Showing posts with label Resources. Show all posts
Showing posts with label Resources. 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.

Saturday, July 10, 2021

Brave Design Notes 6: Settlements



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking hereThese rules also make use of a resource called a "settlement info sheet," which you can find here, along with the player copy template here and the version adapted for villages here.

Friday, July 9, 2021

Brave Design Notes 5: Dungeons


Art credit: Tony DiTerlizzi

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. These rules also make use of a resource called a "dungeon control panel," which you can find here.

Brave Design Notes 4: Cohorts



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Thursday, July 8, 2021

Brave Design Notes 3: Alignment and Combat


Art credit: William O'Connor

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Wednesday, July 7, 2021

Brave Design Notes 2: Items and Shopping



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Tuesday, July 6, 2021

Brave Design Notes 1: Various Rules


Art credit: Hal Foster

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. It may also be valuable to see the character sheet, which you can find two copies of here.

Tuesday, March 30, 2021

Brave Class Hack Beta (again)

Picture is also a link to content
One of my most popular posts was the first Brave Class Hack, where I shared with the world my weird class system as well as the Knave, Warrior, Thief, and Cleric classes. I've made a lot of changes since then, including the addition of 3 more classes, so I figured it would be a fine time to update the world.

For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.

Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:

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, October 18, 2020

Decent Rules to Make Languages Fun

First, here's some supplemental reading you may find insightful. All of it is from other RPG bloggers tackling the same subject as me:

  1. https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-languages.html 
  2. https://monstersandmanuals.blogspot.com/2016/03/on-language.html
  3. https://monstersandmanuals.blogspot.com/2008/11/languages-or-why-we-shouldnt-be-able-to.html
  4. https://falsemachine.blogspot.com/2020/05/soft-ass-d.html (he covers language as a specific part of the post and I think his take is neat)
  5. https://thelastdaydawned.blogspot.com/2016/11/making-languages-make-sense.html
  6. http://thealexandrian.net/wordpress/38698/roleplaying-games/untested-fantasy-lorem-ipsum
  7. https://www.paperspencils.com/making-languages-relevant/
The RPG Mausritter, about playing as tiny mice in a fantasy world, has some really cool language rules that I don't think can easily work for most other settings:
As a general rule of thumb, the more closely related two creatures are, the more likely they are able to be able to understand each other. Use the creature’s taxonomy to make a ruling. Magical or highly intelligent creatures may break these rules. • Same species (mouse): Can easily communicate. • Same family (rodent): Can speak and communicate, with some difficulty and difference of custom. • Same class (mammal): Make a WIL save to see if communication is possible. • Otherwise: Can’t directly communicate.
So yeah, all those thoughts are very neat. I'll throw in my two cents.

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, May 18, 2020

Talking Statues: The Ultimate Quest Dealer

Statue of Saint Tarscel. Click the pic for details.
This is one of the best ideas I've ever had and you should all steal it immediately.

Have you ever heard of the talking statues of Rome? I'd known about them for awhile, thought they were neat, maybe some potential worth exploring for worldbuilding purposes. Tucked it away in the back of my mind. Now, I've finally found a use for them.

Rumors are a classic thing to include in D&D. More so in the old school, but it's an ever-popular tradition. Lots of adventure modules come with them. But I've always found them tricky to integrate, myself. That's not the sort of things my players usually go for, and I'd hate to force-feed them stuff like that. But I'm working on a cool sandbox campaign, and suddenly having a system for "quest hooks up for grabs!" is really convenient.

And especially because we're all playing online now and I'd like the PCs to have an idea of their next adventure during the week between sessions ("downtime" in a sense), having a passive way to distribute this info, and consumed at their own pace, is the ideal.

So my city has a bunch of talking statues that my players can always look at. They update regularly, and the player characters can even post stuff themselves. There are 6 statues, each with a different theme, so there's a ton of variety. They have fantastic potential for worldbuilding, as the statues themselves and their theme embody a specific deity in my setting. In addition, not every post is tied to a quest. Lots of it's just flavor. A decent amount of it came about as a consequence of something the PCs did. That top-right post on my boi Tarscel up there? About vacated farms? Yeah, that all happened during our last session, and the PCs' next planned move was to start looting.

Want to know how to set this up in your game? I'll give instructions on how I did it, below. Adapt it however you need to fit your table's setup. I'll also show off my own statues a bit more if you want some inspiration.

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.

Sunday, March 22, 2020

BRAVE Class Hack Beta

Picture is also a link to content
EDIT: If you've been directed here from somewhere online, there's a newer draft of this material. Click on the "Classes for Brave" link on the right sidebar of this blog to get the full version!

This is a beta-test sample of my ruleset for adding Character Classes into Ben Milton's RPG Knave. Here is a link to it. This is building off of my original Knave hack, which you don't need to be familiar with. But if you're interested, here is a link to the post I made about that.

I put a fair amount of designer notes in the first page, but I'd be happy to explain anything more in detail. I would love some feedback, and even better, to hear if anyone actually tries using this for a one-shot or something.


-Dwiz

Thursday, March 5, 2020

Magic Metals and Stuff

You know what's a cool fantasy trope that everyone likes? Magic metals. Made-up metals. Those things. It's true. Tolkien gave us Mithril and it was cool and people kept it going. There's Vibranium. They make a big deal out of it in those Marvel movies. Game of Thrones has Valyrian Steel, and every time it comes up the dialogue always sounds really forced and fake. Like they're trying really hard to make it a cool thing but it will never be as effortlessly cool as adamantium. But whatever, it's cool. Meteorite swords are also really cool. They give you just a taste of sci-fi but they aren't out of place in a medieval setting.

But like D&D just has +1 magic weapons most of the time. Sure, the DM can hand out a silver sword or something. But just a general +X to attacks and damage and being vaguely "magical" (to overcome resistances/immunities) is what players hunt for. Not that there isn't a strong history of lore behind that. Gygax had some very weird ideas about +X swords*. But I kind of like the flavor behind the magic metals and how specific they can each be.

Anyway this is a perfect trope to emphasize in a system like Knave because it's an RPG all about equipment. Thus, magic relating to equipment and its special properties has a much greater impact in this ruleset. It's good tying together of themes and mechanics. So here are the metals in my Knave game and what each of them does and stuff. Borrow/steal/be inspired by or whatever else.

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.