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| Artist credit: Steve Prescott |
Friday, January 22, 2021
Elves Part 3: Elf Subraces
Tuesday, January 12, 2021
Getting Classy with Equipment
So I find myself in a weird place in this hobby. For years I played a regular weekly campaign, over a decade, going from 3.5 to pathfinder to 5e, until life and work got in the way a few years ago. Since then it feels like life keeps opening the possibility for rpgs to re-enter as a major part of my life as new people discover the hobby and new ways to play become viable, but then there’s the other obstacles that have popped up in the last year or so too…
But where I am now is playing 5e occasionally with adventure league players (fun times, but we all know how restricting that is) and introducing people to the game with Knave. This blogs’ main author has brought up the game before, and has even gone so far to introduce his beefed up hack, Brave. Knave has given me a great opportunity, it’s nearly removed the barrier of entry to play. It’s dnd where you can sit down without any understanding of the rules and keep up with everyone else. While other games are similarly simple, knave also has the benefit of feeling more like regular classic dnd than most. People I never thought would be interested in the game finally understand just what us nerds are doing, it’s great.
This leaves me with an interesting situation: I have people who want to play more, but there doesn’t seem to be much of a point to teach them “real” dnd, but I’m noticing the limits of the game. It’s not really built for the campaign. As a Referee it’s the perfect system, but nearly all of my players wanted more toys to play with, they all wanted class features and spells. For a player to really get invested in a long term adventure they’ll want to see their characters grow and improve, they will want to see their stories unfold—and I find that having mechanics to reflect that helps drive a story home helps out new players especially, it’s easier to be reactive than active.
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, December 20, 2020
Outline of Brave's Magic System
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, 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.
Monday, October 5, 2020
A Revised Dungeoncrawl Procedure
Monday, September 14, 2020
Dragons of the Great Game
In the days of 3rd Edition D&D, there was a lot of content bloat. In just eight years they came out with five monster manuals, each filled with several hundred new baddies for you to use. They were mostly garbage, aiming for quantity over quality every step of the way. By Monster Manual III, nearly every page had a goofy, ridiculous concept someone pulled from their ass in desperation to sell more books. But all of them contained nuggets of gold, if you scoured through them. The Monster Manual V was the most ignored of all, coming out near the end of the 3rd edition life cycle. Right when everyone was looking forward to 4th edition or, at the very least, already had plenty of monsters to use. But this monster I want to talk about wasn’t really something that you needed the stat block for. This was an idea.
Tuesday, September 8, 2020
Medieval Halflings: Pechs, Not Hobbits
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| Unacceptable |
| Brilliant |
Tuesday, August 25, 2020
The lost art of the "Stable-of-Characters"
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| The infamous "Enigma of Greyhawk" is, I think, a metaphor for all of OD&D. Because this game is batshit. |
Tuesday, August 4, 2020
BRAVE Character Sheets
Friday, July 31, 2020
Fifth Edition Downtime
Actually, just doing a lot more downtime play is something I want a good experience trying. I think in my mind, it is one of the biggest elements that makes me really think of a game as a "campaign" rather than a bunch of one-shots strung together. I do, after all, basically just play a bunch of mostly-unrelated miniseries of dungeoncrawls and mysteries. I've never fleshed out a sandbox world that my players have the freedom to invest in easily. One of the things that makes downtime play really sing is a well-realized world full of potential. I tend to design isolated scenarios, but for a player to feel inspired to delve into the world and start moving mountains and making their impact feel real, they need a place that's got some jen-yu-wiiine verisimilitude.
This has been one of my design goals for Brave, and so far it's going fantastic. But I even want to try it for 5E as well. Like, I might even be able to trick my players into liking the Forgotten Realms if they get really invested. So read on for some bizarre ideas about how I might achieve this.
Thursday, July 30, 2020
Bugbears that Go Bump in the Night
One visual re-skin later and now I love them. This does not fundamentally change much about them or their lore, but I think it "clicks" with me better now. Here are some images of Bugbears as they appear in my setting:

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!















