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.

Tuesday, May 12, 2020

BRAVE 1.5 Playtest Recap

For our last session, I got to playtest my current draft of Brave. It was pretty successful. I don't normally care for "game tales" myself but I'll share some of the experience here since this was an incredibly valuable learning experience for me.

Firstly, here's a link to the playtest doc the PCs used. I modified a handful of things specifically for this session because certain features might not be "ready" for testing yet, but this is the first time I've had a chance to play with the actual classes.

Here's a map that the PCs used for the session. This is an area called the Wyvern Marches, with modest Marion at the center of all the chaos. Each location is 3 miles (1 hour, generally) apart. Here's the quick-and-dirty 3-step travel procedure I used:

Monday, April 20, 2020

Infatuation as a Condition

No, this is not the same as the Charmed condition. I'll explain, just hear me out.

Love usually doesn't find its way into TTRPGs, for obvious reasons. Some people try to tackle it, usually they fail. The systems most open to it are ones that already impose mechanics on lots of personality and communication related things anyway, like a lot of story games. It's pretty common in Pendragon to make a flirting check or to roll on a cuckoldry table or have to make a saving throw to not be too heartbroken or whatever.

But people like agency over their character's brain and are less inclined to allow "character skill, not player skill" into that part of your stats. That is more true in OSR games than probably anywhere else and lots of people in that scene will shriek at the mere suggestion that you mechanically enforce a specific mental state on a PC. It is a common paradigm that you cannot tell a player how their character feels about something, and I've frequently heard people bring this up as a reason you can't roleplay a true Arthurian story with all the romance bits. BUT...

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, April 6, 2020

Flatter Me, Mortals

I've noticed a trend in fantasy art in this hobby, especially in "fan art" (i.e. not really something I've ever actually seen printed in an RPG book but still prevalent around the hobby). Sometimes people like drawing themselves and their friends in their D&D world. They want art of their group. But they don't want to leave anyone out, so they try to find a way to include their DM in the picture. And of the many examples of this I have seen over the years, I am at once both intrigued and modestly offended at the approach they consistently employ in this task. Here are some examples:

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.

Friday, January 31, 2020

Fumbles Can Be Great if you Just Make the Perfect Rule

I have done this. I have made the perfect fumble houserule.

And no, fumbles are not "inherently bad" and unfix-able by nature. I did it. I made them good.

We need to stick to our design principles. You know how much I like a well-thought-out houserule. So, if people have come up with houserules for fumbling attack rolls, there must be a reason they did it. What drew them to it? The first question when you are modifying the existing rules is...

What's the Problem?

The usual logic goes: if critical successes are a thing, why not critical failures? If you can have a 5% chance to whoop some ass, why not an equal chance to fail? Doesn't that kind of chaos add a little bit of crazy fun? Simple enough, right?

Thursday, January 23, 2020

Violence as Magic

Disclaimer: although this is an RPG blog, I might occasionally write on something off-topic. It will probably always be RPG-adjacent, though. In this case, I’m writing about a concept in fantasy storytelling of all kinds.

Semantics
Firstly, I want to get on the same page about how we use an important word: MAGIC. I think we’ve gotten into a habit of treating it as synonymous with “fantasy.” Like, “fantastic” = “magical,” e.g. something like a unicorn that we could call a “fantastic creature” could also be called a “magical creature.” This isn’t a wrong way to use the word, but it’s distinguishable from another way that I feel used to be more common. An older definition that was more limited and yet nuanced.

Fantasy is anything impossible in reality but possible through the imagination. So all magic is fantastic. BUT...

Magic itself is an activity. It’s something that people learn and do. Magic is performed. Not all fantasy is magic. A floating continent in the sky isn’t magic. Unless it’s floating because someone cast a spell to make it do that.

Friday, January 3, 2020

The Case for Character Specialization

This is a bit weird coming from me because my favorite D&D class is the Bard, the archetypal Jack-of-All-Trades option. Then again, I’m almost never actually a player, so that may speak for itself. Yes, I think there’s something quite valuable to be found when characters are each pretty darn specialized to certain tasks and abilities. Instead of versatile characters or versatile mechanics, having player characters grow into each their own mold does more to foster teamwork than anything else you can implement at the table.

Monday, December 30, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 4)

You may have thought that we had wrapped this up sufficiently, but I think we could benefit from
more than just looking at each setting individually. The points of overlap can sometimes also be interesting, and I can think of some more game-able stuff that'll apply to these. Which I realize may seem to run counter to what I said previously.

In a sense, wouldn't the best way to satisfy our goal of making each setting feel really, really distinct be to downplay what they have in common? Like, try to not step on each others' toes if you can help it. Especially for those points that technically overlap. Yes, all three of these settings has furry races. But Mystara is the one that really leans into it, so if you're doing one of the other two settings then maybe you should go out of your way to avoid furry races so as not to steal Mystara's thunder.

But any way in which they can be made distinct from the rules of default D&D is an opportunity to capitalize on.

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.

Tuesday, December 3, 2019

Running On Empty

Adventuring is tiring work, when you think about it. Traveling across wilderness after wasteland, slay beast foul and fantastic, saving the helpless and carting their lazy buts back to civilization, not to mention the loot. How can one forget the loot?! And it's not like it doesn't show up in the fiction either, I mean, dealing with being tired from walking is most of the page count of lord of the rings after all. 

But DnD and its ilk rarely have a good mechanic for this, or rather, not very usable ones. 3e had a pile of conditions, including fatigue and exhaustion that I'd always forget, and 5e has a downward spiral of exhaustion that I'd rather not remember, one that is so punishing that I can't hit the players with it too often or they'll not want to adventure at all. Besides, I usually play Knave, or my co-writers variant Brave, most of the time these days. 

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...

Friday, November 29, 2019

Here There Be Dragons

A common misstep I see dungeon masters make, myself especially, is to put off their good ideas. They, or rather I take their craziest, most heroic adventures, monsters, dungeons what have you and plan to run them sometime down the road. For myself at least, there are several reasons for this, working together to make my campaigns somewhat less than they ought to be.

The first is the idea of a campaign progression, the idea that I start with small, mundane challenges before diving into the realm of the fantastic. This makes sense, on both a storytelling and gameplay level- you need to set up the world before the characters see its extremes, and you need appropriate challenges for low level adventurers. The problem is that I often overdue it, I’ve never run a liche, or a rakshasa, never ran an adventure in the lower planes, even though I’ve run more than one campaign that has lasted over a year. I don’t want to throw out my best stuff right away, and often never get to it. Especially since most of my campaigns don’t last more than a year.

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.

Monday, November 18, 2019

What Kind of Content I'll Actually Buy or Use

I'm writing this just as much for myself as for others. When thinking up whatever it is I want to write and publish, I try very hard to keep in mind the question of what other people would even want. I wonder how close it is to the kinds of things I myself want.

If you don't already watch the YouTube channel Questing Beast, then you should. There are other channels that also review RPG products, even ones that focus on OSR content, but they aren't as good as this one. Same guy (Ben Milton) who wrote Knave, in fact. Anyway, you'll greatly enjoyed perusing his video collection and seeing all the wild and crazy shit that he's reviewed. There's no shortage of fantastic content being made by creative individuals in this hobby. So what factors make the difference whether I'll spend my money or not?

Wednesday, November 13, 2019

BRAVE 1.0 - My Knave Hack

Here is a link to my custom mod for Ben Milton's minimalist RPG, Knave. [Edit] I've also now included the word document version. You can download this and then edit the text directly. It looks like if you don't have the fonts Ben picked out installed, you'll want those so the formatting is retained (Sebaldus-Gotisch and Crimson Text)
Just like the original, I recommend you print it out. Still just 7 pages, not too many changes. I anticipate editing it even more eventually, but this right here is the result of a fair amount of playtesting and changing what would work better for the folks I've played with.

The beginning lists the major additions, which include an adapted Death and Dismemberment ruleset, Patrick's Starvation rules from Veins of the Earth, my own Advanced Darkness, and then my own system for making leveling up a little bit more interesting. I also based healing rate on current level since every player I've had thought it was weird that you seem to get "worse" at healing the more experienced you are.

To make room for these, I took out all of the designer's notes. They were one of the best parts of the original Knave but if you're reading my version then you're probably already familiar with all of Ben's design choices.

I also changed a number of miscellaneous phrasing matters and small rules that, you may notice, bring the game slightly closer to 5E D&D than it was. Movement speed is 30'/round, an opposed check consists of both parties rolling, an attack roll must be greater than or equal to their Armor, renaming saving throws to Die Checks, etc. These help me and most of my players smooth over the transition between the two RPGs, especially since we usually go back and forth between them. One of the most annoying little hiccups in the game's flow is when someone accidentally makes reference to another game's terminology and then someone at the table who's never played that game says, "wait, what?" When 5E came out I kept accidentally saying "roll a Reflex/Fortitude/Will save" and my brand new players would get confused. It also means that all those passive little details in the rules that I'm really familiar with from 5E aren't wasted when switching to Knave for an evening.

The main reason I named this "Brave" is because, between Death and Dismemberment and my leveling system, this typically makes PCs much more powerful than in regular Knave. I mean, they're still just pathetic murder hobos compared to any D&D character, but it's all relative.


-Dwiz

Monday, November 4, 2019

Accomplishments-as-XP

This article is entirely spitballing based on things I’ve been watching, reading, and thinking about lately. So one of the most common elements in RPGs is the idea of gaining experience, leveling up, and improving at your stats. Where other elements have changed dramatically, this has been consistent in every edition of D&D and is present in almost all other TTRPGs I’ve ever heard of. When videogames took inspiration from D&D, this was the element that earned the moniker “RPG,” and to this day is the main reason we refer to Final Fantasy and similar games as “RPGs” even though they don’t really have many of the characteristics most of us would consider more important to defining the medium of “role playing.”