tl;dr: a forewarned party will make mincemeat out of your illusionist.
I table tested the approach to illusions from Bluebard "Death by Illusion" lightly adapted to 3.5e (Illusion save became Will Save) and it worked pretty well. This is also a return to Illusory Sensorum's Illusions & Delusions prompt for the RPG Blog Carnival. I tried to put it into practice and it... kind of worked, kind of went clunk but in a good way.
The background was that the party, children of a noble house, had figured out one of their cousins was being held on their own lands incommunicado by parties unknown. Scrying on them they saw the location they knew with the fittings of a neighbouring realm. Communication attempts through message were interrupted by the scry being countered until someone Sleep'ed their cousin and they saw them being dumped into bed with their also slumbering new wife. Further scrys on known servants revealed them all asleep in the potato cellar. The party deduced that something was going on involving illusions that made the cousin think all was well - they rounded up an 'illusion specialist' by way of the local mages guild and set off down river on a borrowed skiff using their Spelljamming saddle.
From the opposition side - they knew they were blown so they had some time to prepare. They had hostages and were at a fortified chateau, but one they knew the heroes were familiar with.
Philosophical question one - running this somewhat old school should the foes in place be of equal level to challenge the players or should they be of the level equivalent to when this hook was first set up - a force sufficient for the task by the opposition based on the last news the opposition had?
To set this all up I:
First off - I grabbed a map of a fortified chateau as my baseline
Second - I figured out the hostile forces, what they were and what they were disguised as
Third - I gave myself a random roll table of illusionary hazards
28 February 2024
26 February 2024
Shiny TTRPG links #161
Further plumbings of the depth of the internet. More can be found on the previous list found here. You can find more links on this weeks r/OSR blogroll or the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Unknown Dungeon compiles Zine Month 2024 Highlight - Part One and Part Two
Levi Kornelsen gives us The D&D Playstyle Block and Block 2: Steelmanning The Cut.
Indie RPG Newsletter shares GM Advice: Theatricality versus Transparency
@zedecksiew writes How To Play The Revolution
Methods & Madness gives us Wargames, storygames and RPGs
Fail Forward writes Gobins
Dice Goblin gives us DIY Ancient Prophecies, Symbols & Lost Languages to Guide Your Campaign
Joy and Forgetfulness documents a game rescued from the shed getting to the table decades later in Battlemasters with Kinchlets
Unknown Dungeon compiles Zine Month 2024 Highlight - Part One and Part Two
Levi Kornelsen gives us The D&D Playstyle Block and Block 2: Steelmanning The Cut.
Indie RPG Newsletter shares GM Advice: Theatricality versus Transparency
@zedecksiew writes How To Play The Revolution
Methods & Madness gives us Wargames, storygames and RPGs
Fail Forward writes Gobins
Dice Goblin gives us DIY Ancient Prophecies, Symbols & Lost Languages to Guide Your Campaign
Joy and Forgetfulness documents a game rescued from the shed getting to the table decades later in Battlemasters with Kinchlets
24 February 2024
Lessons Learned from large beginners D&D events.
Compiling our lessons learned from our Night of the Rolling Dice beginners intro D&D event as per Gorgon Bones best practices - though this allows me to hit the trifecta of Record your hobby experience, Introduce others to your hobby and Participate in a hobby community. A key focus of this one was to distill it down to something which is as low-touch as possible - we launch it ~ 2 months out, get a roster of DMs then do nothing until a week beforehand. Everyone is busy, this is your 'plug-and-play' event template.
Write up of the actual night is here: 60 sign ups, 45 attendees, 9/10 tables ran, players seemed to go home happy, feedback on the Meetup is 4.8/5.
What worked well
- Repeatable template - we have a playbook now for how the thing runs and can base decisions on learned experience rather than best guesses.
- Booking well ahead of time (30-50 days) gives plenty of time for the event to percolate in Meetups and other calendars and for people to find their way to us. For both night-time events we hit capacity with a week to go. It does mean re-confirming with your DMs and venue that they have not forgotten but far better that then scrounging for either on short notice
- Venue interaction - we tightened up orders - only drinks before you go to table, food orders get your name on it - which practically eliminated unclaimed (and unpaid) orders at the end of the night. This got arranged by email with the venue beforehand - their standard practice is bringing things to tables which had issues when people were moving around.
- Nudging those signed up to confirm - giving folk a reminder to drop off the list if they cannot go a few days out followed by a 'check if you are up off the waitlist' mail to the same folk the day before served to get over a dozen people to flag they weren't coming and pull a bunch of the waitlist up
- Dice sales - people can borrow dice on deposit for the evening - everyone wants to take them home which generates a few quid to pay off our minimal costs
- Raffle - we did not lean hard on our FLGS this time around so I scrounged my shelves for duplicates and we cooked up another few prizes just to have a few bits for a small one - still worked well.
- Masking tape name tags - a roll of masking tape and a black marker gives good-enough name tags at minimal cost, minimal waste afterwards
- Pre-gen characters - with lots of folk (>60%) saying they were new and needed characters, previous ideas of helping people create their character are not feasible. We created a block of pre-gens and had them ready to hand out. I used Fast Character for mine, it was good enough for the night.
- Safety brief / safety tools - flagged as a thing people appreciated - we have x-cards on the tables and give a 'play nice' intro speech - you can read it all here - but feedback from even my table was immediate and positive so good to know people find it helpful.
What to do differently
Write up of the actual night is here: 60 sign ups, 45 attendees, 9/10 tables ran, players seemed to go home happy, feedback on the Meetup is 4.8/5.
What worked well
- Repeatable template - we have a playbook now for how the thing runs and can base decisions on learned experience rather than best guesses.
- Booking well ahead of time (30-50 days) gives plenty of time for the event to percolate in Meetups and other calendars and for people to find their way to us. For both night-time events we hit capacity with a week to go. It does mean re-confirming with your DMs and venue that they have not forgotten but far better that then scrounging for either on short notice
- Venue interaction - we tightened up orders - only drinks before you go to table, food orders get your name on it - which practically eliminated unclaimed (and unpaid) orders at the end of the night. This got arranged by email with the venue beforehand - their standard practice is bringing things to tables which had issues when people were moving around.
- Nudging those signed up to confirm - giving folk a reminder to drop off the list if they cannot go a few days out followed by a 'check if you are up off the waitlist' mail to the same folk the day before served to get over a dozen people to flag they weren't coming and pull a bunch of the waitlist up
- Dice sales - people can borrow dice on deposit for the evening - everyone wants to take them home which generates a few quid to pay off our minimal costs
- Raffle - we did not lean hard on our FLGS this time around so I scrounged my shelves for duplicates and we cooked up another few prizes just to have a few bits for a small one - still worked well.
- Masking tape name tags - a roll of masking tape and a black marker gives good-enough name tags at minimal cost, minimal waste afterwards
- Pre-gen characters - with lots of folk (>60%) saying they were new and needed characters, previous ideas of helping people create their character are not feasible. We created a block of pre-gens and had them ready to hand out. I used Fast Character for mine, it was good enough for the night.
- Safety brief / safety tools - flagged as a thing people appreciated - we have x-cards on the tables and give a 'play nice' intro speech - you can read it all here - but feedback from even my table was immediate and positive so good to know people find it helpful.
What to do differently
Labels:
actual play,
D&D,
dnd,
lessons learned,
meetup,
RPGVienna
21 February 2024
Illusions & the gameplay loop (RPG Blog Carnival)
For this months blog carnival we are back to the host Illusory Sensorum for the topic of Illusions & Delusions. You can see the rest of the topics for 2024 on Of Dice And Dragons 2024 Blog Carnival hosting list - there are still a few slots open for those interested.
I found this topic pretty hard because as many of the discussions on this topic rapidly arrive at - illusions mess with the core gameplay loop of TTRPGs - DM narrates what is happening, players declare their actions, DM narrates consequences, return to start. Except with illusions the 'DM narrates' part is twisted because maybe what they perceive is untrue. Here the trick is hitting the balance between the two un-fun ends of "character getting their head lopped off by an illusory scythe trap they couldn't disbelieve" and "players chanting 'I disbelieve' at everything the DM says to slow the game to a crawl."
I'm drawing heavily on Blue Bards articulation of the problem in Death by Illusion... and its follow-up since he does crunch really well - that you get a single save per illusion, fail that and you believe it is real - illusions last until they deal damage then foof - DM checks behind-the-screen if characters twig to the illusion - interaction with the illusion triggers a save.
So with some ground chance to passively avoid illusions for characters (or trigger you the DM handing the players some information on incongruities that ought to trigger suspicion) you can revert to describing things as they appear while still holding that balance between instantly spoiling the illusion or giving the characters no chance at all.
Another useful thought was floated on RPG.net by johnbragg of 'internal' and 'external' illusions - those cast right into someones mind, active illusions, and those that are passively encountered with your ordinary senses. The implication here is with internal illusions everyone can be lost in their own false environment while with external illusions they are commonly perceived and folk can help one another with them.
I found this topic pretty hard because as many of the discussions on this topic rapidly arrive at - illusions mess with the core gameplay loop of TTRPGs - DM narrates what is happening, players declare their actions, DM narrates consequences, return to start. Except with illusions the 'DM narrates' part is twisted because maybe what they perceive is untrue. Here the trick is hitting the balance between the two un-fun ends of "character getting their head lopped off by an illusory scythe trap they couldn't disbelieve" and "players chanting 'I disbelieve' at everything the DM says to slow the game to a crawl."
I'm drawing heavily on Blue Bards articulation of the problem in Death by Illusion... and its follow-up since he does crunch really well - that you get a single save per illusion, fail that and you believe it is real - illusions last until they deal damage then foof - DM checks behind-the-screen if characters twig to the illusion - interaction with the illusion triggers a save.
So with some ground chance to passively avoid illusions for characters (or trigger you the DM handing the players some information on incongruities that ought to trigger suspicion) you can revert to describing things as they appear while still holding that balance between instantly spoiling the illusion or giving the characters no chance at all.
Another useful thought was floated on RPG.net by johnbragg of 'internal' and 'external' illusions - those cast right into someones mind, active illusions, and those that are passively encountered with your ordinary senses. The implication here is with internal illusions everyone can be lost in their own false environment while with external illusions they are commonly perceived and folk can help one another with them.
19 February 2024
Shiny TTRPG links #160
Some links from the depths of the hinterweb this week. More can be found on the previous list found here. You can find more links on this weeks r/OSR blogroll or the RPG Blog Carnival or on Third Kingdom Games news roundup. Originally inspired by weaver.skepti.ch End of Week links.
Illusory Sensorium writes their RPG Blog Carnival entry I Want to Believe
Graphite Prime gave us Strange Things Happen When You Sleep In Dungeons.....
@fuseboy tweets on XP bounties
TOM VAN WINKLE'S RETURN TO GAMING writes Yes, you ARE telling a story.
Chaos Magick-User proposes Let’s make goblins unique
TABLEMÖNGER gives us D20 Descriptions of a New PC Instantly Arriving In-Game
A Knight at the Opera shares A Fracture in Old-School Philosophy: Barbarian or King?
Blog of Forlorn Encystment gives us The Other Side of the Screen: Being the Player You Want to See in the World
Illusory Sensorium writes their RPG Blog Carnival entry I Want to Believe
Graphite Prime gave us Strange Things Happen When You Sleep In Dungeons.....
@fuseboy tweets on XP bounties
TOM VAN WINKLE'S RETURN TO GAMING writes Yes, you ARE telling a story.
Chaos Magick-User proposes Let’s make goblins unique
TABLEMÖNGER gives us D20 Descriptions of a New PC Instantly Arriving In-Game
A Knight at the Opera shares A Fracture in Old-School Philosophy: Barbarian or King?
Blog of Forlorn Encystment gives us The Other Side of the Screen: Being the Player You Want to See in the World
17 February 2024
After Action Report - Night of the Rolling Dice 3
We ran another of our open table events recently and got a bunch of folk in for it. We use Meetup as the 'on-ramp' and can reliably fill a 50 place event with a waitlist.
One key thing is venue - we found a place with a large back room that is happy to give it to us of a Saturday night with enough warning and without a deposit. At this point we are in virtuous circle territory - the venue is happy we'll fill the venue, so they're happy to give us the space to fill. The first event to prove this is the trick.
DMs are the other limiting factor - scrounge up enough DMs to run the tables you want plus a spare or two - book them in well ahead of time and then make their life as easy as possible - they should turn up ready to run something, you feed them players.
The other key thing is advance planning - get your venue booking in early, and put up the event place holder on Meetup to get that trickle of people started.
We get ~ 15% fade out of people before the event - plans change and confirms turn to no's - but we have a big enough waitlist that they fill automatically. We expect no-show on the night but that should be manageable by running tables with four in place of five players.
One key thing is venue - we found a place with a large back room that is happy to give it to us of a Saturday night with enough warning and without a deposit. At this point we are in virtuous circle territory - the venue is happy we'll fill the venue, so they're happy to give us the space to fill. The first event to prove this is the trick.
DMs are the other limiting factor - scrounge up enough DMs to run the tables you want plus a spare or two - book them in well ahead of time and then make their life as easy as possible - they should turn up ready to run something, you feed them players.
The other key thing is advance planning - get your venue booking in early, and put up the event place holder on Meetup to get that trickle of people started.
We get ~ 15% fade out of people before the event - plans change and confirms turn to no's - but we have a big enough waitlist that they fill automatically. We expect no-show on the night but that should be manageable by running tables with four in place of five players.
Labels:
D&D,
dnd,
dungeons & data,
lessons learned,
meetup,
RPGVienna
14 February 2024
Review: Beyond Corny Gron
tl:dr; a focussed mountains and caverns setting with great exploration mechanics, world invoked via bestiary and old-school style
Picked this up on kickstarter, part of my 'back the locals' approach and wow, this was something else. From Nerd Sirens based out of Poland, this is an expansion of Corny Groń a solo/micro rpg, with lots of random tables for wilderness and mountain adventures and mechanics referencing Knave but fitting any old school system.
The strongest wow-factor out of the box of anything that I've gotten my hands on recently - it was both larger format and thicker than I was expecting and the cloth and foil cover pops impressively. Inside is cleanly and clearly laid out with a consistent wood-cut/lino-cut art style throughout. There is a really nice touch in the right page border has the chapter list with the chapter you are in bolded - great for quick reference and keeps with the spare, clean style.
There were also four postcard with sites and encounters for mountains and caves bundled in from the kickstarter. These replicate what is on the inside covers, front and back, along with a nice woodcut art piece on the front.
Picked this up on kickstarter, part of my 'back the locals' approach and wow, this was something else. From Nerd Sirens based out of Poland, this is an expansion of Corny Groń a solo/micro rpg, with lots of random tables for wilderness and mountain adventures and mechanics referencing Knave but fitting any old school system.
Art by Alicia Wiśniewska
The strongest wow-factor out of the box of anything that I've gotten my hands on recently - it was both larger format and thicker than I was expecting and the cloth and foil cover pops impressively. Inside is cleanly and clearly laid out with a consistent wood-cut/lino-cut art style throughout. There is a really nice touch in the right page border has the chapter list with the chapter you are in bolded - great for quick reference and keeps with the spare, clean style.
There were also four postcard with sites and encounters for mountains and caves bundled in from the kickstarter. These replicate what is on the inside covers, front and back, along with a nice woodcut art piece on the front.
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