Archive for May, 2024

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Trapped in (building) dungeons part 2

May 29, 2024

At the beginning of the year, I dug into my own process and was trying to figure out where I could make things more efficient, if at all. It seems like a good time for an update and a look at what has improved.

Maps

The map process is the same: jam out 1-2 dozen maps from Watabou’s dungeon generator. I’ll keep these on hand in a folder so I can pick one closest to what I need for a concept.

I keep a few hand drawn maps from various illustrators available, but those are usually stuff that’s not in a dungeon; a city street, a manor, a farm, etc.

Improvement: Dungeon Stocking Ratios

I gave up on dice rolling to random stock dungeons and just assign based on ratios: 1/3rd empty (or has a neutral/friend NPC), 1/6 traps, 1/6 monsters, 1/6 treasure, 1/6 treasure + trap/monster. Part of what ate up time was trying to work my brain around what the dice produced AND stay true to my idea that things should make some level of sense.

It might make things a touch more predictable but I’m not sure anyone is really looking to find 3 empty rooms after you clear the big nasty of the dungeon.

Improvement: Dungeon Keying

For years I used the usual sort of “number + entry” thing you see in a lot of pre-written adventures, except it’d be my notebook. And I have like 17 notebooks. When I moved over to putting it on Google Docs, it was still a mess to navigate.

Now it all goes on a spreadsheet on Google Sheets.

  • Each Dungeon or Town is a tab
  • A preview image of the map goes on the bottom.
  • Each room/keyed area in a dungeon is a row
  • Columns: Threats, Treasure, Description, Doors+Other Notes
  • Monster threats get a hyperlink to the monster description, plus notes on how many ,etc.
  • Doors + Other notes includes stuff like what’s locked, stuck, etc. and if making noise causes neighboring monsters to come by, etc.
  • I have a separate section for “overall dungeon features” – random encounters within the dungeon, if things have a shared cultural look or language, etc.

It looks ugly, but it’s easy to navigate and works well for me. Having it be online means if I get an idea, I can pop open the file and drop it in, including during breaks at work.

Improvement: Treasure Stocking

Much like the random roll problems of dungeon stocking, random rolling treasure meant I spent a lot of time trying to rationalize when the dice got funky. “Wait why is there (very expensive) gems right here?” “Hold on, this super intelligent boss type has this wack ass treasure? What.” etc. It’s not beyond me to come up with these things, but it’s more brain power than I want to devote during prep.

Now I pretty much look at an approximation of how much treasure I think this dungeon should have based on the copper reward/xp per level guidance for Errant, and then sort of backwork based on what’s contextually sensible. “Oh, it’s the library of the Grand Sorcerer. Let’s see…. Errant says an arcane book is worth 3000 CP and this guy is legendary, I’ll say the 11 books are worth double that, but the problem is finding buyers…”

I also generally weigh a bit more value on “pain in the ass treasure”. A small gem is worth a lot of money for the weight, it’s not that big of a problem to get out of the dungeon. The human-sized marble figure is VERY hard to get out of the dungeon safely and should be worth a LOT of money, also including the fact the players may have to hire extra people to help transport it BACK to a town where they can find a reasonable buyer. The bigger the pain, the bigger the purse.

World Building

Yeah, most of the time is still pouring environmental storytelling and lore into the dungeon. I’m not working out big histories or anything, but I’m still treating many of them as very, very old disasters the players are uncovering much later. It helps that Errant sets up languages as a free lore skill in many ways and I can just look at what languages my players chose and make sure to stack info in those ways in my prep. And this time is mostly coming up with cool descriptions of the weird shit.

Anyway, I’ll probably do another update at the end of the year and see what’s stayed the same, and what’s been refined.

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Primetime Adventures + Playing Cards.io

May 25, 2024

I’m planning on running some PTA in the near future, and took advantage of playingcards.io option to save your room set ups. One of my general goals for VTT/online play is to minimize how much players need to jump between windows or tabs. Hell, to minimize scrolling around within a window too.

PTA Layout Room file for PlayingCards.io. (file has been updated, will look different than preview image, 5/1/2025

This is basic as hell, but I popped it together under an hour and it’s a good format I can use for all my PTA games going forward. I’ve been saying for a while that playingcards.io is my go to VTT if you don’t need a map or intense automated character sheets, and I may end up sharing more as other games come up.

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Almost all of my GMing comes from 3 games

May 21, 2024

Thinking about my usual GMing, I can point to three games as the biggest influences.

Dogs in the Vineyard

Dogs has a lot of great design ideas, but the part that I’ve found has stuck and been the most “transportable” skill, is town creation.

Dogs sets you up with the expected role of duties and authority in the society, then gives you a very simple formula for making towns where that’s not working, which isn’t hard, because the expected social structure is both harmful to many and ripe for abuse.

Which, it turns out, is a great way to make conflict laden situations, for just about any setting or culture. Sure, you change what the social expectations are, or who is in charge, but fundamentally the issues of people abusing power, of society harming those who don’t fit in, are kind of universal problems.

Primetime Adventures
If there’s one game I think most people will benefit the most from running, it’s Primetime Adventures. Between the players getting scene setting turns and narration trading in conflicts, you cannot pre-plan, you have to adapt on the fly. However, this doesn’t mean the game turns into a random-free-for-all of scenes, instead it gives two simple tools to manage the chaos: Focus on the characters with the highest Spotlight score this session, Focus on characters’ Issues. And because it has short arcs built into the game (7 session “seasons”) you learn fast pacing and cutting to the chase.

You just learn good GMing habits for everything OUTSIDE of a logistical/tactical game.

Apocalypse World

It’s no surprise that many people talk about how good the GM advice is in Apocalypse World. It gives a very good example of loose/light prep and filling in details when you need it. (That said, while a lot of PbtA games copy the idea of Agenda/Principle, I don’t think as many are strong in GM advice or tying their mechanics into supporting their Agendas & Principles).

One of the best bits of advice in AW is to pay attention when you find something that seems strange or curious and maybe you don’t have an answer for (“Hold on, why DO the boat traders never trade with East Side Docks?”), and to let that be a mystery to find out in play. This is completely the opposite of a lot of traditional play where the GM is expected to have written out everything and the “reveals” are supposed to be the best part. Instead, this is “No, I don’t know the answer either, and the reveal is going to be surprising for all of us.” though you don’t say it to the players up front.

The only key part to this that I think is missing is you have to make sure the players aren’t operating in too much of a traditional RPG style mindset “Oh this is detailed, there must be a (quest thing) we’re supposed to do or find out here.”

Me

Anyway, my first start in running the way I run games was bending Feng Shui from the default assumption of railroady play into complete open direction Narrativism, and then finally finding games that supported that play and made it easier. Over the years, though, those three games were the “exercise program”, as it were, for my GMing methods.

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Errant’s Event Rolls and building the world

May 20, 2024

This weekend my players said, “Errant feels like playing Dwarf Fortress except everything flows better.” A lot of that has to do with the way the Event Charts in Errant make GMing events and world bits very easy.

1. Hexmap and World Prep

  • Create or use a region hex map
  • 1-2 sentence descriptions of areas/towns. Broad outlines (“Valuable cash crop, worker exploitation”)
  • Create or get a set of encounter tables appropriate to the regions you’re dealing with

While I certainly have a lot more involved options for prepping maps (Down the Road, Ring Maps), I can skip that because the event rolls in play will fill in a lot as I go. I do take the extra step to prep some encounter charts for sub-regions; 2d6 tables, with double tiers for variety.

2. Errant’s Event Rolls

As we’re playing, you make an Event roll, once per “turn”. (Turns in Errant scale depending on what you’re doing; in exploring ruins or dungeons, a turn is 10 minutes, when traveling overland, it’s 4 hour turns, etc.

These charts might seem minimal and thin, but they’re sort of the fulcrum that gets the rest of everything else moving in play. The mechanical effect is one thing, but you want to back it up with some reasons and context, and that’s where the third part of this kicks in.

3. Assign causes to the outcomes

Now here’s the only thing that isn’t in the book; you take the roll and you describe a reason it makes sense. You pad it with an in world reason:

“Ah, yeah, of course you have to take a bit of time to rest/eat food, you just hiked down a rough hill without a road or path and dragged the horses along for it too. You need a break.”

“Well, you were in combat 20 minutes prior and cast that loud spell. Someone was bound to come looking.”

“The villagers saw the wyvern fall out of the sky. They ran thinking you were the holy knights, but now seeing that you’re just a wandering band of adventurers, they’re disappointed, wary and anxious.”

  • You can look at what the party is doing, or the conditions in the area around them
  • Use the prep description of the local area to figure out what would make sense
  • You can random roll some details to tie into the Event Roll if you really need some, either with a table of your own making or something like Procedures to Discover the Path Ahead. I have a couple of tables to inspire ideas for random NPC personalities that get used a lot.

Trained in the Apocalypse

Now, all of this is a skill I pulled from the advice and running lots of Apocalypse World. AW also advises a loose prep, but also two things that really improve your improv world building. Sometimes you ask the players questions about the world, then take that in as totally true and build on it, which improves your flexibility. And you bring those things back up later in play; they’re part of the world, not one off things.

The other thing is, when you find things that don’t make sense, and you can’t quite make sense of them, is you let it be but specifically not as “I guess it’s just weird” but as a mystery to maybe be answered when things fall into place. And in play, you try to make sense of it as you go.

The Dice are Reminders

The thing that the Event rolls do in Errant, is they remind me, intermittently, to look at the factors in the environment or events and bring them back into play. It’s a pain to remember, all the time, “It’s been raining, the ground is muddy” but if the dice say “Rest” then I can look and be reminded “Ah geez you’ve been trudging through muddy roads for 8 hours, god your legs are burning”.

And of course, if the players have something that would mitigate an issue, they get a free pass; they had summoned a fire elemental and depletion simply was not coming up on the Event rolls, so they had a good way to survive the blizzard they had camped out in, which would have probably been brutal if not fatal for some of them.

So it’s not that I’m doing more work with this, I’m doing less. The Event rolls mean I do prep, but I don’t prep deep details outside of dungeons. I don’t really need to plan to make sure interesting things happen; the charts will make sure things happen, I mostly just ask “what is the probable reason?” and pour it in.

ETA, timely and relevant: Daddy Rolled a 1’s Why Does D&D Have Wandering Monsters? midway through he talks about the fun part of being a GM and being surprised as you play because the charts throw unexpected results, building custom charts to world build/tie into the world, etc.

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The Two Little(Big) Design Questions

May 17, 2024

Had a little thought that helped me reframe how I think about RPG design – two questions.

  • “What are the moments of play you want to see happen in this game?”
  • “What is being asked of the group playing to make that happen?”

Moments of play, because it basically rolls together anything around choice, skill, or genre emulation, together. “What is being asked” is both a look at the overhead/footprint/labor you ask of the group, and implicitly, what you as a designer are doing to help facilitate it.

And, also, that space that different types of requests of a play group are easier, or harder, for different groups. “Strategically use your dice pools and look up results on these 3 tables” is fun for some, hell for others, “Make up setting as you go, and use your creativity to tell a good story with little prep” is fun for some, hell for others, etc.

And both center the experience of play as the lens to look at the game you’re building.

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