Monday, September 6, 2021
Happy Birthday Knight at the Opera: A Blog Retrospective
Saturday, July 10, 2021
Brave Design Notes 6: Settlements
Friday, July 9, 2021
Brave Design Notes 5: Dungeons
Brave Design Notes 4: Cohorts
Thursday, July 8, 2021
Brave Design Notes 3: Alignment and Combat
Wednesday, July 7, 2021
Brave Design Notes 2: Items and Shopping
Tuesday, July 6, 2021
Brave Design Notes 1: Various Rules
Tuesday, March 30, 2021
Brave Class Hack Beta (again)
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| Picture is also a link to content |
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
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
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| Artist credit: Steve Prescott |
Tuesday, January 5, 2021
Elves Part 2: The Elfs of Underworld
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
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| Picture by Yuliya Litvinova |
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
- https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-languages.html
- https://monstersandmanuals.blogspot.com/2016/03/on-language.html
- https://monstersandmanuals.blogspot.com/2008/11/languages-or-why-we-shouldnt-be-able-to.html
- 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)
- https://thelastdaydawned.blogspot.com/2016/11/making-languages-make-sense.html
- http://thealexandrian.net/wordpress/38698/roleplaying-games/untested-fantasy-lorem-ipsum
- https://www.paperspencils.com/making-languages-relevant/
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.
Tuesday, September 8, 2020
Medieval Halflings: Pechs, Not Hobbits
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| Unacceptable |
| Brilliant |
Monday, July 13, 2020
Potent Potables
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
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| Statue of Saint Tarscel. Click the pic for details. |
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)
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| No TL;DR but I'll just tell you that the good shit is the misc. list at the end |
Sunday, March 22, 2020
BRAVE Class Hack Beta
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| Picture is also a link to content |
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
Monday, February 17, 2020
Alright Let Me School You on Gnomes
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.


















