Showing posts with label Lists. Show all posts
Showing posts with label Lists. Show all posts

Monday, September 6, 2021

Happy Birthday Knight at the Opera: A Blog Retrospective

I started this blog two years ago. At that point, many people were already saying that the OSR / DIY D&D blogosphere was dying out, but they were probably being unnecessarily bleak. Still though, I was throwing my hat into a competitive ring with a small, small audience. Attention is hard to grab, so if you aren't a Grognardia or a Jeff Rients or maybe a Patrick Stuart then your chances of catching people's eye is pretty small.

Considering all that, this blog has done much better than I ever anticipated. It's not huge or anything but waking up to see your post has gotten 1000+ views overnight is pretty damn cool. That's 1000+ people who chose to read my nonsense in their cubicle on a Monday morning over a cup of coffee instead of doing something productive. That feels pretty good.

So for this blog's 2 year anniversary (as well as a celebration of my favorite holiday, Labor Day), I wanted to reflect and share wisdom. This post will have 3 parts: 1) How to Start a Blog, 2) Things I've Learned About Successful Blogging, and 3) a Celebration of This Blog's Greatest Posts and Products.

Monday, May 10, 2021

Not All Crunch Is the Same

A lot of people put all games on a simple spectrum of "less crunch" to "more crunch," where the amount of crunchiness is measured roughly by "the number of discrete rules you can point to in the game." The more rules a game has, the crunchier it is, and that's that. While it is good to have an idea of whether you're the kind of gamer who generally prefers more crunch or less crunch, I see a lot of shallow and misleading discussions happen where people are turned away from games they may have otherwise quite enjoyed. And that tends to happen because the game was reduced down to "too much crunch" when that's just a dishonest way to represent what it's actually like.

I am definitely guilty of this, in case anyone wants to call me out.

Look, there are lots of ways in which a game can be made complicated. Rules can play many roles. The devil is in the details. It is genuinely worth it to sometimes take a moment to look under the hood and see what kinds of rules are in the game before dismissing it.

Some games have lots of rules but they're fairly intuitive (once you know how spellcasting works in Ars Magica you can start using it quite naturally). Some games have relatively few rules but they are difficult to master (Burning Wheel famously takes at least half a dozen sessions before you even get a grasp on it, they say). Some games have lots of rules but they're all built using the same core ingredients, so once you learn the "Rosetta Stone" mechanic then everything else falls into place (most universal systems rely on this, like Savage Worlds or FATE. I would argue D&D 5E does it pretty well. It's very "rulings over rules" friendly). Some games have a ton of rules that are all disconnected and are each a subsystem that you have to learn separately and it's a pain in the ass (sigh... Fantasy Craft).

However, I want to put the spotlight on very specific types of mechanics that, yes, are all more rules than you would ordinarily need if you were just running something like B/X D&D, but aren't necessarily all equal in how much they truly complicate or restrict the game.

Sunday, March 21, 2021

On Dungeon Size


In the most recent Questing Beast Q&A he and his guests gave their thoughts of "ideal dungeon size" and it got me thinking. Here's a link to the part of the video where they discuss it. After some consideration, I want to propose 4 basic size classes of dungeon, divided partially by number of rooms but, more importantly, by the affect they have on the core gameplay loop of your campaign.

Thursday, March 18, 2021

An Incomplete History of Mazes in RPGs

Mazes and labyrinths are a staple of fantasy fiction, so it makes sense that you might want to see one in D&D. In many ways, the Greek Labyrinth was the original dungeon, so it seems like a perfect fit, right? Except that it's notoriously tricky to run a maze in D&D without it sucking, and there's no standardized solution. So in this article, I'm going to review a list of instances I've found in various gaming products where a unique attempt was made and then explain their method. If you've never personally encountered this problem before, it may not be obvious what's so difficult about it. But I bet that once you start seeing some of the following examples, you'll begin to understand.

This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.

Friday, January 22, 2021

Elves Part 3: Elf Subraces

Artist credit: Steve Prescott
I didn't expect to write even one of these articles, let alone 3. Well, you can't have elves without elf-types, so here are my versions of the three classic elf subraces (High, Dark, Wood) for Underworld. Please see the last post of this series here. I'm basically writing down every solid idea I've had so far, but the more I write, the more I feel like this trichotomy will inevitably be deconstructed. I began charting factions and races in my setting and started expanding the list exponentially, so each region of the world would have a good variety of unique societies. And so... just one type of High Elf, Dark Elf, and Wood Elf stopped being sufficient. I'll instead likely create a matrix of two axes: light to dark (with a neutral zone in the middle) and Seelie to Unseelie (with a neutral zone in the middle), creating 9 basic types of elf. Except that, obviously, there are more elf societies than that. Hoo boy, I've really gone down the worldbuilding rabbit hole. But in any case, I can right now offer up "the classic three," good for most elf purposes.

Tuesday, January 5, 2021

Elves Part 2: The Elfs of Underworld

Following up on previous posts about the lore of races in Underworld, here's everything I know about elfs in my setting so far. I already vomited out my thought process on elves in my last post, so below is the stuff I've actually settled on. 

The bad thing about spending so much text describing your influences is that you kind of blow your load on a lot of the neat ideas. I'll try not to re-cover too much of the same ground, but you'll definitely see a lot of the qualities discussed in that last article finding their way into my elfs quite pervasively. You may even need to just assume some of the discussed ideas hold true of my elfs, through inference. But below, I'm gunna focus on the more novel stuff. I'll start with traits universal to all elfs before getting into subraces. And yes, I am, actually, going to roughly retain the traditional D&D trichotomy of elves: High, Dark, and Wood. It helps maintain basic player expectations for what they can play, even if they aren't well-versed in the setting-specific details yet.

Saturday, December 26, 2020

Elves Part 1: Reconstructing a Fantasy Archetype

Picture by Yuliya Litvinova
I've now written three articles about some of the main races in my homebrew setting without ever having intentionally set out to make a series like that. One day I just wanted to compile a bunch of my weird notes on dwarves in one place and share them. Then with gnomes. Then with halflings. And even when it had occurred to me that I have a series on my hands, I still think I was never intending to write a post on elves, because...

Well, because elves don't need a lore post.

Like, gnomes and halflings both need work done if you want them to be interesting. Even sticking to the vanilla versions is still lesser than what you get with off-the-shelf elves. Dwarves have lots of lore but it's infamous for being cliché, so revisiting it and doing something fresh justifies itself. But elves? Elves get nothing but attention. They often have too much lore. Wasting more ink on them is an injustice and disservice to the other fantasy races. To other fantasy ideas. Elves are the most thoroughly fleshed-out and experimented with idea in nearly all fantasy fiction. Just look at the TV Tropes article. How the fuck do you get this much mileage out of one idea? How does D&D manage to always, inevitably have a million elven sub races in each edition even as they avoid that mistake with other races?

The thing is, we could try to have the conversation of "what is the elf, at its core?" Analyzing fantasy ideas often means reducing them to their most vital components, the thing that makes an elf an elf no matter what else you change. And when people have that conversation, they usually arrive at something like, "fancy, graceful humans with pointy ears and whatever other traits we culturally idealize (beauty, longevity, skill, knowledge, pale skin, starlight eyes, etc.)." If that doesn't do it for you, here's a way to avoid a debate: not everyone exactly agrees on what an elf is, but most people agree that David Bowie seemed to be more elf than human, which I would say is a solid rule of thumb to operate on.

But there is inevitably a conversation after that one. Because while most elves check off most items in that definition, they all have more going on. Even the original Norse elves or Tolkien's elves. So the next question is, "having now understood what elves fundamentally are, how do you expand on that to make them your own?" This is where the interesting conversations take place. Where you get cool and novel elves from.

Me? I want to have the next conversation. And I specifically want to ask, "what should we take away from Tolkien and early D&D's answers to the previous question? What did we take for granted as classic elf tropes that really do have some potency?" Hence, reconstructing the classic elf. Not exactly as it was before, but at least giving those classic tropes another look. Kiel Chenier has really creative and cool homebrew elves that are a perfect example of not the kind of thing I'm talking about today. No one would question that Warcraft's Night Elves are a fucking rad take on elves, as with the Elder Scrolls's bizarre elves and metal Dark Sun elves and so on. But none of those are classic elves, and most fantasy creators don't really consider just going with classic elves. But as long as we're trying our own hand at writing our own elves, I want to take a moment to explore this direction.

Sunday, December 20, 2020

Outline of Brave's Magic System

God I fucking hate magic systems.

Seriously, is there anything that epitomizes pure nerdiness more than designing magic systems? Part of me feels like I seriously wouldn't mind playing fantasy dungeoncrawl RPGs with absolutely no magic for eternity.

But I also love wizards, dammit.

Okay, I assure that what follows will not be lame and cliched. No "elemental spheres of magic + soul + positive + negative + whatever other stupid word" diagrams. I don't want to pick on anyone specifically because worldbuilding is very personal to people and it can be difficult to open up and share. But just go on reddit.com/r/worldbuilding and search "magic system" and you'll see plenty of examples of the kind of diagram I'm talking about. I will not abide such rampant nerdiness.

The logic of my system that follows is mostly a response to issues with the conventional D&D magic system and inspiration from Necropraxis's Wonders & Wickedness and Marvels & Malisons. The basic goal is to open up possibilities and begin allowing for far more, zanier ideas about what can constitute a "school" of magic.

Tuesday, September 8, 2020

Medieval Halflings: Pechs, Not Hobbits

Unacceptable
Brilliant
Of the core D&D races, halflings are the ones I think the least about. That’s probably true for many people. I think they’re delightful, don’t get me wrong. I think the 5th Edition art for them, where they have giant bloated heads, is hysterical and great. I think anyone defending the freak alien 3rd Edition ones is pretentious and ridiculous. But… I would like for these to be something that can be taken seriously. That is, after all, why I revisited gnomes. So I want halflings that I’m happy with and manage to be fairly vanilla while also different than what we’re normally given. I originally envisioned this looking similar to the gnome or dwarf posts I made, but as you can see, I had some complicated thought processes I think may be of value to share. But the list of halfling traits I made is in the second half.

Monday, July 13, 2020

Potent Potables

Here's a small one you can steal. It's going in the next draft of Brave but works great as a standalone homebrew. This is inspired by something Patrick Stuart once spitballed in (I believe) an interview I saw/read at some point. I've worked out the kinks and then fleshed it out further.

Potent Potables 

Characters can get intoxicated to temporarily adjust their stats. A character drinking alcohol loses an amount of WIS and gains HP equal to Xd6 - CON, where X is the number of drinks they have. If they reach 0 WIS, they become poisoned and have disadvantage on all checks. Every point of negative WIS incurred also gains one level of exhaustion. Characters sober up at a rate of 1 hour per WIS point regained/bonus HP lost. If sobering up reduces your HP below 0, you pass out and gain exhaustion.

Example: You drink 3 bottles of ale and have a +2 CON bonus. You roll 3d6 and get 1, 5, and 6. 1+5+6-2 = 10. You gain 10 HP and subtract 10 from your WIS.
These mechanics can apply to other potables as well! While “pure” potions and poisons exist, many consumable items instead have a tradeoff. Different items that affect the same stats will stack. Potables with this tradeoff are usually listed with the notation of “stat gained/stat lost” with their ratio.

Example: Alcohol is listed as: HP+1/WIS-1. This means that for every temporary hit point gained, a point of Wisdom is lost.

But wait! There's more!

Monday, April 13, 2020

Oh God There Are So Many RPGs (A Guide)

No TL;DR but I'll just tell you that the good shit is the misc. list at the end
Something you hear a lot in RPG spaces is the recurring lamentation of, "no one wants to try this system with me because everyone just wants to play D&D 5E!" DIY and OSR folks are obsessed with having different systems, making different systems, trying out different systems, etc. On the positive end, I once recall Questing Beast telling his 5th graders that "everyone who plays RPGs should try making their own system at least once" and I can definitely see the value in that as a creative exercise. On the negative end, I recently saw a guy say he's "thankful" for 5E catching 90% of people new to the hobby because it, "keeps the scum out." I love 5th Edition D&D, I'm glad that it's popular, and I'm glad that it's made the size of this hobby fucking explode over the last 6 years. But other games are cool too and I surround myself with people who never shut up about them so I needed to just sit down and make a guide. These are loosely categorized and described briefly. If I found something short that could give you a good handle on the system, I also put it in as a link (usually a page-by-page review of it, or in the case of smaller ones, a direct link to the RPG itself). Most things on this list either don't have a unified task resolution system or they use the basic d20 model, so I really only noted exceptions (and usually only when that exception is one of the most notable things about the system). This is, obviously, nowhere even close to an exhaustive list.

Monday, February 17, 2020

Alright Let Me School You on Gnomes

Let’s do a follow-up on that dwarf article I wrote a few months back. Gnomes are controversial, notorious for being hard to define and oftentimes rejected entirely by DMs who just can’t sink their teeth in.

One way races are sometimes justified in D&D is by a mechanical function, a role they play in the game as a whole. Dwarves make great fighters and halflings make great rogues. So the gnome was meant to be a good race for playing wizards and illusionists. Kind of stepping on elven toes a bit but sure. The result in lore ended up looking like a weird hybrid of details from elves, dwarves, and halflings. Fey but earth-y. Big beards and big into mining. Intrinsically magical. Borrowed a lot of the same inspiration that Tolkien used for Hobbits. Really just lacking in a unique identity. Most of the early attempts to give them something of their own was just “zany” stuff, which leaves a bad taste for many people. As time has gone on, they’ve been given a bit more to do with alchemy and steampunk engineering and stuff like that. I dig it, but for some people that still isn’t enough.

Monday, December 9, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 3)

I'm going to be upfront about this: this is not going to be a very positive article. In seeking to answer the question of this series (see title), I... just don't have much good to say about the Forgotten Realms. Maybe some FR superfans can come in and help me out but I feel like a lot of the obstacles in this article will serve to illustrate some of my more important arguments about setting and worldbuilding.

Forgotten Realms
So let's get into it. What are the main features that characterize FR in contrast against Greyhawk and Mystara?

  1. ... Uh ... Well...
  2. What does the Wikipedia article talk about? That should give us an idea of the most important stuff. Let's see...
  3. ...Uhhhh. Uh oh.

Monday, December 2, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 2)

Picking up where we left off, we'll continue to identify all of the "greatest hits" of the three default campaign settings. We found Mystara, most associated with Basic D&D, to be a realm of exciting locations, potential for immortalized achievement, and waifus (furry and non-furry options available).

Greyhawk
In contrast, let's talk about Greyhawk, the default setting of AD&D and Gary's own creation. Perhaps my favorite official campaign setting, here are the standout qualities to me. I find this one to be the most distinct of the three. It's also, to me, the easiest to envision mechanical structures to reinforce its qualities through gameplay:
  1. Sword and Sorcery, full stop. Gotta go hard in this direction. Magic is rare, powerful, and corrupting, morals and grey grey grey, people are selfish, there are no great and grand kingdoms anymore, etc.
    • I think a lot of people still picture "sword and sorcery" involving deserts somehow because of Conan the Barbarian fighting desert snake cults and Dark Sun and Barsoom and, to an extend, Fafhrd and the Gray Mouser. When Lieber described the setting outside Lankhmar itself, he wrote, "think of Saracens, Arabs, Parthians, Assyrians even. They ride the camel and elephant, and use the bow extensively." In any case, while there are deserts in the Flaeness, you would have to be able to pretty extensively envision Sword and Sorcery without it. Which really just means...

Monday, November 25, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 1)

D&D is a chance to share a world with people. So after an adventure, you probably want your players to remember the setting it took place it. The experience of being transported to that world is usually one of the important takeaways DMs want to instill in their audience. But unless your players are completely new to all fantasy fiction entirely (e.g. no real exposure to things like elves, wizards, dragons, orcs, etc.) then the baseline assumptions of D&D’s “implied setting” aren’t going to have that impact you’re looking for. You have to go a step beyond to make them feel the world as an element of the story.

Friday, October 25, 2019

Weird Dwarf Traits

It is important to me that the demihuman races feel properly distinct and non-human. Or at least, they should be exotic or foreign, and especially easy to roleplay in a memorable way. As we know, dwarrow (dwarves) tend to all be the same. We should fix that. Here are some miscellaneous things about dwarrow culture I’ve either brainstormed sitting here or accumulated over the years. Some are pretty creative and original, others are straight-up cultural appropriation but, like, you’ll enjoy them.