- What is Model United Nations?
- The "mechanics" of how it works
- What to take away from this for TTRPG stuff
- Some fun stories where I gush indulgently
Tuesday, September 21, 2021
Model United Nations: the Most Popular FKR Game
Wednesday, September 1, 2021
Associates vs Parties
- A true party is united by a purpose. They either all have the same patron or they operate a single enterprise together. A party that's also a thieves' guild or a pirate crew or an order of knights or something would be an example of this version. A victory for one is a victory for all, and they are frequently attacked, aided, and rewarded as a group. They probably share a single headquarters. Some games go so far as to create a "party sheet" that's like a character sheet but for elements that only exist as a feature of your unity, and aren't an element of any one single member alone (e.g. reputation or turf).
- Adventurers who merely associate may still go out on adventures every week, delving into dungeons together and saving each other's bacon. But they each have separate goals and will break off from everyone else if they have good cause to. The wizard owns his own tower from which he performs magical research. The rogue owns her own tavern where she smuggles contraband. The cleric has built a temple in order to better serve their personal deity and the fighter has raised an army to conquer a fortress in order to better protect the peasantry. Especially if you're playing an open table game, then you may not even have a consistent party makeup from session to session. There is no "party," there's just instances of adventurers in a shared world choosing to work together temporarily, and the stories we play out are following different combinations of adventurers each time. You'll also almost certainly not all be the same level, and there may even arise competition between you! An old party member may grow powerful and corrupt and become a villain for everyone else!
Wednesday, June 23, 2021
Unity vs Division
Tuesday, March 2, 2021
A Faction System That Doesn't Get in the Way
Once again, I need to credit Gundobad Games for sparking this thought process, albeit in a completely different context from last time. It was many months ago when I was trying to do research on domain-level play and I dug up a bunch of reddit posts about it and read people's game recommendations and blablabla and one of the most fruitful things I found were these blog posts: Part 1, Part 2, Part 3, Part 4. I could say a lot about those posts but right now I'm just gunna focus on Part 3, and I'm gunna re-write everything relevant from it here.
So the writer was putting a spotlight on Chris McDowell's Into the Odd, a nifty minimalist old-school RPG, and in particular, on its faction system. He calls them "enterprises" which is a decent name. Here is the full text of Into the Odd's enterprise rules, reproduced here:
Between expeditions, you can try your hand at business, or muster a military force. DETACHMENTS and ENTERPRISES each cost 10 Gold to establish. Detachments demand a further d6 Gold in upkeep each month, or else they revolt.
Income: New ENTERPRISES generate 1d4 Gold of Income each month. They also face a Threat that will cause 1d4 Gold in Losses unless dealt with. If an Enterprise cannot pay its debts, it collapses. Growth: If an ENTERPRISE ends a month with Profit, its income moves up to the next type of die, to a maximum of d12. However, this larger die also applies to losses from Threats.
By the by, a "detachment" is his name for a group of warriors fighting together, which we won't be discussing here. Maybe another day.
Anyway, today I'm gunna talk about the strengths and weaknesses of this system, the more immediate ways in which I've thought to tweak it, and then how I might go about reconciling it with all those other thoughts I vomited up in my last post.
Friday, February 26, 2021
A Freeform-Based Faction System
I've been thinking of posting an article about "freeform mechanics" in RPGs, and I still might. But the basic idea is "resolving stuff in the game using your imagination and judgement rather than actual rules or mechanics," but, like, to the extreme. Like, say, maybe you want to run a war between two armies. On one end of the spectrum, you'd have a military simulation board game that defines each of your assets and unit types and whatever kinds of fictional resources you spend like "action points" or something, and it has a list of moves you can take and blablabla. Nothing freeform about it. On the other end of the spectrum, you'd ask the players to describe what they command their army to do. Just, like, from their creative thinking skills. Intimidating, right? But liberating. Exciting.
[EDIT: I was provided the source for this story so I'm re-writing this chunk to be accurate]
I've been reading a truly ridiculous amount of literature on the subject and I want to share this anecdote from Gundobad Games:
My favorite example so far: from Tony Bath's old Hyboria campaign - one player was concerned about a potential rival's construction of a naval fleet, but didn't want to openly provoke hostilities. So he asked Bath whether he could arrange an 'accident' - merchant ships sinking [scuttling!] right at the mouth of the rival's harbor, blocking their port for the near future! Bath agreed, came up with a range of likely results, and then rolled the dice...
I love that. I love the freeform potential of RPGs and I keep finding myself drawn to that direction of design. But it's a double-edged sword. Because of the "tyranny of the blank canvas," many players find freeform gaming to be really unintuitive. When you ask them what they want to do, they don't have an answer. They're more comfortable if you give them options to pick from.
So here's something I've found in the middle that I'm working with and I'd like to share. I'm going to give three examples that illustrative something like what I'm approaching. These are all examples of "freeform but with a little bit of structure, just, like, for help."
Tuesday, February 2, 2021
Abstract Timekeeping Mechanics
“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their bases of operations – be they rented chambers or battlemented strongholds. Certainly the most important time strictures pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters and likewise number their days of game life…YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”
It is equally well-known that most people utterly fail to adhere to this advice. It is incredibly rare that DMs implement tools like calendars in their game and maintain it carefully. Many DMs advocate and understand the value of doing things to make the consumption of time meaningful and to keep the world alive with ongoing events and other things that reinforce verisimilitude. But, like, it's hard. Bookkeeping sucks.
Hence, the search for something that achieves the function of time passing but without needing to meticulously track it. Most attempts I've seen at something like this involve rolling dice to determine passage of time, and I'll be following that lead. What follows is my first effort stab at this.
Monday, January 25, 2021
A Fracture in Old-School Philosophy: Barbarian or King?
Tuesday, December 15, 2020
Campaign-Level Play Part 4: Setting Up The Campaign
Tuesday, December 8, 2020
Campaign-Level Play Part 3: Tools for Campaign Systems
Many groups dabble with this in some forms. For example, here are some subjects of gameplay that lend themselves well to this: economics, politics, war, and maybe espionage. Notice that these are the types of things you do in board games a lot. But you could totally have something like construction, conservation projects, running a business but focusing on the non-financial parts (e.g. running an opera house and managing the actors, the playwright, the stage production, etc.), going through religious rituals and sacraments, forming relationships, and so on.
While plenty of people have made downtime mechanics, and plenty of others recognize the fun of this sort of thing, it’s very rare that I find games that actually equip the DM to run this. There have been resources and websites like Obsidian Portal or World Anvil that cover a lot of what I'm about to describe, but most groups don't realize how to take advantage of the potential. All too often, these are treated as resources for the DM rather than the party. So I'm sorry 5th Edition, it's not enough to create an inflexible minigame for every specific "downtime activity" that occurs to you. The only way you'll ever achieve a true player-driven sandbox campaign is by letting their imaginations drive the car and merely providing the fuel and tools to guide that.
So lets talk about the fuel and tools.
Tuesday, December 1, 2020
Campaign-Level Play Part 2: Model United Nations (and Other Competitive Simulations)
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| The story behind this painting is hysterical, btw |
Friday, November 27, 2020
Campaign-Level Play Part 1: Maybe the Best Thing that D&D Has to Offer
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| How often does your character choose to write a letter? |
I perceive a distinction between a common and, seemingly, modern way of running the game and an older way of running the game that has to do with the structure of the activity itself. And it seems obscure enough to me that I don't believe that even most OSR gamers play in this "old style" because they don't know about it. Like, adventures and RPGs from OSR designers that are clearly built with old-school sensibilities in mind are often nonetheless ignorant to this quality. I'm gunna call this old structure "campaign-level play" because of the following reasoning:
"Campaign" is a residual term brought over from the wargaming hobby. But it wasn't just a meaningless word used for its familiarity, like some other terminology relics. See, something like "Armor Class" is called that because the AC rules were borrowed from an old naval wargame, where every ship had an "Armor Class" rating like "first-class armor" (the best quality) or "fourth-class armor" or whatever. That's why we use a weird name for something that refers to a character's ability to not get hit or damaged. But "campaign?" As in, "me and the bois are gunna start up a new campaign of 5th Edition"? That comes from a time when the hobby was about a series of grand Napoleonic battles strung together by the same strategic and political forces that define a real military campaign. While, yes, a single session does just look like some homies getting together to have an isolated battle on a pre-crafted terrain map with their respective armies... they were playing what modern gamers would call a "legacy game." Today's battle is determined by the outcome of our last session, where the army general has a macro-scale plan for the direction of the army's campaign to conquer the enemy. You suffer losses in one battle and it carries over to the next. You write a treaty forming an alliance today and that matters tomorrow. You make a crucial victory and you take advantage of the opportunity by carving up the map of the countryside into chunks that will be allotted to each of your allies and yourself, which then shapes the next campaign when another war inevitably breaks out. These could be thought of as "meta elements" that shape the campaign itself, rather than elements you play out during the session (the battle).









