Tuesday, December 28, 2021

Campaign 101: Encounters

 I'm going to explain my methodology for creating campaigns, and to do that, I'm going to start with Encounters. They are the basic building block of every adventure or campaign.

An adventure is a plot with a series of problems (Encounters) that need to be addressed to solve the adventure. Common Encounters involve fighting, socializing, exploring, or chasing. 

A Bad Encounter is one that gets resolved with one or two rolls. It's a blip, a minor inconvenience that did not require the players to engage with story.

  • The party thief rolls to detect traps. He finds one. He rolls to disarm it. He succeeds. Yawn.
  • The heroes need to trick the guard into letting them in. One player rolls Persuasion, succeeds and they get in. My, how heroic.

A Good Encounter is one that causes the players to strategize. If they are talking about what to do next, they are playing the game. And their solution may not be what you have planned, but be flexible enough roll with it. It might be that their idea is way cooler than what you had planned.

  • The thief finds the trap. It's a pressure plate across the entire floor, touch it and the roof might collapse, but the party needs to get across. Tell me how your hero intends to disarm or bypass this trap. It may require a player to make several careful rolls as or risk triggering the whole thing.
  • The heroes need to get into that party but the gate guards say otherwise. The heroes need a plan.
  • The heroes made it in to the party. Someone here knows where Alphonse the Mouse is and the heroes need to figure out who and where they're hiding him.

A Great Encounter is one that allows the players to strategize, but there's a timer going. 

  • The heroes are in a trapped room and they have a limited time to escape before they drown/ asphyxiate/ get crushed.
  • The heroes have triggered on of the mansion's traps. Now they have to race down a long, treacherous hall (requires multiple rolls) with a boulder chasing them. The heroes need to make 3 out of five rolls to dodge obstacles or get crushed.
  • Alphonse is in danger. They need to find his whereabouts quick!
  • Alphonse the Mouse is being held by several thugs. Combat timer - Who will run out of hit points first? or Can the heroes defeat the thugs before they kill Alphonse?
It's best have a mix between Good and Great Encounters.

What is the Goal and What's in the Way?

Every encounter should have a goal that the players understand. How they defeat that goal is entirely their business. Don't create solutions, that's not your department.
What's in the way of that goal? That's the complex obstacle your heroes will need to overcome by either outsmarting it, or out-fighting it.

Sample Goals

  • To get information that helps you toward your adventure Goal.
  • To acquire an item that helps you toward your adventure Goal.
  • To stop or weaken an enemy.
  • To recruit an ally.
  • Stay alive!

Rewarding Treasure

Treasure rewards for encounters are very minor, like a handful of coins or a spare common item. There's going to be a lot of Encounters so don't overpower your heroes with rare rewards. Usually the main reward for an encounter is being able to progress the story.

Failing an Encounter

Failing an Encounter is a minor penalty and often just means they don't get the reward. This shouldn't make the rest of the adventure impossible, just a little more difficult. Give players the room to fail, but still find success. 

If they failed the Encounter because everyone died... well that's another Blog Post I will need to write.

Friday, December 24, 2021

Thog Thoughts: Ode To Da Rock

 Once was a rock onna ground,

I figure to give it a pound,

But if I missed

It's 'cause I'm pissed

an I'm not good at being profound.

'Dis has been Thog Thoughts."

Tuesday, December 14, 2021

Leveling is a Lie


 

Others have noted it, leveling doesn't necessarily make your character better. They just face tougher monsters and the fights take longer. I won't cover that already well-tread ground.

I want to take on the assumption that without leveling, without significant character bonuses earned over time, that a game is only good for a one-shot. Unfortunately, leveling is the default for "character growth" in RPGs because it is simpler than developing a character narratively. Characters growing in a narrative way are much more complex as there are no handy yardsticks to measure it.

To those who think leveling is necessary to hold a player's interest over long games, let me ask you a few questions.

A) Did you ever watch Scooby Doo when you were a kid?

B) Did you keep coming back to see the next week's episode? (okay maybe just the older folks need to answer this).

C) From the first episode to the last episode, how many levels did Shaggy gain? Did he improve in any way or change at all? Nope. 

Most sitcoms, cartoons, and weekly TV shows featured no character growth beyond "who's hooking up with who". Yet fans came back for more. They wanted to see the problem of the week unfold, hear the funny quips, and try to guess how it all ends. 

Without the goal of levels, perhaps the players will become more invested in the tale. Less "what will my character become" and more "what will my character do". If you can accept and enjoy that playstyle, you don't need leveling to enjoy a game for a long, long time.

Sunday, December 12, 2021

A Word About Acting

 Acting for the stage is very different than acting for a movie. 

It's all to do with where your audience is.

On the stage, the closest audience member is 5-10 feet away. So your acting needs to be big! Your voice, even in whisper, needs to project so that even those seated in the cheap-seats can hear. Your body should animate with huge gestures to show who is taking.

Acting for the camera means going small. The camera (thus audience) is right there, looking at the pores in your nose, the twitch of your eye. Your speech needn't be loud or bellowing, but soft and subtle. A great actor can convey so much emotion through such subtle acting.

So please, consider how far away your audience is at the game table, and try to act accordingly. Especially if there are other people around you.

This has been a message from Thoggius "Uses-Squirrel-As-Club" Ponderbrain III. Have a functional day.


Saturday, December 11, 2021

The Problem With "Epic" Campaigns

 


Like Hollywood, many GMs are under the impression that the bigger the Threat to Existence, the more compelling the story will be. In my opinion, that's not going great for Hollywood right now and it may not be working great for your campaign either.

What's Bigger?

One problem with Epic storylines is that if you revisit a storyline based on saving All of Existence, your next story has to be even bigger (Dragonball Z)! Because it has nothing else really going for it except spectacle, does it? Sooner or later, you or your players will either get fed up with increasingly outrageous ways to threaten the universe (Star Trek: Discovery) or you'll just reboot or abandon it.

Not every story needs to be about saving All of Existence. Heroes can get just as much or maybe more enjoyment from just saving a village from the Barbarian Raiders. But if the heroes are working to save a village, I bet the village will know about it.

All Alone in the Night

Your heroes fight the spectacular battle with the Forces of Naughtiness, and though it was tough, they prevail. But... I've noticed a trend in Epic Stories where the world isn't necessarily aware it is in any danger, only the heroes and the villains know what is truly going on. And while a heroic victory without seeking glory is very noble, this is a game of Fantasy. Your players might be looking for some positive reinforcement beyond treasure for what they've done. How about a parade, or at least a heartfelt "Good Job" and "Thank You". Your players likely aren't getting thanks in their real life. 

However, all too often the heroes stand alone.

Take Luke Skywalker in Return of the Jedi. During the final battle over Endor, Skywalker has a serious battle of his own going on and the death of Palpatine and Vader may have helped turn the tide of the war. But I doubt anyone except Leia was told about what when down. There are parades for the Rebellion, but not for him. Very noble, the cause is more important than the person.

But! Your players might prefer a different ending, one where the people being saved know that the heroes are there doing what they can. It's all unfolding right in front of them. And when it is all over, the heroes get the recognition they've earned (see Army of Darkness).

All I am trying to say is that if the world is in constant danger of being obliterated every week, what does that say about the world? If the novelizations of Star Wars are to be believed, Republics are made out of tissue paper. 

And the Mandalorian? He just wants The Child back. That's all his story needs.

Friday, December 10, 2021

Thog Thoughts: Evolution

They say Thog stop evolving long, long ago.

Thog remember. That when Thog accept that he perfect just the way he is.

Think like Thog, 'cause gills are over-rated. You be you. No more, no less.

'Dis has been Thog Thoughts.

Tuesday, December 7, 2021

How I Handle Money Without Counting Pennies

 


I'm tired of counting coins and cracking silvers into coppers and NONE OF IT IS FUN!

It's an almost proven fact - As math increases, entertainment decreases.

So here's how we simplify things:

The Basic Unit - A Handful of Coin. What kind of coins? Who cares. How many coins? Who cares. A Weapon costs a Handful of Coin. A toolkit costs a Handful of Coin or two. A days food and lodgings costs a Handful of Coin. If the cost of an item is significant enough to note, it probably costs a Handful of Coin. When you search a goblin for loot, it might have a Handful of Coin.

The Sack of Coins. More expensive items cost 1 or more Sacks of Coin. Horses, Wagons, Sailboats, passage for a long voyage, their costs would be in Sacks of Coin. If the heroes are being hired for a "simple" job, they're going to be paid in Sacks of Coin. 1 Sack of Coin equals 10 Handfuls of Coin. The hero can carry 2 Sacks of Coin before becoming encumbered.

Chest of Coin. For the big payments. Magic items, castles, warships, blackmail, it costs Chests of Coins. A Chest of Coin equals 5 Sacks of Coin. Heroes are encumbered if they are carrying a Chest of Coins, so better get a wagon.  

Thus we keep wealth descriptive, math is at a minimum, and you can easily gauge whether a hero should be encumbered by their loot or not. And it should be easy to guess-timate the price of anything.

I got the idea from movies, tv shows, Vikings, etc. They never talk about amounts. When someone buys something, they toss a handful coins down and get what they want. The villain always pays a sack of coins to his nefarious henchmen for a dirty night's work. Kingdoms pay ransom to their attackers in chests of coins. The vikings never sat and counted each coin when they were paid off. They just threw open the lid, looked at the loot, and the deal was done. 

Edit>> I thought about just using individual coins to represent the wealth, but then heroes would only find single coins. Getting a Handful of Coins sounds better.

Monday, December 6, 2021

New D&D Edition Theory

 They announced a new edition of D&D, as well as the promise of a new setting.

Here's my prediction:

...a 5E version of BECMI, with Mystara as the setting. I believe (hope) that they come up with an even more simplified D&D5e ala Basic Edition. It will come in a boxed set like the original (maybe multiple boxed sets). Then revive the Gazeteers of Mystara.

Why?

Because modern 5e is too super-powered. That's why many people still play Basic or search out OSR. And while I love the indy press, WotC has the means to crank out support books on a regular basis. 

Also because, while 5e is easier than many predecessors, it requires a $50 buy in per core book and each book is a hefty tome for a new player to wade through. That's why they created the Essentials boxed sets. But making an rules-lite-r version of D&D may hook a broader audience. Some may stay with Basic, while others may move on to advanced, but support both game styles.

Of course, I'm probably way off base. I suspect my crystal ball is actually plexiglass.

Friday, December 3, 2021

Tiny D6 - A New Love

 


It is a rules light system. Incredibly rules light. So what?

All rpg dice systems boil down into "What are you aces at?", "What are you okay at?", and "What do you suck at?" Most games add in a bunch of fiddly numbers to measure your suck-age in 5 or 10% increments.

Tiny D6 forgoes using math to describe your character. Instead you get Traits.

Example: On a scale of 1-10, how strong is Chewbacca? What ever number you come up with, it's just a guess. What do we know? We just know he's Strong. That's one of his Traits. And we don't need a paragraph of rules to explain how being strong affects the game. You can already infer that Chewbacca is going to have an advantage in any roll that involves heavy lifting.

Describing characters with words instead of numbers? HERESY!

Maybe, but it feels so nice.

So how does Tiny D6 system work? Well, you roll with 1 to 3 6-sided dice. Any die that comes up a 5 or a 6 is a Success. If you roll at Disadvantage, you get 1d6. Standard Test is 2d6, and Advantage is 3D6.

For those that like knowing the odds of Success - 

  • Disadvantage - 33%
  • Standard - 56%
  • Advantage - 70%

This game can be learned easily, and gets the hell out of the way when you want to get into story. And it doesn't feel jarred by constant rules lookups and shouting attack roll numbers and difficulties. Instead you get...

Player: "I want to swing across the chasm."

GM: "Okay, but your not an athlete. You're an accountant, right? I'm certain you suck at this. Roll with Disadvantage."

Player: Rolls 1d6. "5?"

GM: "Against the wishes of gravity and all of your clients, you successfully swing across."

And since it uses d6s, I don't have to look for a game store southern #Okkamuggatawa (not a real place).

My only complaint is that Heavy Weapons deal the same as Light weapons and armor does nothing. However, with such a simple system, it was easily house-ruled. Here's what I came up with:

Light weapons deal 1 Hit per success rolled. Heavy weapons deal an extra +1 Hit. Using Light Weapons lets you carry a shield.

Armor adds to Hit Points. If Hit Points are Timers (and Tiny d6 openly embraces the idea with weapons dealing 1 Hit), and armor makes you stay up longer, then armor just needs to add to Hit Points. If you get dropped to 0 Hit Points, your ruined armor is the least of your worries. 

Light Armor adds +1 HP, Heavy Armor adds +3 HP, and Shields add +2 HP.

I have to say that the system edges out ICRPG for my new go to system, but only barely. The GM advice and philosophy of ICRPG are indispensable and I do not regret my purchase.

Final Verdict: If you play with new players, this is an excellent choice. If you play with kids, this is an excellent choice. If you are a seasoned rpg player and can get over not-knowing if your hero is 10% stronger than their opponent and can let yourself go with the narrative, this game may be all you need. If you're frustrated that you can't get the feel you want from more restrictive systems, Tiny D6 is incredibly easy to modify.

I think I may be done looking for a multi-genre system.

I don't know about the Supers game though. But I rarely ever run Supers campaigns. I don't have the knack for it.

Edit: I have one other complaint/ desire. I wish there was a way to publish unique settings for it but as of yet it doesn't look like there's any kind of open license or approval method. But that's just me, feeling overly crafty.

Monday, November 22, 2021

Thog Thoughts: A Chasing Rhyme

"Roses are Red,

All covered in Goo.

If I catch you and eat you,

you'll turn into poo.

'Dis has been Thog Thoughts"

Thog Thoughts: Thinking

"Thog one day understand, in battle of wits, first brain to hit the floor looses. 

Be careful or Thog out-smart you too.

'Dis has been Thog Thoughts."

Sunday, November 21, 2021

Mentats and Dreamers

 Today's post will talk about two different types of playstyles and analysis using my thoroughly uneducated pop psychology. These are personal opinions based on my experiences and should not be taken as gospel. Also, individual players can fall anywhere on the spectrum between these two extremes.

First up, Mentats. Others call them Munchkins, but I don't like that term. It's meant to be derogatory and imply that these players are having BadWrongFun. I think Mentat is a better description, and not insulting.

A Mentat gamer is one that derives joy from navigating the mathematics of a game, find the loopholes, and seeing just how strong they can make a character. This is fun to them. These players tend toward complex and crunchy RPGs as they gave a solid framework for the calculations. These players want to know the odds of success before they roll so they can make the most potent choice available. If you understand that, then you as a gm should focus your energies on making interesting and challenging encounters for these players to test their engines of destruction. I have noticed that Mentats are also more likely to be a part of the miniature wargaming hobby as well.

Mentats prefer games like Hero System, Pathfinder, etc. They might play a rules-lite game as a one-shot, but it likely won't hold their interest for a long campaign.

A Dreamer gamer is one that derives no joy from the complex maths and find them a distraction to the narrative. These players are just as happy playing Theater of the Mind as they are using a battlemat and minis. They carry their character in their head more than on their character sheet. They wonder why they can't have a Spear with all the same properties as a Rapier instead if they are proficient with both. Can't it just look like a spear? Would that break the game?

These players want the freedom to be imaginative without being penalized by the rules. They tend more toward Rules Lite systems like Tiny D6, ICRPG, Fiasco, Fate, or Quest. If your player is a Dreamer, then you need compelling adventures, dire stakes, fantastic locations. Also, these are the players that want you to mine their backstory for adventures. 

Where do I fall? I'm leaving mid-Mentat and leaping into Dreamer. I just find more creative freedom with these games, and I can take it with me to introduce new people to the hobby. I love helping players make the character they want instead of the one that gives them the best options. And lastly, I just need to know what your hero is supposed to be good at, okay at, and suck at. All the degrees in between just don't interest me anymore.

Disclaimer: I have not been paid or endorsed by any of the game companies linked in this post.







Tuesday, November 16, 2021

Mr. Exposition


 It's just an idea that popped into my head one cold and windy eve. The idea was "why not put a GMPC with the party?"

WAIT! Hear me out!

The Storyteller

This character travels with the heroes and fulfils the roll of telling players what they don't know. Typically this is left to the players - the one's who don't know yet. Result? The GM distributes the exposition and the player/ bard replies "Yeah, I say that".

Well, let's get rid of the middleman? The GMPC should be the bard of the group. He's a total non-combatant, and is just tagging-along to write the heroes' saga. So what can he do?

1) Speak in character while extolling pertinent information.

2) Be used as an adventure seed. A player might mention "I wish I had a magic shield that I could throw and have return." Then the musty old Tenku bard fixes a bleary eye on the character. "You mean like the mighty shield of Kappn M'rika? Perhaps I shall tell you the tale when we have less important work to do." Then, when you've figured out the side quest for the Shield of Kappn M'rika, the bard can tell the tale (of where it is and how well it is guarded).

Now this bard provides no other support. He's just there to give that juicy backstory you worked all night on that the players wouldn't encounter otherwise. He isn't there to talk the party's way passed the guards, gather information, cast magic of any kind. He's just an encyclopedia for your heroes.

You could also make Mr. Exposition an exceptionally well informed Henchling (the one who carries the luggage).

Oh yes, remember you can always kill him if the heroes become too fond of him.

Thursday, November 11, 2021

Keep on the Borderlands (ICRPG)

While waiting for a new game to start, I decided to make a party of four adventurers in my ICRPG setting WORLD OF ARYN and run through the original Basic D&D adventure Keep on the Borderlands. I haven't been through since I was 10 years old. I'm adapting the monsters to ICRPG as I encounter them.

The Party:


Vahn  - A Humani Ranger (Forager)

Rook - A Nomini (halfling/gnome) Shadow (Spy)

Torkka - An Ograni (ogre) Warrior (Rager)

Windwalker - A Salvari (elf) Priest (Healer)


I started with Cave Entrance D. The Goblins gave a good fight but fell to our mighty swords... but they had children with them. I don't remember any children! I decided to lock them up with some food. 

Next rooms had Hobgoblins and prisoners. I took out the hobs and freed the prisoners. Torkka had gone down three times. Next room, a lot of Hobgoblins (9) and their children. WTF! I lost the fight so the hobs tied up the party. Fortunately Rook is a master of lockpicking. He got a semi-conscious Torkka free just as a pair of hobs came to check the prisoners. Torkka took out her frustration on their crunchy heads.

Okay, things are getting dicey. The party decides to camp in the woods and have Vahn forage for healing herbs. He crits. He decides that he also needs to feed the party so he forages 4 meals and 3 herbal poultices.

We go back in and fight what I hope is the last of the goblins. Guess what, MORE KIDS!!!

It's quite horrific. Do I leave the kids to starve or put them down? They'll never make it alone since I broke into their home and murdered their families in front of them. In fact, this whole cave network is like a monstrous Melrose Place.

I think I may be the baddies...


Tuesday, November 2, 2021

Setting 101: The Fluid Setting


I'm trying to break my habit of prep, prep, prep, and never play. I'm looking for a more holistic approach. Imagine having a game world that can be everything you want it to be, where you aren't pigeon-holed by pre-generated content. Imagine a world that holds as many surprises for you as for your players!

I'm talking about a fluid setting: Basically a name, a high concept, and a sample starting location. Everything else is generated by the GMs imagination only when they need it. 

It's still just a rough idea, but this is what I got so far...

Zen Campaign World Design

Thou shalt not make a world map!

Once you make a world map, the world becomes finite. There's nothing left to explore if it's all been decided ahead of time. As long as there is no map, the world is infinite. Anything, or anywhere can be in it. 

Thou shalt teach the players of thy setting through their adventures!

The only meaningful way your players will get to know your setting is by experiencing it through an adventure. Therefore, don't start making maps, make adventures and let the adventure dictate what it needs. Just keep track of what you create in case your players want to return to that location. Through the adventures, the world will begin to coalesce.

Thou shalt think like an 80's toy executive!

You have an idea for a cool location, villain, creature, or item? You need to put it in an episode before the kids will buy it. Use an adventure to showcase the new content. 

Thou shalt give the players the freedom to add to the world!

By not spelling out every detail in the world, you give the player the opportunity to add things they would like to see in your world. Players that have the freedom to create their own character concepts will be more invested in them than a player whose has just randomly rolled some background items that will never come up in game. If a player decides that they want to be a Witch Hunter, that feeds the gm information about what that player would like to see in the adventure.
You see, you'll be discovering things about your world you never even considered. If you start a game with new players and decide you don't want witch hunters, you can pluck them out since they aren't "hard-coded" into the setting, only the previous game.

That's the beauty of a Fluid setting, it can be completely different depending on the group playing. It will always be fresh and new to the GM with each new group. You can keep what works and toss what doesn't.

Just remember:

 If the players don't experience it in the game, it doesn't exist.


Friday, October 29, 2021

Quick Thought - Faster Initiative

Why do we roll for initiative they way we do? It's needlessly slow and dull, even requiring table gimmicks to keep track. But here's a few facts:

 If a player rolls a d20 and the GM rolls a d20, then the player has a 50% chance of beating the GM and gaining initiative. 

After Initiative order is set, who goes first is no longer important after the first round since everyone is taking turns.

How do you speed it up? First, use team initiative. The players will have more flexibility that way and beyond the first round, it's just alternating turns.

The GM is the only one who rolls an Initiative die (d6). If he roll 3 or lower, the enemy goes first. If he rolls 4 or higher, the players go first. Want to spice it up? If the GM rolls a 1, then not only are the monsters aware of the heroes, they've set up an ambush. Their are more monstrous reinforcements waiting to spring on the heroes. If the GM rolls a 6 then the heroes have taken the enemy completely by surprise. Hey, sometimes you don't have to be stealthy to scare the hell out of someone rounding a corner.

Tuesday, October 26, 2021

Campaign 101: Inspiration!


The well has run dry? If you've read my other posts then you'd know I have been there too. Here's a few things that helped me out of it:

1) The Runehammer Channel on Youtube - If you are stuck in a cyclone of rules, watch these videos. Especially the ones about ICRPG. Hankerin Ferinale snapped me out of my slump and freed my creativity that had been stifled recently (Pathfinder Society did more harm than good to my GM skills, I think). 

2) Online title generators - There are several, I use many different ones. Generate a bunch of titles until one grabs your attention. Treat your campaign like a pulp serial of the 30's. Today's Episode: The Tree of Whispers!

Wait, what does that mean? I don't know but thinking about it gives my mind a target to focus on. Before I was staring at a blank canvas, with nothing there to inspire me. Now I have a title! 

Here's what comes to my mind: An unknown, feral group of forest elves ritually hunt those that wander too deeply in their forest. They give their sacrifices to feed their Great Tree: Annanus.  Annanus has grown old, corrupt, and mad. The tribe and the tree are one. Enter our heroes...

There, now I have the over-arching story. But I need to add dimension to this campaign. What two other problems are there in the area? Are they symptoms of the primary story, or a separate problem that also needs to be addressed immediately?

Side Problem 1) - We can kick off our campaign with this. A lord's son has disappeared (in the elves' forest). Unfortunately he was to be a peace envoy to a nearby kingdom and tensions have reached the boiling point. Since no one is aware of the elves' presence, one side believes the other has captured or killed the prince. Only his return can prevent the war. The heroes may run into scouts of either military force in the forest and neither will want to leave witnesses.

Side Problem 2) - The heroes will be fumbling around for months searching the forest. They need a guide. There is a tribe of Kobolds that have kept themselves hidden from the elves (or the elves didn't find hunting kobolds challenging enough. The heroes stumble across the Kobold, Yatzhee, hanging from a tree snare and panicking. If the heroes free the Kobold and befriend him, he can take the heroes to some of the Prince's company. The Kobolds took pity hid the retinue in their dens. Unfortunately the Prince was taken by the elves. Yatzhee volunteers to guide the heroes to the elf tribe and will tell them all he knows about them.

Let's add one more Side Problem - When the heroes reach Annanus, they see that an entire elf army is preparing to march. If it strikes the two kingdoms while they war with each other, the elves would triumph over both. How can the heroes warn and convince both kingdoms to ally when they must also find and rescue the prince? 

Now I would go about roughly outlining the campaign as I recommended in my post - Campaign 101: Villainy is Afoot!

I hope these ideas help you!

Tuesday, October 19, 2021

Magic and Technology in the Same Setting...Why?


I'm not saying it can't be done. The premise of Shadowrun is sound, the world embraced technology because magic didn't exist. Magic awoke onto the scene so it makes sense that they would be in conflict.

But let's take your typical D&D Fantasy-Land. Magic is all around. Despite the claimed "rarity" of magic items, the heroes will come across a lot of it, usually in the hands of the villain. Magic has been tamed, identified, and spells can be repeated and taught. Magic is the technology. Given how powerful the idea of magic is (getting something for basically nothing), why would anyone pursue mundane technology? Technology would only advance in areas that magic can't. This is why it's important to know the limits of magic in your setting.

So would there be guns in Fantasy-Land? Traditional guns? Not likely, unless they were developed in a place of no magic and brought into Fantasy-Land. Why invent a gun when Flame Bolt and Eldritch Blast wands are options. A "Gun" developed in Fantasy-Land would likely be magic based, a wand shaped like a modern firearm. In which case, does it matter if you reskin wands as pistols?

Here's another instance of unlikely technology in Fantasy-Land, medical kits. Medical kits take time to use and they suck. However, the dearth of healing potions and low level healing spells are far more efficient and effective and would drive out the medical kit market. Heck, the presence of resurrection magic (if you are rich), throws a huge wrench into the circle of life (see Altered Carbon).

I'm not saying you shouldn't use magic and technology in the same setting, I'm suggesting that you think of them as one and the same. Whatever tech you want in a Fantasy setting, consider a magic-themed item that would do that. The gunfighter in a fantasy setting has been done before. Try adding some new spice to the old trope. If you absolutely want them in the same setting for contrast, make sure they each have limits that only the other can fill. Otherwise the inclusion of both may just feel like cheap fan-service.

Also, consider that if technology is there to make ordinary people as powerful as mages, magic will feel far less amazing in your setting.

Tuesday, October 12, 2021

World Building 101: That Time of Year

Time in campaign worlds is often overlooked. I am referring to calendars and yearly cycles. It rarely seems important. But every now and then someone decides it will give there fantasy world more depth and they create their own fantasy calendar. The GM promptly stops using it after a while since it only confuses the players more.

"So what day is it?"

GM: It's the twelfth of Grune.

"When is that?"

So why bother? Well, the GM was right. Adding an actual fantasy calendar does help in breathing life to the world but the information that calendar conveys has to be useful/translatable to the players. So how do you do that?

Well step right up my friends because I have the only calendar you will ever need for your Fantasy Realm. It's suitably foreign yet strangely natural to understand. First let's take a jaunt back into our own history and the creation of our modern calendar. Suffice to say what we use today was heavily developed by the romans (July for Julius and August for Augustus Caesar). Before that, the year was marked by two things: Seasons and Astrology. Months are a product of our world that may never have been adopted by yours.

So how about Astrology? You could tell your players what stars are in which constellations, but unless they have your night sky memorized, this will be information the won't digest.

So how about Seasons? Yup. Let's say my world convenient has a 360 day year (close to our year). Divide that by four seasons and you get 90 days a season. Since most common folk can tell what season it is, and it's primary importance to farming (astrology was more for kings), that will likely be how they mark their calendar.

So the next time your player asks "What day is it?", you can tell them it's the 45th day of spring. They now know what season it is, what the climate will be like, and that spring is on the way out. No months necessary.

Okay so what about sci-fi? If your heroes are visiting alien worlds, then time matters less to them. The players will be visiting different weather biomes and time zones so seasons will be whatever they are at the location. If you want, just keep a generic Stardate like 202110.12 (that's todays post date: Oct 12, 2021) and just update each game day to the current date.

Tuesday, October 5, 2021

Campaign 101: Villainy is Afoot!

People have different interpretations of what makes a campaign. Is it the entire story arch of the characters, or is it the 5 or more adventures needed to solve one major problem? Well, it's both actually. One campaign is about the character's growth and dealing with the trauma that made them an adventurer, but sometimes "THAR'S VILLAINY AFOOT!"

For this example, we'll focus on the "villainy afoot" campaign. Examples of this are every 5th Edition D&D campaign book.

As The Great GM would say, "It begins with a villain. He want something. But something is keeping him from getting it."

So our first building block is who the villain is, what's their plan, what's prevented him/her thus far from achieving it, and how long will the heroes have to stop them (Timers build suspense). 

Once you've got that, you've got the plot. Now, how do you dole it out. How to you stretch this plot into multiple adventures. First, let me suggest that you don't plan on 3 years of epic adventures. Your players' attention spans may not last that long. Here's my recipe:

The First Adventure - The HEROES get hired to do SOMETHING. While doing this thing, they find another group at work. By the end of the first adventure, the player's should know that there is a shadowy group out there doing bad things. And most importantly - the players should hate these guys! I'm not saying tell the players to act like that. I mean get the players to hate these guys. You might have a good idea about the things that would upset your players: Terrorists, cowardly hostage takers, villains that kill puppies, bullies are always in fashion, stealing your player's spaceship is always a sure-fire rage-a-thon. Make your VILLAINs do the things your players despise. That makes your players invested in the story enough to actually care about the details.

The Second Adventure -  The HEROES get hired to SOMETHING that once again crosses paths with the VILLAINS plans, or the players choose to take control to find out more about these VILLAINs. Maybe something leads them to another encounter with the bad guys doing SOMETHING the HEROES must stop. Again, take another opportunity to have the VILLAINs do something to make your players hate these guys. At the end of the second adventure, the heroes should have a name for this evil VILLAIN group, and a clue where to get more information about them.

Adventures Three and Four - The HEROES are following their clue. At the end of each adventure, they should have more knowledge about the villainous group. Mainly who they are, what they are after, and that the heroes are going to need to gather a couple of THINGS to get at the VILLAIN, either information that locates them, security keys to get at them, vehicles or an army to help them get passed the VILLAIN's forces, stuff like that.

Adventures Five and Six - The HEROES gather the THINGS they need to reach the VILLAIN and his base. These could be done in either order.

Adventure Seven - The HEROES face TRIALS getting to the VILLAIN's base.

Adventure Eight - The HEROES face the VILLAIN, but the villain has a new back plan to cause harm to the heroes or to the worlds at large. A new timer begins as the heroes must not only navigate the terrors of the VILLAIN's base, they must defeat the VILLAIN before time runs out!

And that my friends is a great campaign formula. It's not the only one, but it has never failed me yet. 

Tuesday, September 28, 2021

One Room DC and Why I Can Lock Myself Up In It (ICRPG)

GMs spend a lot of time working with finicky Difficulty Target Numbers. Searching the desk is this difficult, hitting the goblin is this difficult. But in that work is a Meta-thought, "this encounter is a bit easy, let's move those difficulties up a bit".

Yup, as a GM you have probably tweaked an encounter upward in difficulty so your players don't walk easily through it.

One Room DC doesn't bother itself with individual difficulties. Why should they matter? What you really want is to make the entire encounter difficult, or easy, or whatever. So why not just stick with one difficulty for the whole encounter? If someone is good at one of the tasks, they get to roll against the EASY difficulty, 3 less than the average difficulty. It's elegant.

Wait, but he shows the players what the difficulty number is. Now there's no mystery.

There never was, really. Hiding the difficulty number has never added suspense to a roll. 

But if the players know the difficulty, they may try to avoid the encounter!

Good! Violence shouldn't be the catch-all solution. The heroes that spot the the trouble inside should have an idea whether or not this is a battle they can handle. The GM shouldn't make every encounter "balanced" to the party's ability. And maybe, maybe they will still try the challenge, but they are going in there with a plan. Making plans and seeing them come together is more fun than rolling to hit a monster whenever your turn comes around.


Tuesday, September 21, 2021

Character Background - What Do You Really Need?

This particular post holds an idea that can be added to any RPG.

Character Background, sometimes there's pages and pages of it, and other times there is nothing at all. How do you get those pesky players to give you something to work with without burying you in homework? Easy. There is only one question the player and the GM should know about the hero:

Why did your hero become an Adventurer?

Adventuring is a dangerous business. There are more comfortable ways to live, so what drove your character to this? I wracked my brain and came up with four basic motivations for heroes: They are ESCAPING something, They are DUTY BOUND to do something, they CRAVE something, or they are SEEKING VENGEANCE for something. From there, I created a list for what those Somethings are. A player can pick one or draw a random card if they like. (I like using cards for tables, it makes them feel like a tarot reading).

The list should help to jog the player's creativity to at least give the GM a plot thread he can work with. It can also be a spring-board for the writer's in your group. But you've got an elevator pitch for their character, and that's all that you need.

Wait, why is that all the GM needs? My character's have a lot of childhood trauma. They're well rounded characters!

Yes, but this is the Movie-verse! We won't be spending an entire lifetime with your hero. We only have time to explore the facets of one trauma, if that. Since the Movie-verse is focusing on your life as an Adventurer, your motivation is of paramount importance to the audience. We see why Conan sought revenge against Thulsa Doom, how and why Luke Skywalker became the hero of the Rebellion. We connect with these characters because they remain focused on what is important to the story (Conan's Revenge, Luke's ending the Empire).

Here's a link to my Character Background Generator (FREE!)

Edit: Sorry for being Late. Here's the link. It's also in "Free Stuff".


Thursday, September 16, 2021

How to Run a Heist in Any System

This blog is in response to Zee Bashew and Matt Coleville's youtube channels, regarding running a heist. 

You want to run a heist, or your players are about to storm a heavily defended outpost. Preplanning is key, but how do your players know what to plan. I doubt any of them has real-life experience in these areas, but the characters probably do. So how do you cover for your player's lack of foresight?

The following method is a combination of the Leverage RPG system for heists and some suggestions made for Savage Worlds, but they will work for any system. You may have to add the meta-currency (bennies, tokens, fate points, hero points, most games already have one).

Start with some skill rolls. Every player needs to decide what their contribution will be to the plan: The hacker my crack the security systems, the Mastermind might get the layout, the hitter may keep tabs on the security guards, etc. Then everyone gets a skill roll. If the roll succeeds, add a Meta-Token into a pot. If it's a critical success, add two or three.

During the actual heist, any player may take a Meta-Token from the pot and spend it to reroll a failed roll or to conveniently have a tool for a job that wasn't listed on their character sheet. The Meta-Token might also follow the rules of whatever game system you are using. The player should explain how their fore-planning allowed them the advantage on the roll. Keep in mind also, the pot doesn't refill. Once it is empty, the heroes have reached the limit of what their pre-planning can do to help.

That's it. It should be easy to bolt into your game system.

Tuesday, September 14, 2021

Effort and Why I Dig It (ICRPG)

ICRPG uses a system called Effort, as in "this task requires more than the flip of the switch so let's see how far you get this round". Damage is effort, each round you see how much closer you've pushed the enemy toward Deadsville. Well Runehammer thought that such an interesting system should get used more often. Now, all complicated tasks have "Hit Points", and you must defeat them using the relevant skill and Effort. Now, the lock on the doorknob isn't going to be attacking you back so "where is the drama" you ask? It's in the form of a TIMER. 

A Timer is usually a d4, but it could be a d6. The GM rolls it and the players then have that many rounds to do the task before SOMETHING HAPPENS. What is it? Only the GM knows for sure and it's enough to make you pee your britches.

You don't have to use a Timer all of the... er... time, either. Suspense has to be a roller-coaster, with ups and downs for contrast. If every moment has suspense, players will become numb to it. Just pull it out every time you want the players to get worried.

Now Effort is rated by a specific die type: d4 for Basic Effort, d6 for Weapons or Tool Effort, d8 for Magic or Super-Tech Effort, d10s are skipped as they are used solely for Loot Tables, and d12s as ULTIMATE EFFORT!

Wait, all weapons deal d6 damage?

Yup.

But That's NOT REALISTIC?

What is? Take D&D for example and the humble spear. In reality, the spear was one of the most common weapons on the battlefield. It was easy to make, cheap, keeps your opponents out of reach, and could be mastered by an unskilled user. But in D&D, those extra attributes aren't calculated. As a result, every player (that I have witnessed) picks a Longsword, a Rapier, or a Two-Handed weapon because they deal the most damage for the character type. Using a spear is a detriment to the character.

Well ICRPG says "It doesn't matter anymore, use what you like". I LOVE this. My players can now use whatever type of weapon that makes them look cool (Rule of Cool) and all I have to do is add a few tags. They can even make up weapons. Putting them in ICRPG is a snap. What's that? You want fold-away short-swords that can unfold into climbing picks like Rayla's in The Dragon Prince?



Okay so that's Shadow Elf Butterfly Swords: d6 Effort; Tags: Alien, Climbing, Concealed, Fast, Light, and Sturdy.
That took me about 30 seconds and I don't have to worry about weapon balance.

So Effort shouldn't be looked at as Damage. It's a measure of progression to a specific goal this round. Hit points are the length of the track and Effort is the speed at which you run it. And the Hit Points say a weapon should complete it's task against an single-heart opponent in two rounds with two solid hits, maybe a little longer. Picking the lock on a one-heart chest is going to take 3 rounds minimum unless you score a crit.

Also, in the Movie-verse, is there a visible difference in damage between Subotai's sword and Conan's? How about the German Machine Guns, versus the American Machine Guns? When there was a difference, it was specifically called out. Guns deal the same damage but when Arnold grabs the Bazooka... The Movie-verse doesn't care that a .45 caliber bullet does more damage than a 9mm. You go bang, they fall down. While debating the merits of weapon details can be fun, it really has no place in fiction. The objects aren't the point of the tale, the characters are. 

Note: Hankerin hates the idea of balance. But there is such a thing as good game balance: The balance of player's options so they don't feel that their decisions in character creation led them to make a boring, useless, or inept character, unless that's what they intended. No one should be penalized for wanting to look cool. 

So in short, if I want to play a wandering Spear Master, in ICRPG I have the same shot in the spotlight as Grunter the Unwashed and his Clobberrock mk Many. In D&D, not so much.




Wednesday, September 8, 2021

Worldbuilding 101: The Three Zones

So you feel ready to build your world but you don't know where to start. Suddenly the enormity of your task dawns on you and you panic! Do I have to script out every town and city, their populace, points of interest, and ruling bodies? Do I need to know how the toilets flush? And so you searched online for assistance. So did I.

Sadly I gleaned very little about a process for actually building a world. It all felt like that old cartoon joke:


I've made a few observations on the subject that might assist you in this endeavor. First, we will zoom out to view your entire blank world. What is your world? It's the playground for your players. But we need to know how they want to play. How do we find out? Well, there are typically three playground zones in any setting. They are:

  1. Civilization: This zone is all about the inner cities, the core worlds, mega-city 1. If your players want adventures in the city, they are telling you they want a game about intrigue. The villain's are primarily other people. The heroes must navigate their way through political pressure, corruption, all while making the right allies to help keep them alive. Cyberpunk is exclusively a civilization game. 
  2. The Fringe: The fringe is where civilization has a tentative hold over the wilderness. It's a popular starting location as it offers both intrigue and exploration storylines. It's also a quick hop back into a city if the heroes want, or into the wilderness. Fringe stories involve societal breakdowns like raiders, rising warlords, and corruption but also include stories about natural disasters, plagues, pestilence, rampaging creatures, and forbidden things lurking in the shadows. Players will often be hired to deal with local problems since on the fringe, there aren't a lot of peace-keepers. Almost the entirety of the original Star Wars trilogy occurred in the fringe of the Empire. We only ever saw one civilized world... briefly, Alderaan.
  3. The Wild: If your players choose to play in the wild, they are telling you they want survival to be important. In the wild, there is no resupply or comfy taverns. In the wild, anything strange can and should happen. The players are out here to explore. The locations should be awe inspiring. The threats should be unique and terrifying. This is the home of lost civilizations, ruined tombs, and undiscovered countries. Give it to them.
D&D tends to place its lost tombs conveniently in the fringe so that adventurers can investigate a sunken temple at noon and be back at the pub by nightfall for fried chicken. Well the fringe is a good place for it but might I suggest treating the search for the sunken temple as a transition between the fringe and the wild? You'll get more adventures out of it and survival without support will ratchet up the suspense.

So now that you know the three zones, what do you do with them?

If the players choose to play in civilization, then you know you need to pour your efforts into a city. That's just ONE city. Where do I put it on the map? It doesn't matter. There ought to be plenty of adventure there and it doesn't sound like your players are in the mood for cross-country travel.

If the player's choose the fringe, then you know you need a town. Your players may not like the town you have made but they won't know that until after the first adventure. Once you have an idea for a town, come up with three things that are troubling the town: Frequent orc raids, a mysterious blight on the crops, and a band of thieves are harassing the townsfolk. Your players will choose to tackle one of these issues, and if they hate the town by the end of the adventure they can go to a different town. In which case make a town more to their liking and come up with three things that are troubling the new town: Well those orc raiders are striking here as well, children are suffering from a strange "sleeping sickness", and there's rumor of a sunken temple in the nearby swamp. Build the towns as they are needed.

What if the heroes choose the wild? Then build an amazing location that holds a terrible secret, don't forget the keeper(s) of that secret. Also focus on how the heroes are able to survive the wilderness trek. What problems might they face? What random creatures might they encounter? Each adventure the heroes should: experience an amazing locale, fight something they've never encountered before, and learn a secret that the forgotten place holds. Here's an example: My heroes are trekking in the wilderness, survivors of a shipwreck, cast away on an unexplored shore. They strive to survive the wilderness when they come across an inland grotto decorated with the remains of torn-apart ships. What are they doing this far inland? The water in the grotto links to the ocean and the grotto is the lair of a kraken! The same kraken that destroyed the heroes' ship! That's not all. A local tribe of beast-men worship the kraken and view the pillaged vessels as gifts. As far as they are concerned, the heroes have violated their holy ground.


Tuesday, September 7, 2021

Index Card RPG Master Edition!

 In recent months I have been gravitating toward more rules lite RPGs. Partially because of how hard it is to get new players to understand the complexities of RPGs, and partly because I have found them too limiting. Then I discovered RUNEHAMMER. I suggest you go check him out.


Hankerin has stepped away from the crunch talk of D&D to talk about the philosophy behind it all. It was all stuff I understood in the early days of the hobby but lost as new RPG systems wrote rules for everything under the sun.

The truth is, you don't need that many rules. Here's what you need - 

  • Who is the Character?
  • What is the Character good at?
  • How do we resolves tasks?
  • What happens when the heroes do something that makes the task harder or easier?
  • How long should the encounter last? (See my post about Hit Points are Timers)
RPG's are actually about time: Can you do X before Y? Can you defeat the Dragon before it defeats you?  Suspense is also about time as well, and ICRPG introduces the idea of TIMERS to put the pressure on. Now it's "Can you pick the lock before the Boulder smashes into the party". And fact that the timer is visible to all players? No, it isn't realistic but it does generate suspense! In the Story-verse, suspense is worth more than realism. In fact, anything cool is worth more than realism, right CSI? Zoom and enhance!

This blog is now going to extol ICRPG. It's a fantastic rules-lite system that has enough depth to play a campaign and enough freedom to do anything you want. ICRPG is a system of simple suggestions. Yes, you may have to do a little work to get ICRPG to do what you want but believe me when I say it will only be a little.

Stay tuned as I gush over ICRPG the way Kami-Kun gushes over her Senpai. I don't know what that means. My daughter said it would help me connect with a broader audience.

Hit Points are Timers

I've played a variety of RPGs over my lifetime. Many of them have substituted Wound levels for Hit Points, such as Savage Worlds and WEG's Stars Wars. As a system, I don't mind them and they seem more realistic than Hit Points. There is already a huge RPG philosophical debate over what Hit Points actually are. Are they a measure of health and blood loss? Are they a measure of luck and combat prowess?

My friends... they are TIMERS. That is all they have ever truly been. If a 4 heroes do X damage per round, my creature needs Y Hit points to survive long enough to do its cool abilities. If you want an encounter to last longer, give the villain more Hit Points. If the players change the timer speed by doing more damage in a round, BRAVO!

Well that's definitely an argument against Hit Points, right? If we know it's a meta-measurement, we should stick with the realistic Wound systems?

Not exactly. One of the things I've found with Wound systems is a lack of suspense. Often times a hero or villain can be taken down in one hit (realistic), but that eases tension imho. The player accepts the possibilities of their character being in one of three states: Fine, Wounded, or KO'd. If fine, keep attacking. If wounded, keep attacking. If KO'd, kick back and wait until you revive.

But with Hit Points, the results are more nuanced and random. You might be hit for a point of damage or you might be slammed leaving only one hit point. As a result, there is greater range of dread. Hit Points build suspense because it is a timer that can move a little or a lot, but still leave you alive long enough to worry how you'll be next round. You hope you might only take 1 Hit Point of Damage while you scurry for safety.

You know, the older I get, the more I realize that a game will always be abstract, never realistic. And that my players want "Movie-verse" reality, and that we are so well versed in that reality they we don't necessarily need complicated rules to emulate that. We can just use the Rule of Cool (That's cool so yeah, you can try it), and all be accepting of the ruling, and we remember that in an RPG, everyone is supposed to win.