run them, how they basically fit into the whole thing.
- Pacing and just how to make sure a session ends on time.
- Not overdoing the amount of content you are covering in a game.
- Encounter lethality and what to do where people were proving hard to kill.
06 January 2025
Shiny TTRPG links #206
Launch into 2025 with a wealth of shiny links! For more, 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.
Sacha Goat compiles the best of last years blogs in 2024 Bloggies commence
VDonnut Valley launches Other, Between, and Under – The Worlds Beyond for RPG Blog Carnival
Mindstorm gives us Baseline Worldbuilding
Ward Against Evil writes Traps Belong on Random Encounter Tables and Why You Should Use Reaction Time for Them
New School Revolution shares Basic OSR Principles
dailyadventureprompts writes Heavy Topics: A Child’s Vision of Evil
Magnolia Keep gives us Accidental Hyperdiegesis and How to Harness It
Grumpy Wizard shares Why, When, and Where I Place Secret Doors In Dungeons
Sacha Goat compiles the best of last years blogs in 2024 Bloggies commence
VDonnut Valley launches Other, Between, and Under – The Worlds Beyond for RPG Blog Carnival
Mindstorm gives us Baseline Worldbuilding
Ward Against Evil writes Traps Belong on Random Encounter Tables and Why You Should Use Reaction Time for Them
New School Revolution shares Basic OSR Principles
dailyadventureprompts writes Heavy Topics: A Child’s Vision of Evil
Magnolia Keep gives us Accidental Hyperdiegesis and How to Harness It
Grumpy Wizard shares Why, When, and Where I Place Secret Doors In Dungeons
04 January 2025
Ducal House Year 6 - DM Challenges
We just kicked off the 6th year of our home campaign, Ducal House, and the players asked me how I was finding it, how it compared to previous campaigns I've done and so on. I needed to check and confirm that it is indeed the longest campaign by sessions, hours and years I have run - and later this year will be longer than the next two campaign I ran stacked together. Two questions came up at the end of the session:
1. What (if anything) am I seeing as an issue?
2. What would I change if I could?
1. What (if anything) am I seeing as an issue?
2. What would I change if I could?
01 January 2025
Hexcrawl '25 Launch
For Hexcrawl25, taking the challenge on, I decided to make a couple of modifications out of the gate.
First off being that instead of it being a 24 mile hexes/6 mile sub-hexes, I'll be using a 40 mile-10 mile because my campaign world was already hexed to 10-mile hexes. Rather than subdivide I wuill just block up to a bigger 'regional' hex at 40 miles.
Next I want to use this to feed a West Marches type campaign fairly shortly so this is going to get put into service pretty quickly. I may be accelerating parts of this quite a bit.
Then what I am basically planning to do is cookie cutter a chunk out of an existing block of the world that exists from Azgaars Fantasy Map Generator and use that.
This is replacing the draw a map, hex it up, identify your like sub-hex elements approach. What I will do instead is use the biome, culture, nation, and religion filters on the existing campaign world to provide the seeds for the hex-elements. Hex-creation by interpolation, if you will.
First off being that instead of it being a 24 mile hexes/6 mile sub-hexes, I'll be using a 40 mile-10 mile because my campaign world was already hexed to 10-mile hexes. Rather than subdivide I wuill just block up to a bigger 'regional' hex at 40 miles.
Next I want to use this to feed a West Marches type campaign fairly shortly so this is going to get put into service pretty quickly. I may be accelerating parts of this quite a bit.
Then what I am basically planning to do is cookie cutter a chunk out of an existing block of the world that exists from Azgaars Fantasy Map Generator and use that.
This is replacing the draw a map, hex it up, identify your like sub-hex elements approach. What I will do instead is use the biome, culture, nation, and religion filters on the existing campaign world to provide the seeds for the hex-elements. Hex-creation by interpolation, if you will.
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