Tuesday, December 15, 2020
Campaign-Level Play Part 4: Setting Up The Campaign
Tuesday, December 8, 2020
Campaign-Level Play Part 3: Tools for Campaign Systems
Many groups dabble with this in some forms. For example, here are some subjects of gameplay that lend themselves well to this: economics, politics, war, and maybe espionage. Notice that these are the types of things you do in board games a lot. But you could totally have something like construction, conservation projects, running a business but focusing on the non-financial parts (e.g. running an opera house and managing the actors, the playwright, the stage production, etc.), going through religious rituals and sacraments, forming relationships, and so on.
While plenty of people have made downtime mechanics, and plenty of others recognize the fun of this sort of thing, it’s very rare that I find games that actually equip the DM to run this. There have been resources and websites like Obsidian Portal or World Anvil that cover a lot of what I'm about to describe, but most groups don't realize how to take advantage of the potential. All too often, these are treated as resources for the DM rather than the party. So I'm sorry 5th Edition, it's not enough to create an inflexible minigame for every specific "downtime activity" that occurs to you. The only way you'll ever achieve a true player-driven sandbox campaign is by letting their imaginations drive the car and merely providing the fuel and tools to guide that.
So lets talk about the fuel and tools.
Tuesday, December 1, 2020
Campaign-Level Play Part 2: Model United Nations (and Other Competitive Simulations)
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| The story behind this painting is hysterical, btw |
Friday, November 27, 2020
Campaign-Level Play Part 1: Maybe the Best Thing that D&D Has to Offer
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| How often does your character choose to write a letter? |
I perceive a distinction between a common and, seemingly, modern way of running the game and an older way of running the game that has to do with the structure of the activity itself. And it seems obscure enough to me that I don't believe that even most OSR gamers play in this "old style" because they don't know about it. Like, adventures and RPGs from OSR designers that are clearly built with old-school sensibilities in mind are often nonetheless ignorant to this quality. I'm gunna call this old structure "campaign-level play" because of the following reasoning:
"Campaign" is a residual term brought over from the wargaming hobby. But it wasn't just a meaningless word used for its familiarity, like some other terminology relics. See, something like "Armor Class" is called that because the AC rules were borrowed from an old naval wargame, where every ship had an "Armor Class" rating like "first-class armor" (the best quality) or "fourth-class armor" or whatever. That's why we use a weird name for something that refers to a character's ability to not get hit or damaged. But "campaign?" As in, "me and the bois are gunna start up a new campaign of 5th Edition"? That comes from a time when the hobby was about a series of grand Napoleonic battles strung together by the same strategic and political forces that define a real military campaign. While, yes, a single session does just look like some homies getting together to have an isolated battle on a pre-crafted terrain map with their respective armies... they were playing what modern gamers would call a "legacy game." Today's battle is determined by the outcome of our last session, where the army general has a macro-scale plan for the direction of the army's campaign to conquer the enemy. You suffer losses in one battle and it carries over to the next. You write a treaty forming an alliance today and that matters tomorrow. You make a crucial victory and you take advantage of the opportunity by carving up the map of the countryside into chunks that will be allotted to each of your allies and yourself, which then shapes the next campaign when another war inevitably breaks out. These could be thought of as "meta elements" that shape the campaign itself, rather than elements you play out during the session (the battle).
Tuesday, November 17, 2020
Changes I'd like to see in new RPG Products
If you are making RPG products and want my two cents, read on for the changes I'd like to see:
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.






