Showing posts with label DIY. Show all posts
Showing posts with label DIY. Show all posts

Monday, December 22, 2025

Archaeology: Dwarf Class for 5E

I had been playing RPGs for many years before I ever even considered getting into homebrew. Of course, I wasn't against homebrew. I routinely took homemade gameable content from my favorite RPG blogs and put them into the games I was playing. But I just never wanted to make it myself, y'know?

Boy how things change.

It was around 2016 that I started dabbling in game design, but even then it was all confined to 2014 D&D 5E stuff. That's when I came up with my first dungeoncrawling procedure, Advanced Darkness, some rules for 4E-style minions, and started working on my rules for mazes (all of which were essential houserules to bolt onto your 5E game if you ever wanted to run my megadungeon, I assure you).

Around 2019 I was getting into the really retro stuff, especially Greyhawk, and wanted to try making a "race-as-class" hack for 5E. The idea was that Dwarf, Elf, Halfling, and Gnome would all be made into a full class, levels 1-20. Any PC of a different class would therefore be a human (and should still get the human traits at character creation, obviously). I had lots of notes about how I was planning to create each one, but the only one I made serious progress on was the Dwarf.

You want to take a look together?

Tuesday, July 8, 2025

Broken Hearted

"Don't let it be forgot, that once there was a spot, for one brief shining moment, that was known as Camelot."

You have likely seen or been recommended the newest episode of Quinns Quest, in which Quintin Smith finally makes his long-awaited foray into the OSR by reviewing Mythic Bastionland, the latest game by Chris McDowall.
(Despite the fact that one of his first reviews was of Mothership, which is also an OSR game, but I guess people just forget that? Discourse is dumb)
His review is very positive, and reception to the review has likewise been very positive. Yay! But also, he's gotten a bit of shit for this snippet near the beginning:
I'm not here to dunk on Quinns. But this moment inspired me to write about something that's been percolating in my mind for the last year or so, as I feel like I've heard similar sentiments more and more frequently. He's just the unlucky voice in the chorus who's easiest to direct these feelings at.

(But seriously, Quinns. Expensive? That's one of your complaints about the OSR? Cairn is literally free)

Monday, July 8, 2024

Summer LEGO RPG Setting Jam


Just like everyone else, I was super excited when I read Anne's announcement for the jam. And also just like everyone else, my thoughts immediately turned to adapting my own personal favorite LEGO sets from my childhood. But whereas most of you probably thought of easy themes like Castle or Space, I had a much trickier one in mind.

One year for his birthday, my older brother received the Scary Monster Madness Kit, a collection of four sets that made up a sub-theme of the LEGO Studios theme, which was a fairly obscure product line based on Hollywood movies and filmmaking. In this case, these four sets were inspired by classic Universal Horror movies. It should come as no surprise that my siblings all share my obsessive enthusiasm of all things spooky and Halloween-y, and so you can imagine that those toys were very well-loved in my household.

But there's a problem with the premise. How do you adapt this theme into an RPG setting? Every other LEGO theme presents an imaginary scenario that's not far off from an RPG setting already. Fictional characters, a secondary world, dramatic situations, etc. But the entire conceit of the LEGO Studios theme is that they are not depicting "real" people, places, or situations within the context of the set's universe. They are specifically fictional within the diegesis itself. Each set depicts not an actual scenario of monsters and heroes, but of actors and film crew members playing the parts of monsters and heroes. It's very literally an example of anti-worldbuilding. How do you adapt that? How do you preserve the premise of that theme while also making it into a gameable world?

This is my strange answer to that question. I hope you enjoy it.


-Dwiz

Monday, June 10, 2024

EVERY Initiative Method??

Not really. But maybe, with your help, we actually can. Let's give this a shot.

Every now and then I've seen a blog post attempting to cover this topic and they always just seem to fall short. "There are two methods: individual and side." Please. Not only are there dozens of ways of doing initiative, but many of them are desperately in need of a proper name at this point.

But exhaustively cataloguing every method is unfeasible. There are so many games that have nearly identical methods but with just a teensy tiny little quirk. "Instead of rolling a d20, you roll a d10." Yeah, whatever. I'm not about to list every single one of those as an individual entry. Some degree of broad categorization is needed.

But you will quickly see that my system of categorization is... feeble. I have unfortunately not been able to divine some grand system of fundamental initiative typology, easily charted along 6 key axes or something like that. You'll come to see why pretty soon, and we'll circle back to that topic in the conclusion. I instead tried to order my categories by vaguely-increasing order of general unfamiliarity / difficulty to explain and understand. We'll see how it goes.

[This post received a major update on June 6, 2025, for future comment-readers. There was also an addendum posted here]

Monday, May 27, 2024

Deconstructed Ravenloft for Dinner - Mindstorm Guest Blog


This year, my friend Ty is taking his blog mindstormpress.com on tour, and I'm lucky enough to be honored with one of his highly-prized articles. I've said some pretty harsh things about Ravenloft in the past, so of course I was delighted to see Ty take that as a challenge. I think you'll agree, the results are top notch. Please enjoy this excellent guest post, and be sure to go check out Mindstorm afterwards if you aren't already following his work.

-Dwiz

Deconstructed Ravenloft for Dinner

Since its inception, Ravenloft and the fearsome Strahd have captured the hearts and minds of tabletop gamers everywhere. From the first published edition—made for AD&D—all the way to the mass-marketed, bloated, and hyper-commercialized iteration for fifth edition, people have been delving into the lands beyond the mist and trying to fight the big daddy vampire.

What makes the adventure and setting so dang captivating? And, more importantly, can we break it down into its base components, inspect those components, replace them, and then force everything back together? Sometimes, the best way to play with legos is to smash your big sibling’s castle and then try to put it back together before they get home. Our version of Ravenloft is going to slap because it’s going to be personal, homemade, and filled with our own unique interests and idiosyncrasies.

Strap in. We’re hot-dropping into Barovia for the biggest heist imaginable. We’re taking the ideas.

Friday, January 5, 2024

Crunch Criteria

I'm gunna be a little self-indulgent and quote myself.
Every piece of crunch you add has a cost. A cost in how much brainpower it takes to learn, to teach, to remember, to use. The essential tradeoff is to make sure that crunch is able to add something really valuable to the game in spite of that cost. I try to only add crunch in the parts of the experience that I think have the most potential for interesting decision-making.
This isn't just talk. I actually have a set of standards I apply when it comes to "justifying crunch" in a system. It's a hierarchy of three levels.

Sunday, August 13, 2023

Brave, Final Edition

Here is a link to my hack of Ben Milton's minimalist RPG, Knave 1E. Here is the word document version. You can download this and then edit the text directly. This game was made using two free fonts (Sebaldus-Gotisch and Crimson Text). You'll want to install those so the formatting is retained in the document version. Just like the original, I recommend you print it out. Finally, here is a character sheet for it. If you want the original diagrams.net file to tinker with, you can copy it from this.

I started working on this in early 2019. It began, more or less, as just the houserules I found myself adding to Knave as I played it. Like many folks, I basically never run any game completely by the book. In time, I added more and more of my own content. It grew ambitious. And clunky. And generally kinda bad. I haven't touched Brave since mid 2021. What started as a break from the project turned into a terrible realization that I was out of my depth and had been making bad mistakes built upon worse mistakes.

But Brave still gets linked to a lot online. In nearly any conversation about Knave hacks, it gets brought up. So as long as people out there are looking for a version of this game that has my special touch on it, I still want to offer this. This has been streamlined to just the simplest, cleanest, and best modifications I've made to the game. Steal as much or as little from it as you like. I expect most folks have moved on to Knave 2E anyway. I'd also recommend Cairn or Errant. And keep an eye out for His Majesty the Worm when it releases.

As for the rest of my work... I'll revisit it at some point down the road. There's some interesting design that happened along the way. It would be a shame to let the good bits go to waste. I'll sift through the wreckage at some point, pick out the stuff worth salvaging, and figure out what I can do with it later. I'll keep everything up on my blog for posterity, but I don't recommend anyone bother with it.

Here is a list of differences between Brave and Knave 1E:

Monday, August 7, 2023

Clashing, Continued

Some people think my posts are too long, and I should try breaking them up more. I've tried many times, it usually goes poorly. Here's another attempt. This post is the follow-up to my previous post "Clashing, Not Attacking." In that post, I proposed a basic concept. In this post, I'm going to elaborate.

Warning: this is a very technical design post hashing out an experimental mechanic in great depth. If you're the kind of person who enjoys seeing the full thought process behind mechanics, this is for you. I'd especially appreciate input from folks like that. Everyone else... this might be dry, even for me.

Sunday, August 6, 2023

Clashing, Not Attacking

Anyone here into HEMA-tube? Yeah, I bet you are. You fucking denegerates. You love LindyBeige. You probably have some others you watch, too. That part of YouTube is the center of more RPG nerd attention than actual RPG YouTube. You may have even gotten into HEMA yourself!

In the words of my friend Pollux, "every HEMA dude eventually tries to write a system that truly captures the beauty and subtlety of combat, all of which have sucked."

They are correct. And today, I am that HEMA dude.

I mean, not actually. I'm not terribly interested in realism for realism's sake. Combat rules are a loose simulation of real-world violence, and the best combat rules are going to make it a simple and streamlined simulation. You just can't include all the variables which realistically could make a difference. If you ask real-life melee combat experts, they'll tell you that weapon length was a really important factor back in ancient and medieval warfare. Does D&D care? Nah, that's not really accounted for. Some things just have to get left on the cutting room floor, okay? In many ways, what makes one combat ruleset different from another is the variables it chooses to simulate and how.

What I care about is interesting game design, and real life often provides great inspiration for this. It's important to just remember not to get carried away with simulationism. And in this case, I've spent a while thinking about something I see get a lot of focus in HEMA theory that I think is gameable.

In traditional D&D combat, every participant is an isolated, discrete agent who can target all other agents in symmetrical fashion. D&D doesn't even have rules for what direction your facing. But in fencing, two combatants become entangled with one another. They are not trading attacks, taking turns attempting to strike one another. Instead, they engage in a phrase (to borrow the modern fencing term). This is an exchange where both participants are trying to attack and defend simultaneously. Either one could win the exchange. And while dueling, they very much are entangled on the battlefield. If you play enough D&D combat with a grid and minis, at some point it feels like maybe two people in a swordfight should be occupying the same space.

I have an idea for how to reinvent attacking in D&D.

Tuesday, August 9, 2022

Computer Hacking in RPGs



[INTRUSION DETECTED: EPIC HAX0R AVA WAS HERE]

Today I will once again be speaking confidently on a subject about which I am unqualified to discuss. 

I've been thinking about hacking a lot lately. Not "hacking" like hacking a rules system. Not even "hacking" like "exploratory programming." I'm specifically talking about our favorite x-tremely kool 90's heroes who save the world by breaching computer security (and occasionally rollerblading). It's a well-known challenge of game design.

I have never actually played a cyberpunk RPG like Shadowrun or... Cyberpunk. Hacking was in Star Wars: Saga Edition but I kinda bullshitted (bullshat?) my way through those parts because I was like 16 when I ran that game. But I have read lots of different hacking rules and I've read lots of other people discussing their experiences using them, and these are my takeaways for the most common problems:

  1. It's complicated and a headache to learn, especially for the GM who has the rest of the system to learn as well.
  2. It's usually only for one player to participate in while everyone else waits on the sideline, and in Shadowrun especially is notorious for taking a really long time.
  3. Either it's realistic and confusing or it's abstracted and unsatisfying.
  4. The GM doesn't consistently integrate it into the game world, treating it almost like an afterthought.
This is really tricky because the easiest way to integrate hacking would just be to tell the players "make a hacking roll" whenever they want to cheese a device, but then there'll be a player at your table who wants to be the hacker, and they need something more in-depth in order to fulfill their fantasy.

So I have some thoughts about how to address this. Partly, this results in me creating my own loose ruleset for hacking gameplay. But also, think of this more as guidelines for how to create your own rules based on your personal design philosophy and priorities. I'm here to spotlight for you the kinds of important questions you'd want to ask and answer if you tackled this yourself. Especially the questions that'll help you avoid the kinds of mistakes that lead to something as unpopular as Shadowrun's hacking rules.

Also, prepare for some semantic satiation.


Saturday, July 23, 2022

A Primer on Star Wars RPGs

If you've received a link to this article, you may have just asked the question, "what's the deal with Star Wars RPGs?" The first part of this post is a succinct overview of all the major (and some minor) options out there which cover this need.

I decided to write this because in the last two weeks, I've seen at least 4 Reddit posts and a couple Discord messages where people asked that very question, and I get tired of explaining it. So if you see someone asking that question, link them to this article.

Monday, April 25, 2022

Potpourri

Artist Credit: Kieran Yanner
My blog output has been slow this year. Partially this is because I've started several very long posts that are each taking a while to finish, but mostly it's because I spend most of my time working now and have very little time left each day to do anything. I wanted to come up with something a bit smaller that could work as a good blog post to get out before the end of the month that isn't one of those huge posts, but I struggled. Everything I came up with was too small. So why not just offer all of them at once?

In this post you'll find seven really small RPG-related things I'd like to share which are all completely unrelated to one another. I hope the comments are chaos. They include:

  1. An idea I had for a particular take on the "Grit vs Flesh" mechanic
  2. A weird experimental PC I recently tried
  3. Possibly the most famous example of the power of tactical infinity in RPGs
  4. A world map I've slowly been working on
  5. An idea I have for a new monster type to fit into the traditional D&D schema
  6. How I would run a sandbox in a superhero game
  7. Doppelgängers

Sunday, March 13, 2022

Alternative Economics (Part 3: Treasure-Driven Adventure)

Return to part 1

Continuing from part 2, I'm exploring some alternatives to the traditional role that money and economics plays in D&D, inspired by real-life situations found in history, with the occasional creative liberty taken here or there to make things more gameable. It's fantasy after all, we're not going to stress about accuracy here. Last time I just talked about small-to-medium adjustments to the existing economic situations your players engage in. This time I want to think bigger picture. In traditional, OSR, "XP for Gold" schemes, dungeoneering is a path that leads to domains being built up for each individual player. But what other campaign arcs shaped by treasure can we imagine?

An important caveat for this: all specific numbers and variables are intentionally left ambiguous. I wouldn't know the optimal figures or ratios for these ideas to work, especially with the pricing schemes written into your RPG of choice. All of these are simply described in the abstract. What I will say is that most of these schemes work better if you simplify capital into large blocks rather than penny-pinching. When you're a pirate crew raiding a merchant vessel, you'll win enough treasure to buy whatever mundane equipment you want. So the real measure of wealth is in big abstracted chunks that you can use to buy ships and fortresses whole.

All of the following ideas would almost certainly need to be implemented and communicated to the players from the very beginning, as they're all meant to shape the entire campaign for everyone. In fact, I would encourage anyone out there to design a whole RPG or adventure scenario after your favorite examples here, since that's what these really are. The caravan-XP system from Ultraviolet Grasslands I described last time is a really good example of the sort of thing I'm here to offer you.

Saturday, February 26, 2022

Alternative Economics (Part 2: Interesting Choices)



I have previously talked at length about the virtues of "campaign-level play." That is, rather than only ever running your game as a series of mostly-isolated scenarios in episodic fashion and then calling it a "campaign," you actually flesh out all the connective tissue between adventures. There are certain gameplay structures you can incorporate which aren't really interacted with on a scenario-to-scenario basis, but which nonetheless have an impact on the campaign as a whole. Examples I give are things like a calendar and downtime play, usable maps and travel gameplay, complicated NPC relationship charts that'll change over time, and of course, domain play and some slightly more in-depth economics than just a menu of regular adventuring gear.

Most of this post's contents will be schemes describing entire economies and how they function. There was a bit of that in Part 1, but it rarely extended beyond small communities. Everything here will be stuff that works at the scale of whole kingdoms, and oftentimes is most effective when contrasted against neighboring kingdoms which don't share these traits. If nothing else, it's decently educational for folks who find this stuff interesting and it's very often good worldbuilding fuel.

A common theme for these is new choices that players can make to acquire or use their rewards. The classic options are 1) go on an adventure where treasure is found, or 2) get paid treasure to go on an adventure. The former is self-directed, the latter is NPC-directed. Sometimes the DM will offer other avenues of gaining rewards though, like running a modest business in downtime, gambling, or swearing patronage to a demon lord in exchange for dark power. I think players should have a buffet of these options to indulge in at their own discretion. But to do that, you need novel options. Well this post expands that list and complicates a lot of what was already on it.

Sunday, February 6, 2022

Alternative Economics (Part 1: Money)

Much has been made of the weird underlying assumptions of general "liberal American capitalism" woven throughout mainstream D&D economics gameplay. It's called "anachronistic" by most and "great unique setting flavor" by the generous (usually in regards to Greyhawk or the implied setting of OD&D). It's an artifact of D&D's 1970s American Midwest origins and is, ultimately, probably useful for the same reasons that it was inevitable: it agrees with all the most common assumptions the general audience will have about economics going in. It makes the game more accessible and simple. Following from this is where we get "Gold for XP," a rule whose utilities I'm sure I don't need to expand on here.

But I like worldbuilding. I like when I learn new information and then get to use it as a DM. I also like when I learn new information and have to use it as a player. So "alternative economics" are inevitably going to interest me as a potential design space. The most common alternative that people explore when addressing D&D's inexplicable "industrialized free market" is to attempt to gamify feudalism or include provisions for bartering. I, too, will be addressing those in this series. But I'll be doing a lot more, as well.

Strap in.

Tuesday, January 4, 2022

My (Untested) Theory of Nautical Campaigns


You know what I'm talking about. "The pirate campaign." "The wavecrawl." A "saltbox." "Maritime adventures." A notoriously elusive type of D&D campaign, for reasons fathomable only to those poor fools who've attempted it. And me, for I have infinite wisdom.

No really, I've casually mentioned this as being a "famously tricky" thing on several occasions and gotten a mix of confused stares from some and knowing agreement from others. But it's true. This shit is deceptively hard to pull off right. Today, I want to talk about the reasons why and the angles of attack to combat this. Because it's something nearly everyone who's ever been in this hobby has dreamed of at some point: buckling your own swash like a pro. Yarrr.

Friday, December 24, 2021

Subterranean Thoughts


So I recently took greater notice that many of my favorite gaming writers will post little snippets of what they've been working on to their blog. Even if it's incomplete, it's still a solid preview, can build hype, and is probably somewhat usable on its own. So why don't I try that?

My home campaign setting is called Underworld, and is all about that sweet, dank Underdark, baby. When I first started working on it, I spent a long time thinking about how to bring more out of the Underdark experience in D&D. How much depth would need to be added in order for that one trope to carry an entire campaign? And I like thinking in terms of rules and mechanics at least as much as lore, when it comes to worldbuilding and reinforcing themes.

The following materials were mostly written around 2016 and 2017 but I was heavily sidetracked by worldbuilding and "higher level" game design. Oh, and getting a bachelor's degree. But I consider all of this to be stuff that I one day will return to and do justice, because it's important (in fact, I made a couple edits as I copy/pasted it here). I anticipate eventually either putting this stuff into a Brave supplement that'll have rules, systems, and tables for Underworld stuff, or I might just compile and publish my setting outright and put this stuff there instead. Contained within the following thoughts are some implied setting assumptions that may not be true for the "default, vanilla" Underdark, but you'll still enjoy it. Plus, I included lots of great pictures you'll want to expand.

And yes, the release of Veins of the Earth did stifle me a bit. But while that book is indeed excellent, I also think you'll agree that much of what follows builds onto it quite nicely and covers things it doesn't address.

Saturday, December 11, 2021

A Thorough Look at Skill Challenges (Part 2: Analysis)


After my last face-meltingly long post compiling every variation on Skill Challenges (SC) out there, it's time to do a critical analysis of this concept. When I started this project, I was just imagining that I'd be making a simple pros and cons list. But after all that research, I have a lot of things to say.

So, this post will sorta have three main sections. Firstly, we can talk about Skill Challenges just, like, as a concept. Then, we can start reviewing each of the little variations on rules and deciding which ones are good and which ones are bad. Lastly, the results of this thinking, which ideally should be "the best version of how to do Skill Challenges for a D&D 5E game, at least in the style that Dwiz enjoys," but which is also the part where I note some things I feel like stealing for my OSR game Brave.

Tuesday, October 5, 2021

Gritty Realism: Adventuring in Weeks, Not Days


Because apparently this is a 5E blog now, I'm going to talk about the Gritty Realism variant rule suggested in the DMG on page 267. But wait! Don't go! You know me better than that. Of course I'll find a way to make it relevant to you and your rules-lite artpunk post apocalyptic furry heartbreaker as well, since I know you don't play D&D 5E.

So there's a type of adventure scenario I like to call a "Die Hard plot." It's not a good name, but it's what I always think of. In the movie Die Hard, the whole ordeal takes place within a single evening. The movie almost happens in real time! It's a really jam-packed day. See also:
  1. The Warriors
  2. The Avengers (well, like 90% of it)
  3. Night of the Living Dead
  4. Clue
  5. Dredd
  6. The Goonies
  7. Escape From New York
  8. 24 (the TV show)
...and plenty of others. Now of course, lots of movies take place entirely within 1 day. But these ones here are specifically all movies that are a great model for D&D ADVENTURE! Sure, My Dinner With Andre takes place in one day, but that's because it's just a dinner conversation. These movies are set within a single day in spite of how much crazy shit happens within them.

Every movie on that list is great (and 24 is okay I guess), and you should steal from them occasionally. But the main appeal of Gritty Realism is that it affirms a simple truth: you can't run an entire campaign of just Die Hard plots. Or rather, I think you probably shouldn't.

I'd like to talk about this at length and help us all to appreciate this better.

Sunday, September 19, 2021

Iterative Design

If you work in any form of engineering then this is probably a familiar idea. I just want to talk about how valuable I find it to be when it comes to RPG design. I've always really liked that the standard in RPGs is to have new "editions", rather than straight-up sequels. And because it is, to greatly generalize, a fairly scrappy and accessible hobby, we get to do lots of communal collaboration. We build on each others' work. We actively encourage the theft of good ideas (within the bounds of intellectual property rights). Most RPGs list their "Rule 0" as being something along the lines of "the GM can and should ignore or change any part of the game they want to if they judge it best for their group." It's like you have a game designer at every table.

The problem is that a lot of folks are pretty amateur as game designers. The single biggest failing, I think, comes from this very gap: not enough would-be designers are engaging with iterative design.

You look at what's come before and you use it as a basis for what you'll create anew. You examine the previous version to understand its design, paying attention to the context which created it and asking yourself whether or not those same factors remain relevant. And at the very least, the common corollary to that rule 0 is this: "a good GM will first make an effort to understand the original rule's purpose before deciding to change it." All-too-often ignored wisdom.

I especially find this to be common in two cases: 1) people complaining about design they don't understand, and 2) people making poorly thought-out houserules. Let's talk about some examples.