30 March 2021

Once were Wizards: class preferences by age

Returning once again to Mia Gojaks survey from the 5e Facebook group we want to see if there were any patterns that could be pulled out of the class preference vs age data. This will hopefully let us go deeper than previous class preference checks. Breaking out the preference of each age cohort for the various classes we see some interesting trends.

Considering each class independently four things seem to appear here -
1. Older players prefer wizards, rogues, fighters and rangers.
2. Younger players prefer warlocks, bards, druids and barbarians
3. Clerics and monks are more favoured among younger players
4. Paladins, Sorcerors broadly popular across age cohords

29 March 2021

Shiny TTRPG links collection #10

This is the tenth weekly round up of interesting TTRPG things found on the internet, this week there is quite a lot. Previous one found here. Inspired by weaver.skepti.ch End of Week links.

RPG Planet I finally got around to signing up for this central blog list. After stalling out on what type of blog this is, time has established this is a generalist anything goes sort of place so thats the list to use.

Interesting piece on childhood fantasy influences on DIY & Dragons and what tropes, themes and assumptions about a fantasy world get built into a fantasy world for play.

Overloading the encounter die for dungeon alarums - from Prismatic Wasteland

On paths and level design - video-game origin but good food for thought for anyone designing environments.

Had not previously seen but appreciate the good thinking in Hobgoblinry's megadungeon posts - I like how they highlight which house-rules they are taking or leaving with a tie to the flavour of campaign being set up.

27 March 2021

Review: Izirion's Enchiridion of the West Marches

tl:dr; a comprehensive guide on how to run the fabled West Marches campaign style, full of great art and practical examples.

What we have is a super interesting campaign book - a combination of wilderness adventure guide and a 'school of play'. If the many, many schools of D&D are cars this book is 'how to drive the Australian Outback, beyond where there is no hope of roadside recovery'. Throughout the book everything is directing your heroes towards adventure. Safe alternatives are stripped away; these are for NPCs back in town. This is a book about making sure your adventurers must risk true hazards if they want to progress.


Own copy, cover art by Matt Cowdery



From the get go this is reflected in the multi-colour advice boxes - blue for 'what are we talking about', green for 'you could do this', red for 'this is how this should play'. The specific framework of the West Marches with its own tropes of town/wild, player-lead scheduling and map-as-record are thoroughly explained here. All these rules exist in the core books but this is the guide to why to set all the dials a specific way for a specific experience. For a quick, non-exhaustive summary the West Marches style is one where a large roster of players drops-in, drops-out for any given session and the focus of play is on ventures into a forbidding wilderness.

So what have we got in here?

25 March 2021

d12 things encountered traversing this blasted world

Maybe you are between portals, maybe you need to cross this desert, maybe your shuttle crashed. In any case, you just noticed:
1. A dessicated corpse, clutching a map. You recognise the markings and signatures as the same guide that gave you your maps. It looks like they have been here a while. Their flesh has been gnawed by insects but some of their gear is salvagable.

2. A tilted tower rises from the sands, on the edge of what was once a lake. The tower is neatly sheared off five stories up, the scattered stones of the upper floors lying where they were thrown by the blast. This is where the cataclysm that dessicated this region occured - humidity has been dropping as you approach; your eyes dry, any open vessel evaporates, animals begin to resist going closer than sight-range.

3. An animated kraken swims through the silty sands, an abandoned war-engine, stitched together with additional chains and mauls the over-ambitious and impractical creator thought might be useful, it roams about its silt basin, unable to drag itself beyond.

4. Dew trappers trudge across the barrens - setting out their arrays of beetle-shells each dawn and duck and carefully scraping the precious moisture into barrels. During the day they shelter, storing their barrels in the deeper cool and travel at night, dragging their skids of barrels behind them. They will trade for their water, holding little else of value.

5. A battle field in the desert. You come upon a line of conflict, a jumble of old bones and armour partially buried. There is a lot to sort through here but a couple of remarkable treasures can be gleaned if you are willing to do the digging.

6. Exposed bones of ancient sea creatures, tumbled together chaotically in the wake of disaster. Some of these have been fossilised with beautiful mineral and gem deposits within them but are bulky.

7. Caves with ancient lore on the walls. Here is the truth of the event that ruined this place, painted on the walls by the last witnesses.

8. Portions of a buried city. Exposed parts are scoured to ruin but beautiful murals and chests with preserved contents can be unearthed with a little effort. Here the challenge is the scale, this place was massive, and was not built on one level. Walking to certain places will trip avalanches that will sweep people away and possibly engulf them.

9. A local pleasure spot - a dune-surfing festival where a wind-mill driven winch hauls people up a hill to plunge down. Everything is temporary, transported in with pack animals. The joyous cries can be heard before they are seen. Hospitality is offered to any who approach along with a gentle insistence to try surfing down the dunes. This is harder than it looks

10. An oasis guarded by a fierce creature trapped here by the encroaching barrens. It is the last of its kind.

11. A treasure hunter, crazed with exhaustion, possessed of handfuls of exquisite gems obviously pried from something. If nursed back to health in place, they can back-track to the rich ruin they had found.

12. Raiders, you see them along the ridgeline, a glint of their watch-glasses betraying their position. They probably want your stuff, your water and you for meat.

23 March 2021

Blog challenge: Worlds not Rules from Classless Kobolds

Picking up an interesting challenge from Jim at d66 Classless Kobolds which goes:
1. Pick a genre, setting, or time period
2. Write one or two paragraphs on context
3. Produce one page of random tables
4. Give advice on tropes and how to use them

So here is a thought I had kicking about for a while - portal-fantasy in spaaaaace.

The aliens do not care. There was a brief flash of attention when the war front passed near Earth before that all got quelled. Unfortunately humans escaped their world but they have nothing worth trading and their planet is a mess so ... *six shouldered shrug*

The time is the medium-distance future and our setting is an update on the planetary romance; you can go almost anywhere, walk under the distant suns, and so on as long as you spike your nano-treatments. All the different aliens are out there living their own paradigms and you can walk through the portal networks between them. In places it looks like Mos Eisley or Kill Six Billion Demons, other places it looks like Coruscant or Illium.

Something happened long ago and galactic civilization, such as it is, is jumpy as hell about backups and redundancy. They have portals you can walk through, portals with trains, they fly light-sails, they use habitats, they use generation ships, they use jump drives. They thread the crusts of worlds with bio-engines that can manufacture anything, then leave them mostly dormant.

22 March 2021

Shiny TTRPG links collection #9

This is the ninth weekly round up of interesting TTRPG things found on the internet. Previous one found here. Inspired by weaver.skepti.ch End of Week links.

Starting our mini-theme of NPCs for this week: a tweet-thread of ways to keep track of NPCs who don’t need full stat blocks.

Hauling out this old gold from Bastionland for creating NPCs.

Great set of ideas for making your merchants more interesting.

Neat D20 x 4 table for generating random nobles.

20 March 2021

Comparing top 10 games on Roll20 vs Fantasy Grounds

tl;dr: D&D 5e dominates both; Fantasy Grounds likes Pathfinder, Roll20 likes Call of Cthulu.

Fantasy Grounds released its player numbers and I wanted to put the top 10 games side by side to compare. This it done by taking the top 10 games on Roll20 and then setting seeing how all the players who played those games were split out, then taking those same games for Fantasy Grounds.


Unsurprisingly, D&D 5e is the Kaiju in the room on both sites; ~ 3 in every 4 games are D&D 5e. We more or less knew this. What is interesting is the split on the last quarter.