Category Archives: Publication

Broken Monster Manual | Second Life in Colour

EDIT – Individual images: I’ve decided to keep this page for the mile stone updates, making collages. If you want to see the individual images, please see here LINK

I bought this broken down, split spine, board separated, sorry state AD&D 1e Monster Manual:

The idea is that I’m going to colour my way through it. A bit of meditative self time. At the moment I’m doing A to Z, but I may just mix it up as I fancy. 

I’m going to use coloured pencils as I don’t want colour to bleed through the pages. As you will probably spot, I’m not an artist! I should probably work out how to take better photos! 

Call it sacrilege, but I figure this book can have a second life, albeit under my amateur hand.

I’ll update this post as I meander along.

EDIT – I’m not necessarily following the colours mentioned in the description of the MM (I’ve only got so many brown pencils), I’m just going with whatever I feel like on the day. It’s also fun just to reimagine the monsters. D&D is a fantasy game amIright? 

Collages: A to B, C to D (except Demons, Devils, Dinos and Dragons), Demons, Devils, Dragons, E, Giants, Golems, G (other), H, I to K, …, L (Lycanthrope), L(other), M, N, O, P Q, R (cont…)

                  Es   Golems     H's  I J K              <– (in progress)

Slide show (up to  F, missing the Dinos):

 

Solo Analogue A I for Commanding Armies in Warhammer type Battles – Hex Flower

Ever wanted to play a table top war game (like Warhammer Fantasy Battle) solo, that is against an army commanded by A I General? Well, this is attempt to do that, using a Hex Flower as that A I General

PDF on DriveThruRPG – LINK
PDF on Itch.io – LINK

The idea is that you can use this Hex Flower as an analogue A I for solo (fantasy) battles – that is, you play your army and you use the A I to move the opponents units in the battle.

The idea is that the A I can surprise you, whereas if you play the other army yourself, you can never suspend disbelief and so totally surprise yourself.

The A I and especially the indicative actions are there to help guide the units’ choices.

This A I has been ‘flavoured’ for Orcs. But, believe it or not, I looked to Sun Tzu’s art of war for inspiration, and grouped actions into the four categories. So, you can repurpose this for any army (reject the flavour and embrace the essence of the AI’s instructions). I might yet make a similar product for other standard army types … Humans, dwarves, elves, ratmen, undead etc.

Historical Note – way-back-when in the G+ days, when Hex Flowers were still a thing that we were brainstorming about, I think this ‘A I General’ was first suggested by G+ user Neuzd: IMAGE. I think Neuzd had a lot of good ideas about HF, but with G+ gone it is hard to remember all of it! 

Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss the theory and design of Hex Flower Game Engines and some background and possible uses. But, you can also read some more about Hex Flowers on my Blog: LINK

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Hac-Man Hex Flower| a homage to Pac-Man

This Hex Flower Game Engine is a homage to the classic arcade game Pac-Man. In this case ‘Hac-man’ runs the maze eating pellets and being chased by Ghosts. Can you get  past Level 3?

I got sucked into making this Hex Flower when I read that the my Hex Flower ‘edge rules’ were a bit like the ‘warp tunnels’ in the classic arcade game Pac-Man. 

It’s just a bit of fun – try it out and let me know what you think? 

Important:
This work is not affiliated or endorsed in any way by the owners of Pac-Man.

:: Link to PDF on DriveThruRPG: Hac-Man Hex Flower 
:: Link to PDF on Itch.io: Hac-Man Hex Flower 

The game is pay-what-you-want so you can download as a PDF for free (see link above), but you can make a donation to support my work more generally. 

Layout:

Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss the theory and design of Hex Flower Game Engines and some background and possible uses. But, you can also read some more about Hex Flowers on my Blog: LINK

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Kids play AD&D 1e | Ever been chased through a maze by a Minotaur?

Adding a minotaur ‘hunter’ mini to the Hex Flower maze & pursuit gave the kids more buy in!

PS – they made it to the center of the maze, got the prize (the gilded mushroom; which was siting on an island surrounded by a lake of mercury) and out again, evading the minotaur using: a bag of fine chalk (checking for drafts that tend to blow out of the maze), a bag of rats (to distract the minotaur when it got close) and a magic butterfly that helps guided anyone lost.

Mechanically, these items allowed the party to change the direction of travel on the HF by one face (or in case of the rats, the minotaur’s direction of travel by one face to help distract/evade the ‘hunter’).

That’s it
:O)

Taking the Pith | Comment on keeping it short

People use the word ‘terse‘ a lot when describing RPG content/adventures with concise content. I think they mean this in a positive way, but to me ‘terse’ has a negative quality – abrupt to a fault. I prefer the term ‘pithy‘.

I’m hardly a RPG publishing powerhouse – I’ve released 2 adventures and neither has exactly broken any records. Perhaps having Hex Flowers as a central mechanic limits them to a niche within a niche (at least that’s what I’m telling myself).

However, dusting off any self-doubt, I have something to say about words. Too many words dilutes a message.

Clayton Notestine said the below on the Between two Cairns podcast, and I agree:

The more you say, the more you put on a page, the less important all those pieces become
Between two Cairns, Warped Beyond Recognition episode, release date 6 November 2025; 23:28-23:34

May I also suggest you listen to Tod from As If Productions, who had something to say about overwriting:

http://On Overwriting, with apologies to Ms. Engle (3m54s)*

* = I have no financial connection with Tod, although before Patreon screwed up all my subscriptions, I did Patreonize Tod.

My personal learning about overwriting came from when I submitted some monsters for  Ford’s Faeries as coordinated by Eric Nieudan of The Merry Mushmen fame. The idea was to prepare a faerie type monster inspired by the art of Henry Justice Ford, but using no more than 300 words. My first try ended up being about 1500 words. I cut and cut until I got down to 300 words. I was fairly shocked, the result was 5 times shorter but I think about 5 times better.

Sure, I accept that there comes a point where you cut down to the bone and are left with only a bone and no juice. I don’t think most people get that far. Editing is hard, self editing is even harder.

My suggestion is cut your first completed draft in half and see if it is improved. Then again, what do I know!

Now, to practice what I preach …

“If I had more time, I would have written a shorter letter” –  Attributed to Blaise Pascal

That’s it
:O)

Pre-rolled Random Tables | so you don’t have to

The OSR/NSR (and splinter movements thereof) fly high the flag and associated benefits of random tables and procedurally led outcomes.

I’m fully behind this idea and the benefits.

That said, when listening to one of Fear of a Black Dragon or Between Two Cairns podcasts, one of the commentators said something that resonated with me (if I were a betting henchperson, I would say it was Brad Kerr).

They said something along the lines of: “Yeah, these random tables are neat and all, but sometimes I just want an answer“.

This podcast episode must be before or about 2023, because I tried to incorporate this idea into my procedural adventure Carapace:

(check it out – the video is from a now ended Kickstarter project)

My suggestion to anyone interested in procedural adventure design, is that when preparing procedural tables that have at least 3 outputs/parameters that stack/build a result – include some pre-generated outcomes.

Sometimes a GM will be under some time pressure and so just want a simple fast pre-generated answer. Why not give them that as an option.

Think of this as the adventure/dungeon equivalent of a pre-generated character.

I’m sure this idea is probably out there, but I just want to draw some (extra) emphasis to it.

That’s it
:O)

YouTube – some actual plays | Mausritter & AD&D 1e

You might not know, but I have a YouTube channel. It’s nothing to shout about, but it is there. Here are some actual plays if you are interested in that kind of thing:

Kids Play Mausritter (4 sessions, two adventures) – On hold

Kids Play AD&D 1e (2 sessions) – Ongoing

Beast Hunt Play Test AD&D 1e (6 Sessions) – Ongoing

Carapace Play Test AD&D 1e (7 Sessions) – Ended

MatheMat-HEX | Hex Maze Runners – a Hex Flower mini-game for learning your Times Tables

A Hex Flower mini-game for learning your times tables.

The idea is to make learning your Times Tables more fun,  by turning it into a game.

:: Link to PDF on DriveThruRPG MatheMat-HEX | Hex Maze Runners  
:: Link to PDF on Itch.io: LINK 

The game is pay-what-you-want so you can download it for free (see link above), or you can make a donation to support the idea.  

If the idea gets much traction, I might fancy it up a bit more, but for now here it is: 

Intro:

There is a 1 Player Mode and a 2 Player Mode.

In the 1 Player Mode you are a ‘Maze-Runner’ trying to get to the Hex-Chasers base to destroy it. The Hex-Chasers are controlled by an AI and are trying to stop you.

To move around the Hex Maze, you as the Maze-Runner need to figure out the passcode – a times table answer. In your side of the Hex Maze (your territory) you need to give the correct answer taken from the 1 to 6 times tables. In the Hex-Chasers territory it gets harder and you need an answer from the 7 to 12 times table.

The 2 Player mode, is the same as the 1 Player Mode, but in this case Player 2 is in control of the Hex-Chasers and is trying to capture Player 1. Like Player 1, the Hex-Chaser needs to give the correct answer to a times table question before they can move.

Preview:

:: Link to PDF MatheMat-HEX | Hex Maze Runners  
:: Link to PDF on Itch.io: LINK 

PS – For anyone that might be interested – I was going to make a D12 version, but figure a D6 game is more accessible.  

Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Cards with a Memory (sort of) | Card Based Oracle

I saw this interesting post by Joshy McCroo (a sort of psychic card guessing resolution mechanic) and this cool looking crowdfunding project by Aaron A. Reed (Downcrawl 2e).

This got me wondering if you could make a card type oracle with a “memory”. That is, the last card effects the result of the next card. 

I’ve never thought of this before but my Hex Flower Game Engines are game oracles of sort, just often with specific applications in mind.

Set up (let’s engineer a probability profile): 

Draw an initial card (just to get things going, or use the 7 of Hearts).

Draw the next card and compare this card with the current card.

In this order, determine if there is a match:

Number match (6% or about 1 in 20), if not is there a

Suit match (17% or about 3 in 20), if not is there a

Colour match (31% or about 6 in 20, if not

No match (46% or about 9 in 20)

Draw a new card and compare this with the card drawn last time. Rinse and repeat.

A. Let’s use this to make a simple YES/NO oracle:

Rules:

If the new card is EVEN = is a YES result, if the new card is ODD = is a NO result

Number match = Extreme Result

Suit match = Result + AND

Colour match = Result + BUT

No match = Bare Result

So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options): 

1           6 of Diamonds (EVEN* card with a NUMBER match), then that would be an Extreme YES

2            4 of Clubs (EVEN card with a SUIT match), then that would be a YES, AND

3            7 of Clubs (ODD card with a SUIT match), then that would be a NO, AND

4            5 of Spades (ODD card with COLOUR match), then that would be a NO, BUT

5            8 of Spades (EVEN card with COLOUR match), then that would be a YES, BUT

6            2 of Hearts (EVEN card no match), then that would be a (bare or very marginal) YES

7            9 of Diamonds (ODD card no match), then that would be a (bare or very marginal) NO

* = if you don’t like the extreme event being YES or NO linked directly from the start card, flip the drawn card, if it lands face up = Extreme YES, if face down = Extreme NO.

B. Let’s make another simple YES/NO oracle that has more of a “memory”

So far it could be argued that there is no true “memory” going on here, the memory as such is just using the last result to engender a probability structure into 52 cards split into 4 suits of two colours etc.

Also, if you think that life should not be an even 50/50 split of good/bad (and that things should tend to regress to the mean), then instead of simply considering whether the new card is ODD or EVEN, you could consider whether the new card is HIGHER or LOWER than the current card.

In this way the next card (and so the result) is influenced by the last card. 

New Rules:

If the new card is HIGHER (or equal*) = is a YES result,
if the new card is LOWER = is a NO result

Number match = Extreme Result

Colour match = Result + BUT

No match = Bare Result

So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):

1          6 of Diamonds (SAME* card number with a NUMBER match), then that would be an Extreme YES  

2            4 of Clubs (LOWER card with a SUIT match), then that would be a NO, AND

3            7 of Clubs (HIGHER card with a SUIT match), then that would be a YES, AND

4            5 of Spades (LOWER card with COLOUR match), then that would be a NO, BUT

5            8 of Spades (HIGHER card with COLOUR match), then that would be a YES, BUT

6            2 of Hearts (LOWER card no match), then that would be a (bare or very marginal) NO

7            9 of Diamonds (HIGHER card no match), then that would be a (bare or very marginal) YES

* = if you don’t like the extreme event always being YES or NO linked directly from the start card, flip the card, if it lands face up = Extreme YES, if face down = Extreme NO.

In this system it is hard to have a lucky/unlucky streak (like in real life) as you have to continually be above (or below) the previous card. On the down side, you can guess when your luck is likely to change … holding an ace or a 2 is a sign that things are going to change! I suppose if you are holding the top or bottom 3 cards (Ace, King, Queen, 2, 3 or 4) you could get a re-shuffle and re-draw to set the base card again? 

C. Let’s try for a “Change in Circumstance” engine (rather than a YES/NO oracle)

New Rules:

If the new card is HIGHER (or equal*) = is a POSITIVE Change in Circumstances, if the new card is LOWER = is a NEGATIVE Change in Circumstances (CiC)

Number match = EXTREME CiC

Suit match = LARGE CiC

Colour match = MODERATE CiC

No match = NO CiC

So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):

1            6 of Diamonds (SAME* card number with a NUMBER match), then that would be an Extreme POSITIVE change in circumstances

2            4 of Clubs (LOWER card with a SUIT match), then that would be a LARGE NEGATIVE CiC

3            7 of Clubs (HIGHER card with a SUIT match), then that would be a LARGE POSITIVE CiC

4            5 of Spades (LOWER card with COLOUR match), then that would be a MODERATE NEGATIVE CiC

5            8 of Spades (HIGHER card with COLOUR match), then that would be a MODERATE POSITIVE CiC

6            2 of Hearts (LOWER card no match), then that would be a NO CiC

7            9 of Diamonds (HIGHER card no match), then that would be a NO CiC

* = if you don’t like the extreme CiC always being YES or NO linked directly from the start card, flip the card, if it lands face up = Extreme YES, if face down = Extreme NO.

D. Let’s try for a “Chaos Factor” engine (rather than a YES/NO oracle)

New Rules:

If the new card is HIGHER (or equal*) = is an INCREASE in Chaos Factor, if the new card is LOWER = is an DECREASE in Chaos Factor (CF)

Number match = 2 step change in CF

Suit match = 1 step change in CF

Colour match = 1 step change in CF (this system has a broader middle)

No match = NO Change in CF

So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):

1           6 of Diamonds (SAME* card number with a NUMBER match), then that would be an +2 CF

2            4 of Clubs (LOWER card with a SUIT match), then that would be a -1 CF

3            7 of Clubs (HIGHER card with a SUIT match), then that would be a +1 CF

4            5 of Spades (LOWER card with COLOUR match), then that would be a -1 CF

5            8 of Spades (HIGHER card with COLOUR match), then that would be +1 CF

6            2 of Hearts (LOWER card no match), then that would be a NO change in CF

7            9 of Diamonds (HIGHER card no match), then that would be a NO change in CF

* = if you don’t like the extreme event always being an INCREASE or DECREASE linked directly from the start card, flip the card, if it lands face up = Extreme POSITIVE change in CF e.g. +2CF, if face down = Extreme NEGATIVE change, e.g. -2 CF.

Other options

These are my first impressions, I feel more could be done. Cards have so many options – two packs, mixed packs, what if numbers are adjacent, face cards are special, reshuffle on a joker … and bespoke cards.

I really want to think about bespoke/custom cards like the cards in Downcrawl 2e, which like geomorphic terrain cards can have set edges that are used to align events. I think a custom pack with rules would have the best chance of having more of a true memory effect. 

Summary

Once you understand the probability structure and the potential “memory” effect with this card system you can build up other Oracles. Better still make your own probability structure and rules 

What have I missed?
Did I get this wrong? 
Has this been done before (probably)?

For ‘that Reddit user‘: Sure, please keep using the method you like, I’m not the D&D police 

Mass Combat Victory Tracker – Hex Flower

image_preview Get the higher resolution PWYW PDF here

It’s been a little while since I made a Hex Flower, so I thought I’d make a new one. 

I’ve seen quite a lot of webposts looking for a good mechanic for mass combat, this is a Hex Flower version which I hope might be of interest to some.

Mass Combat Victory Tracker Hex Flower – this Hex Flower is intended to be a reasonably light weight minigame to track a victory condition in a mass combat.

The idea is that after the PCs conclude their personal combat round within the wider mass combat, an army moral determination is taken, but where the PCs actions can tip the scale for victory (or otherwise) and where there is also a weighting for the relative strength of the respective armies (i.e. the army power modifier):

MCHF thumb

There are some rules and an example page too (see the PWYW PDF to read this at better resolution): 

That’s it, please check it out. 

Another Hex Flower that might interest some: Attack on the Death Moon/Star – Procedural attack on Death Star 

Death Moon cover DT

Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

In the Heart of the Unknown – Platinum metal best seller on DriveThruRPG 

Just some work updates:

REd 128 In the Heart of the Unknown  – recently went platinum metal best seller on DriveThruRPG (following in the footsteps of my Hex Flower Cookbook)

This is particularly pleasing because it’s Pay What You Want (PWYW), so despite being essentially free, at least 1001 people wanted to give me at least 20cents to say thanks.

Thank you back!

Fairytale_button_add-silver.svg Point Crawl Template  – went silver metal best seller on DriveThruRPG 

No big shakes, but still fun. Another PWYW. 

Fairytale_button_add-copper.svg 100 NPC Personality Profiles (and with 2000 names and 2000 traits) – went bronze metal best seller on DriveThruRPG 

Fairly new, and also like most of my work, it’s PWYW. 

– – –

Me on DriveThruRPG; at the moment I’m mainly pimping my procedural:

Hex Flower – D&D Type STAT Generator

image_preview Get the PWYW PDF here

I was recently asked about interesting ways to generate D&D type stats (more below) and that got me thinking about the possibility to generate these using a Hex Flower. Tricky to get this to work with a 19 HEX flower to replicate (or at least ape) the probability profile of standard dice methods. Also, which probability profile to follow 3D6 or 4D6 drop the lowest (4D6DtL)?

Anyway, this is what I cooked up:

DandDSTATHF1

Here are some examples of the three suggested methods:

How well does it work? I think well enough, but use at your peril:

DandDSTATHF5

So, it’s mainly for fun, but again, results will not be as consistent as a dice method, but it is more like a fun little minigame you can try. Overall, I think you will get more high/low rolls as compared to a dice method (i.e. more min-maxish), but these STATs shooooould even out-ish (well on average). 

The top two graphs were generated from 30 sets of stats and the bottom one from 2500 sets of stats (big thanks to Neuzd for hacking his Hex Flower HTML prototype (http://www.neuzd.org/gob_hench_terrain.htm), to allow me to more simply model my 3D6 equivalent method (II). I’d add that Neuzd shared some great ideas about HFs back in the G+ days, when this idea was first cooked up). 


The image_preview  PDF ( here ) is self-contained, goes into the data a bit more, and can be used as a template. 

Other fun (non-conventional) ways to generate stats
:: Rubik’s Cube Method – LINK 
:: Caterpillar Method (pseudo self-balancing method) – LINK
:: Bar/Grid Flip (pseudo self-balancing method; not mine) – LINK 

Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Artist Marcin s needs some help

Marcin s the artist in many OSR works need of some help:

LINK: https://www.gofundme.com/f/xy5nzg-i-need-help

The details are on the GoFundMe page and I hope collectively we can give a great artist a hand up.

MsGFM

Some of the work that Marcin has been involved in:

  • Weird Frontiers
  • Face Folio
  • Carapace
  • Reaver Sword & Sorcery RPG
  • Never Swallow the Worm
  • The Malevolent Seven
  • Nest of Snakes
  • Dig 3 Graves
  • Not So Fast, Billy Ray!
  • Perdition

NPC Personality Profiles – at a glance (also includes 2000 NPC names and 2000 traits)

Update: On my Drivethrurpg page there are now playing card decks versions of these LINK1 LINK2

We all know that giving NPCs some character can be difficult, and so I wondered if a set of cards (or booklet) of personality profiles might be a helpful start.

Well I finally pulled my finger out and finished the thing (PWYW on DriveThruRPG):

COVER

Preview: 

112233Capture

Metal badges + Community Copies

To celebrate Face Folio going Gold Metal Best Seller on DriveThruRPG, I’m making available 10 community copies of Face Folio: COMMUNITY COPY CODE

FF Gold Of course, the idea is for people to use the code if they cannot afford to buy a copy (life stuff). There is no date limit on this offer, but after 10 uses the code will expire.

On a related note, a few days ago my ‘Hex Flower Cookbook’ went Platinum Metal Best Seller on DriveThruRPG. I couldn’t be more pleased because this product is Pay-What-You-Want (so in effect it is already a community version).

Capture HFCB PT badge Top Left

When people pay for a PWYW version, it gives me validation as to what people like and helps to steer my creative efforts! For anyone that might not know, Hex Flowers are a bit like a random table, but with a ‘memory‘.

All my finished Hex Flower Stuff can be found on DriveThruRPG.
:O)

(NEW) Print on Demand x 4 | .. add them to your physical library ?

My recent Kickstarter has finished and as a result I now have 4 Print on Demand (PoD) products available. Add them to your physical library ….

PoD x 4

Two are on game theory:

Hex Flower Game Engines Cover           FGtRTDCover

Hex Flower Cookbook    and   Field Guide to Random Table Design

The other two are Hex Flower based adventure material

Carapace           ItHoO - cover

Carapace        and      In the Heart of Oz 

… Oh, and while you are at it (and paying postage), maybe throw in Face Folio?

FF Cover

Face Folio

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Kickstarter | Carapace -&- In the Heart of Oz

# KS Cover

>> Kickstarter LINK <<

This Kickstarter is for two (2) Hex Flower Game Engine based RPG adventures. 

Zines
The first, Carapace, offers the horrors of procedurally exploring a labyrinthine giant ant colony in search of the giant ant Queen. The second, In the Heart of the Oz is more of a gonzo sandbox setting, based in the Land of the Wizard of Oz.

Artists
The art in these match the setting material. Marcin s‘s dark fantasy style is a perfect match for Carapace, and Nate Treme‘s charming, almost whimsical style matches the Wizard of Oz setting.  

Why two zines? Well, both are great and by combining these we save you postage costs in sending these out separately.
I hope you can stop buy and take a look.

:O) 
#zinequest 
– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Puzzle Design – is it possible to try to make a (semi) rigorous system?

TLDR – skip to the “Proforma Questions

– – –

Kinds of Puzzles

I will start off by saying, I do not claim to be the best puzzle designer out there. I just like trying to make them.

I recently read this about puzzle dungeons in RPGs, and it made me wonder if having some structure (at least to start with) could help in making individual puzzles.

Before getting into this, I think it is important to recognise that ‘puzzles’ can be broken down into two main categories:

  • Class 1 – Pure inspiration – for example I saw an Arrhenius screw and thought that would be a neat stair case; or noticing that cannon balls float in mercury, and realizing that perhaps a large vat of mercury could be used to make a liquid bridge over a dangerous surface. But, other than a mind looking for D&D connections, there is nothing you can do to harvest pure inspiration.
  • Class 2 – Active designed – like this moon door puzzle, or secret chimney (pic below) or this rotating flooding corridor puzzle. These were constructed almost from the ground up. No raw inspiration. So, I began to think about my thought process in how I built these puzzles, and began to think – could I codify my thought process and would this be useful?

day-5-chimney-v2 Secret Chimney Puzzle

My thought process for Class 2 Puzzle (for what it is worth):

For example, my main thought process when making the Sun/Moon door puzzle was along the lines of: (1) I want a door that is not easy to get through (2) I’ll make a puzzle that needs to be solved to open the door (3) things need to be put in the correct place on the door to solve the puzzle (4) I’ll make the puzzle be related to the position of the Sun and the phase of the Moon, so I can give visual hints related to these positions in the current sky. Hopefully this will not be too hard, too easy is way worse than too hard.

  • So, in designing: Need an objective –> a ‘stopper’ that prevents getting to the objective easily –> a reasoned solution based on information –> hints that provide this information

I then went through a process of deciding if this puzzle was fun, dobale and not a game ending problem.

  • So, in checking the puzzle: Is this an engaging problem? –> Is it logical enough and not arbitrary, not too hard or too easy? –> Is it putative to the overall game?

I will say none of this was done in a premeditative way, it just sort of rolled out, using more of less those steps, but probably in a bit of a mind jumble. This is just me trying to retro-derive my thought process.

– IF – we put aside raw inspiration (i.e. Class 1 Puzzles) as an untamable beast, is there a way of coming up with a semi-rigorous method of designing simple puzzles for RPGs?

Let’s try:

Proforma Questions

1.OBJECTIVE – What objective will the PCs want/need (it can be a simple one)
2. STOPPER – What stops/frustrates obtaining the objective in 1. easily
3. RESOLUTION – What do the PCs need to do to resolve/overcome the frustration in 2.
4. HINTS – (using the Alexandrian 3 clue rule probably makes sense here)
(a) what hint/clue is there in getting to a solution
(b) perhaps add a second hint/clue
(c) perhaps add a third hint/clue, perhaps make this more of a thematic clue

Check/Validation Questions

5.ENGAGING – Is the solution engaging/fun (or at least not a mechanical drudge) – if not change something in steps 1‑4, probably in steps 2 or 3, and work back through the steps
6. LOGIC – Does the solution require some basic logic or common-sense reasoning – if not, change something in 1-4, probably in steps 3 or 4, and work back through the steps
7. PUNITIVE – If failure to obtain the objective in 1. is overly punitive and/or prevents/ends the game from progressing in a meaningful way – then change something, probably the objective

Worked Examples

:: Let’s try it out – DOORWAY 1

  1. OBJECTIVE – get through the doorway
  2. STOPPER – the door is rusted shut
  3. RESOLUTION – oil the hinges, the oil is in another room (if the players have no oil on them)
  4. HINTS –
    (a) mention that the hinges are covered in rust
    (b) there are greasy spots below the hinges (i.e. hint: they have been oiled before)
    (c) PCs have passed through another door in the complex that could only just be opened on screeching hinges (i.e. hint: oil would have helped open the door)
  5. ENGAGING – seems OK, perhaps it’s a bit on the mundane side …
  6. LOGIC – seems OK, no massive leaps of logic needed
  7. PUNITIVE – this door just leads to a non-essential part of the complex, so it’s OK if they fail to get past the door

Overall this puzzle seems OK, the main problem is that 5. is not especially interesting, so we could have another try or tweak things a bit.

So, we could make getting the oil more interesting, like perhaps the PCs should encounter a broken engine or robot/automitant and it is dripping oil, or they find a bowl where rusted metal items are soaking in oil etc.

OR change something in 1 to 4 above to try to make it more engaging. OK, let’s try that:

:: Let’s tweak it – DOORWAY 2:

  1. OBJECTIVE – get through the METAL doorway
  2. STOPPER – it’s rusted shut
  3. RESOLUTION – get a RUST MONSTER to eat the metal door
  4. HINTS –
    (a) PCs can encounter a rust monster eating its way through a giant metal chain like a row of sausages. Perhaps change the door in 1. to a portcullis, and it is the operational chains that have rusted solid on the portcullis
    (b) there is an abandoned reel of chain left near the door, or the door is also chained shut (i.e. hint: trying to link the door, chains and rust monster together).
    (c) perhaps there are lots of chains left in this complex, and some show strange signs of being eaten by something.
  5. ENGAGING – Perhaps a more interesting solution than above – the PCs can drag the metal chain to the door leading the Rust Monster to the door/portcullis, and then the PCs can come back when the Rust Monster has eaten the door?
  6. LOGIC – think this is a pass
  7. PUNITIVE – Again, the door just leads to a non-essential part of the complex, so OK

Of course, if the PCs come up with a better way of getting past the door, all well and good, as long as there is at least one way of doing this in your puzzle (but also see also PIT 2 example were there is no bespoke solution just an open problem)

:: For the fun of it, let’s make another – DOORWAY 3

  1. OBJECTIVE – get through the doorway (sticking with a theme)
  2. STOPPER – it requires a code/puzzle solution
  3. RESOLUTION – align 7 pegs in the correct holes
  4. HINTS –
    (a) perhaps the pegs are rainbow coloured and they have to be put in rainbow coloured order e.g.: ROYGBIV
    (b) there is a room with a giant rainbow mural with open doors at each end of the rainbow
    (c) the cult members in the complex all wear rainbow coloured robes (e.g. theming rainbows)
  5. ENGAGING – think this is a pass
  6. LOGIC – yes, hopefully not too obtuse. Added hint, maybe have a prism near the door, and when light is shown through the prism the split light shows the placement of the pegs in the holes on the door
  7. PUNITIVE – again, this door just leads to a non-essential part of the complex

:: OR – DOORWAY 4

  1. OBJECTIVE – get through the doorway
  2. STOPPER – it requires a code/puzzle solution
  3. RESOLUTION – align the 4 levers in the door in a(n): up, down or middle position
  4. HINTS –
    (a) There is a room in the complex where the up, down or middle positions are indicated – maybe horizontal bars on a tapestry e.g. _ — _ perhaps there is an open door printed above the bars.
    Or a painting of the door with 4 prominent markings on it, maybe knots in the wood, or physical holes showing the position of the levers; or carpet with a door with 4 branches growing out of it, each branch position equating to the position of the 4 levers
    (b) Maybe there are some wear marks (or greasy finger marks) on the door indicating the positions the lever should be in
    (c) Maybe the PCs can find a torn cloth that show a smudge drawing showing the level positions, but disguised as musical notes (maybe too obtuse); or they find a diagram on a dead thief, the diagram showing someone blowing dust on a door (the dust sticking to the greasy marks described above)
  5. ENGAGING – seems OK, but maybe the players will get fixated on just guessing the positions; a 1 in 81 chance. To discourage simple mechanical guessing, perhaps once the levers are moved, and a failed result is obtained, the door makes a loud “gong” noise, to discourage too many random guesses. Or, stress that the levers are old and look like the will break if messed with too much
  6. LOGIC – yes, think some is required
  7. PUNITIVE – again, this door just leads to a non-essential part of the complex

:: Sticking with doors just to see – DOORWAY 5

  1. OBJECTIVE – get through the doorway
  2. STOPPER – protected by a magical barrier
  3. RESOLUTION – walk backwards through the doorway
  4. HINTS –
    (a) perhaps a close look at the dusty footprints shows a person appearing to pivot just before going throught the door i.e. weird broad semicircular heel marks
    (b) maybe there is some sort of riddle in the dungeon giving a hint e.g.: “To go back is to go forward, to go forward is the way back”
    (c) maybe there is a magical hoop in the complex where things can only pass through in one direction. Maybe the hoop is positioned to control the flow of water through a pipe? Perhaps the archway and the hoop share a copper frame.
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – again, this door just leads to a non-essential part of the complex

:: Let’s try one more doorway – DOORWAY 6

  1. OBJECTIVE – get through a tunnel archway
  2. STOPPER – protected by circular chopping blades
  3. RESOLUTION – turn the mechanism off
  4. HINTS –
    (a) in the complex there is a switch, perhaps a large bowl of water on a pressure plate – solution empty or move the bowl.
    Hint, the bowl has level line markings in it which indicate which trap is operational when the water is between line X and Y. A picture of the circular chopping blades are shown between those X and Y lines. Between other lines on the bowl there are other traps that turn on, or portcullis that locks (again a hint of what happens is between the lines on the bowl, e.g. a portcullis symbol or picture of a lowered draw bridge etc.)
    (b) There is a jug near the bowl it is damp but empty – hint: it has been used recently. Perhaps someone has used the jug since the PC’s last visit?
    (c) If the PCs mess with the water level in the bowl they hear loud clanking and grinding noises somewhere in the complex. A more complex puzzle might require the PCs to find the bowl and place it on the pressure plate first, but perhaps the pressure plate needs a symbol of the needed bowl on it as a hint. Maybe the bowl has a unique identifying shape e.g. like a large clam or dolphin.
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – again, this archway just leads to a non-essential part of the complex

:: Something new – PIT 1

  1. OBJECTIVE – get out of a deep pit or chasm
  2. STOPPER – the chasm/deep pit is rapidly filling with water, and there is little or no time to remove heavy armor
  3. RESOLUTION – float up on buoyant giant mushrooms that a growing in the base of the chasm
  4. HINTS –
    (a) PCs encounter these giant mushrooms before in the complex – if they decide to mess with the mushrooms they will discover that they are very light and strong for their size. They are easy to knock over as they have shallow footings
    (b) perhaps the PCs will cross a stream where the mushrooms were strapped together to form an improvised but buoyant bridge
    (c) the giant mushroom caps are used as seats by some of the inhabitants of the complex, or perhaps some inhabitants use the mushroom caps as coracles (boats) to move about on an underground lake.
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – a bit (but there are some pretty heavy hints above), but perhaps at worse the PCs might need to lose armor rather than drown.

:: Something new – PIT 2

  1. OBJECTIVE – a golden crown hovers over a wide bottomless pit, the edge/circumference of the pit is mobile, it shifts and oscillates like a writhing snake biting its own tail
  2. STOPPER – falling down the pit means death, and because the edge of the pit is always moving it is difficult to place a fixed structure like a plank across the pit.
    Hitting the crown knocks it down the pit. But, it will reappear again in the same position in about 10 minutes.
  3. RESOLUTION – in this case, the solution can be up to the players. Anything reasonable will be acceptable. Perhaps they try to hook the crown with a grappling hook on a rope?
  4. HINTS –
    (a) I think no hints are really needed here, as long as the crown is not vital to solving the mystery of the complex and reasonable solutions the players come up with should be allowed
    (b) perhaps there are some stones they can use to throw into the pit of no return
    (c) maybe they hear a rumor about the crown and pit in the tavern; or there is a
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – getting the crown is just a bonus

:: Let’s try it again (maybe you are not happy with the “any solution will do” concept) – PIT 3

  1. OBJECTIVE – a gold crown hovers over a wide bottomless pit, the edge/circumference of the pit is mobile, it shifts and oscillates like a writhing snake biting its own tail
  2. STOPPER – falling down the pit means death, and because the edge of the pit is always moving it is difficult to place a fixed structure like a plank across the pit.
    Hitting the crown knocks it down the pit. But, it will reappear again in about 10 minutes.
  3. RESOLUTION – the pit is in fact a living inter-dimensional creature/being and it is attracted and yet repulsed by the crown. It is doomed to circle the crown forever – spitting the crown out again if it falls into the belly of the pit. The pit is released if the crown is physically damaged or a portable hole is thrown into the pit
  4. HINTS –
    (a) PCs can find a broken portable hole, it is interdimensional, but only holds about a gallon worth of stuff. Unusually the edge of the portable hole is mobile and moves exactly like the edge of the bottomless pit. Hopefully the PCs will see a link and decide the throw the near worthless portable hole into the big interdimensional pit. Perhaps, better, the hole and the pit are connected, and when near to each other, the PCs can see the crown in the hole and reach in and grab the crown
    (b) both the portable hole and the pit share some other property, e.g. both impossibly black, have arcing sparks around their edge, or look like they contain the night sky
    (c) PCs can find a partly destroyed book about these interdimensional beings and how they are unstable if they are in the vicinity of interdimensional spaces or other interdimensional beings.
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – getting the crown is just a bonus

:: One more for luck – LAVA RIVER

  1. OBJECTIVE – a long dead monarch sits on a throne in decaying raiments of their office
  2. STOPPER – a river of lava bisects the chamber; the PCs are on the wrong side of the lava river. The heat is so fierce that it is nearly impossible to approach the lava river and any sort of normal bridge will be incinerated, or if metal, it will be white hot in seconds.
  3. RESOLUTION – there is a safe magical conduit over the lava stream covered by an illusion, or it is invisible
  4. HINTS
    (a) Exploration of the cavern may reveal that there is one area in the cavern that seems less hot, following the somewhat cooler area allows them to approach the lava stream, and if bold simply walk over the lava
    (b) Maybe the air around the conduit is different, less heat haze, or perhaps some (heat resistant) dark purple moss shows a path to the conduit
    (c) Maybe there is a painting (or legend about the same) showing the great monarch walking over the lava, feet wrapped in purple moss, their sword held aloft (the sword is a red herring). Maybe they find a fireplace where the heat resistant dark purple moss grows, the moss being largely unaffected by the heat of a normal fire.
  5. ENGAGING – think this is a pass
  6. LOGIC – think this is a pass
  7. PUNITIVE – not solving the puzzle only means they get less treasure

Final thoughts

So, these are just some ideas I came up with on the fly. Give it a try, maybe it will work for you (no promises).

Overall, maybe having some initial structure is a good idea. The concept you get can then be iterated until you get something you like. Perhaps throw some random tables in to help spark more ideas especially when designing a solution e.g. how the heck is a ladle going to be used to open a secret alternative doorway to the dungeon.

Again, I’m not expert, just thinking about how I’ve done this in the past.

Further Reading:

I’ll try add to this as I go along (hopefully):

Day 5 - Chimney

Did I invent the Depth Crawl (first)?

EDIT: I got some push back on Reddit about this post. Basically, it was asserted that I was all bitter about Emmy’s success. That is not the case (you can see below that I wish her well). What this post is, is a enquiry of fact. That is, did I put the idea of a “depth/zone crawl” out there before Emmy. Once you have the answer to that question, you can choose what you do with that answer. If the answer upsets you (and I really cannot see/understand why it would), then, I think you should ask yourself why that is.

I’d add that I’ve had some small measure of success in devising RPG mechanics in the past, in particular with my Hex Flower Engine, and have no desire to appropriate anyone’s ideas as my own (it’s happened enough to me).

– – – POST – – –

I was recently reading The Alexandrian blog and saw a topic close to my heart about “Depth Crawls” LINK.

The blog opens with:

“The concept of the depthcrawl was created by Emmy “Cavegirl” Allen for The Gardens of Ynn and The Stygian Library.” (emphasis added)

If you are reading this post then you already know that Emmy is the author of the well-known Depth Crawl ‘The Gardens Of Ynn’ (GoY), how it works, and that GOY has been very successful, and more power to Emmy for her success.  

But … The Alexandrian blog post got me wondering: did Emmy create the concept of a “Depth Crawl” (I prefer the term “Zone Crawl”) with GOY, and in particular, did GOY pre-date my procedural module Carapace (which also contains a Depth/Zone Crawl).

The short answer is: it seems I had put this idea of a Depth/Zone Crawl out there before Emmy did.

Here’s a brief timeline of events as I understand them:

– – – Supporting information – – –

:: G+ message notification dated 9 December 2017 with a comment from a G+’er on my procedural Zone/Depth Crawl adventure (I also have some direct messages to some other G+’ers before February 2018):

I’ve redacted the identifying information of the G+’er in the message above. Below is a link to the file I was sharing at this time (as it was a work in progress, this is the file update as of 28 December 2017):

:: Link to a Dropbox folder containing an early version of ‘Carapace’, with a file upload date of 28 December 2017

Here’s the PDF version if you want to read this early draft of Carapace, a draft that had not even included a Hex Flower option yet.

TLDR: Well here’s a extract from this 2017 document ([…] denotes section cut for brevity):

:: Link to Emmy’s blog post dated 20 February 2018 (clipping below):

– – – End of Supporting Information – – –

So, for what it is worth, I think (unless Emmy also posted the idea on G+ (or elsewhere) before me, and I have missed it), I created the idea of a Zone/Depth Crawl first. Certainly, Emmy was first to market with a finalized product. My best guess is that a ‘procedural-adventure Zeitgeist’ was circulating on G+ in late 2017, and Me and Emmy honed in on the idea of a Zone/Depth Crawl about the same time.

My inspiration for my Depth Crawl was Jason Cordova‘s “Labyrinth Move” written for Dungeon World; which is concerned with abstraction of the navigation of maze like spaces. I wanted to take Jason’s idea further and came up with the idea of a Zone/Depth Crawl.

I’m happy to be shown to be wrong on any of this. Perhaps my Google-Foo is not strong. Perhaps I’m operating under some misunderstandings. Maybe you think Carapace (or “Into the Hive” as it was titled then) is not a Depth Crawl.

Also, if you know of an earlier root or example of this Zone/Depth Crawl idea, please get in touch, I’d like to know more.

This post is not casting shade on anyone. In particular I’d like to congratulate Emmy on her creativity and success.

Carapace … what’s next?
I am working on a updated version of Carapace with Art from Marcin s (Carapace is about exploring a giant insect colony), … but the current PDF version can be found
>> HERE << and it is PWYW.

Below is a fun ‘concept sketch’ of the Giant Insect Colony from Carapace, from an email of 17 November 2017, showing the idea of Zones 1 to 4 (also, I think back then, the idea was to have a Giant Ant, Giant Wasp and Giant Spider area, each with Zones 1 to 4):


Carapace reviewed/referenced
Carapace was reviewed on the Fear of a Black Dragon podcast, and gets a mention in the ‘External & Complementary Resources’ section (page 160) of Andrew Kolb’s great work Neverland.

Clipping from a concept sketch for the new art by Marcin s:

Me on DriveThru; some of my things:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous