Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Saturday, April 18, 2026

Take-aways from running quick pick-up games

Occasionally, when I have a free-ish evening and the urge to play, I run an impromptu pick-up game over at the OSR discord server. The first time I ran the Secret Hide-Out of Glaxorzis, that Sorcerous Creep! for a party of three players, the second time The Outpost of Stone & Silver for a single player controlling two characters, and the most recent game was a delve into A Single Tomb, Unplundered for three players.

The games were all ran on a super short notice – announced circa 30 minutes before starting time (the server has a pick-up-gamer role you can ping).

The setup is quite simple, so that we can get to the good stuff right away:

1. Searchers of the Unknown

a. Again and again, SotU proves to be the best lingua franca minimalist D&D for such quick games. If a person has played any kind of D&D, they are able to pick up right away. Of course, on the DM-side, it requires an experienced judge, who already has a bunch of rulings and tools and procedures memorized.

b. A little extra thing I introduced this time was MAGIC WORD based spellcasting. It worked quite well, although no combination spells were attempted, only single-component magics.

2. Pregens!

a. Pregens are a must for such quick games. I guess you can also do the Flailsnails thing and let the players bring in any character they want (esp. if the “setting” is kitchensink), BUT, and this is my next point:

b. PREGENS ARE THE SETTING! A lot can be conveyed about the game’s broader setting by the roster of pregens. If the pregens are “elf magic-user”, “dwarf fighter” and “human thief”, that’s a vanilla D&D sort of world. SotU doesn’t use classes, so instead I add a randomly generated two-word description to each character: “ruthless hero”, “vampiric acolyte”, “wild nymph”. They confer the vague vibe of the setting, help the players get into it + I also let them use these descriptors for in-game bonuses and in-setting knowledge. The equipment list is another setting-conferring element (“broadsword” and/or “energy rifle”? “chain armor” or “Kevlar vest”?)

c. In case of character death, left-over pregens can be used as backup.

3. Dungeon crawling (using a dungeon I already have), starting at the entrance

a. That’s where it’s at.

b. I use my own dungeons, so prep is minimal.  

4. Short session, aiming for 90 minutes (usually ends up being closer to 100-120)

a. Enough time to crawl through 4-5 rooms, have a fight, screw around with some stuff. You have to run a tight ship, sometimes cut down on random encounters to highlight the keyed stuff, but, overall, a satisfying amount of fun game stuff can happen in this timeframe.

5. Tech: Discord voice chat, tldraw for shared whiteboard 

tldraw has everything you need to quickly map stuff, record marching order, etc. Very handy tool.


Low-level games are fun. But so are mid-level games! This third time around, I went for levels 4-5 and gave the pregens more power and some cool toys. Good change of pace.




Below is how I explain the rules and the list of pregens from the third game:

Monday, March 16, 2026

Twenty-one eldritch dungeons...

I finally updated the list of dungeons I've written over the time. The tally is 21! That includes one-page dungeons, pocketmod-sized dungeons, 8-page booklet dungeons, a "megadungeon" (three levels so far...)... I've ran 10 out of the 21. What makes me particularly glad is that other people have used my dungeons in their games!

All of them are available on the blog as free PDFs.

You can always find the list here.

So, as of March 16, 2026, in chronological order:



Have fun! Let me know if you run something.





Wednesday, February 4, 2026

What do I love in dungeons?

A classic element or two... Idols with gems for eyes. Secret passage behind a waterfall. Statues coming alive. Torch sconce that opens a secret door. Eyes of a portrait that follow you – animate art object or peepholes for a hidden observer? Okay, so most classic elements are about EYES and SECRETS and STATUES. Crystals, too. Crystals, fungi, tentacles. Classic archetypical dungeon stuff that gives you a buzz when it shows up. We don't get to play often. So don't skimp on the classics.

Variety and reveals. A big change in the dungeon is always cool. Two thirds of the dungeon might be dwarven-engineered corridors. But then you suddenly transition into a large natural cave area. Or maybe a section is flooded. Somehow a flooded area is the biggest fear or many players – it is a gamechanger, your lights and movement are not as you are used to.

ROPE PLAY. A good dungeon always provides opportunity for rope play. And masks! Uh... I mean. Yeah, the dungeon must have places where players can satisfy their urges to fix ropes to each other. Grappling hooks, basic mountaineering.

Verticality. This ties in with the rope play aspect, but not only. I love balconies, overhands, BRIDGES, esp. rope bridges, stairs, ramps. When the way forward is also above or below. And the opportunity to spy a place before reaching it.

Which also leads to cool architecture. You don’t have to make every room special, but rectangular boxes become boring quickly. A couple of pillars, niches, platforms. Think about the ceiling, is it flat, domed, vaulted? Are all doors rectangular slabs of wood? Vault doors. Airlocks. Arched passageways. Dunno, horizontal slits for all those slithering creatures.

 

Anyway, I just wanted to put this in writing quickly.

Obligatory links to the OSR’s classic posts, Goblin Punch’s Dungeon Checklist and Grognardia’s Old School Dungeon Design.

 

don’t forget,

ROLE PLAY IS ROPE PLAY

and the game is the door game


AD&D DMG, p. 68


Tuesday, September 24, 2024

[Dungeon] Hole of the Goblin King

Buckle up and put on some Grieg, we are going on a trip to the Hall of the Mountain King! ...what? The DM blew all our money on novelty dice and now we can only afford infiltrating the Hole of the Goblin King? Uhhh I guess that's our life now.

Hole of the Goblin King is a dungeon I drew and wrote by hand. 18 keyed areas of an underground lair. I guess it's what you *might* call "vanilla fantasy", because it's about goblins in a hole, with by-the-book stuff. It has kind of a whimsical/tongue-in-cheek tone. Leveld 2-3? 

Anyway, this was FUN. You should have more FUN.




Saturday, January 20, 2024

[Dungeon] "The Arnesonium" - a Blackmoorian exercise

The topic of the dungeon maps from First Fantasy Campaign came up on the Wandering DMs discord server. Mostly we discussed how to describe all those weirdly shaped spaces and labyrinthine corridors...

Just for fun, I decided to draw up and stock a dungeon level in this style. I did not use the "Protection Point" system (you can read about it over at The Alexandrian's blog), just filled everything up as I went randomly. 


The Arnesonium, Level 1

1) 4 Ogres, lazy, 4000 GP, Potion of Ogre Shape
2) 8 Spiders
3) 5800 GP, Wand of Bridge Building
4) Knee-deep water. 28 Talking Eels
A. Teleport to 3)
5) 6 dead adventurers, will rise as Zombies
6) Dungeon noticeboard: monsters for hire
7)
8) Switch: lowers the ambient temperature of the whole dungeon level to arctic, then breaks off.
9) 6300 GP, Dragon-Fang Spear, 2 Potions of Sadness
10) 1 Wight

Wandering Monsters by Quadrant
A) 6 Berserkers
B) Conjurer and 4 Men-at-Arms
C) 4 Zombies
D) 1 Ogre



Saturday, April 17, 2021

Science fantasy Harpist class

The science fantasy Harpist class is a character type for OD&D/BX/whathaveyouish games. It is based on the lyrists and bards from pulp fiction, who can manipulate emotions or matter with their music. See, for example, one of the protagonists in "The Jewels of Bas" by Leigh Brackett (I wrote about it in this post), and other appearances of lyres in Brackett's sword & planet fiction. I was also influenced by the description of the "Pipes of Killorn" in "Swordsman of Lost Terra" by Poul Anderson

“It was like the snarling music of any bagpipe, and yet there was more in it. There was a boiling tide of horror riding the notes, men's hearts faltered and weakness turned their muscles watery. Higher rose the music, and stronger and louder, screaming in the dales, and before men's eyes the world grew unreal, shivering beneath them, the rocks faded to mist and the trees groaned and the sky shook. They fell toward the ground, holding their ears, half blind with unreasoning fear and with the pain of the giant hand that gripped their bones and shook them, shook them.” (Poul Anderson, “Swordsman of Lost Terra”, Planet Stories, Nov. 1951)

So basically it's a D&D bard, but with science fantasy flavor for the powers.



 

 

 

Saving Throw vs.

Powers / day

Lvl

Exp

HD

Poison

Wands

Paralysis

Breath

Spells

1

2

3

1

0

1

13

14

13

15

13

1

 

 

2

1,500

1+1

12

14

12

14

12

2

 

 

3

3,000

2

12

14

12

14

12

2

1

 

4

6,000

2+2

11

11

11

13

11

2

2

 

5

12,000

3+1

11

11

11

13

11

2

2

1

6

25,000

4

10

11

10

12

10

3

2

1

 

 

Level 1

Level 2

Level 3

1

Charm Person

Deflect Missiles, 10’

Charm Monster

2

Comprehend Languages

Deflect Rays

Confusion

3

Deflect Missiles

Enthrall

Destabilize Matter

4

Identify

Forget

Disrupt Force Field

5

Message

Hidden Message

Heroic Frequency

6

Radionics

Hold Person

Radionics, Group Therapy

7

Sleep

Silence, 15’

Suggestion

8

Ventriloquism

Siren Song

Warm Earth Music for Plants

 

See the full post for the Descriptions of powers: