Monday, September 14, 2020

The Palace Semi-Infinite

The implicit setting of PALACE RUN. The palace is richly-appointed, labyrinthine, and endless. Some would say “infinite”, but it is surely partly bounded as it has relatively easy access to the outside. The format is from Jack Shear, although I’m sure I haven’t done it justice.

Aesthetics

  • Whole rooms of one color or material, tables set for hundreds, imperial staircases, gilt-framed family portraits, exotic tributes and gifts, the slow approach to the throne.
  • Scaffolding for renovation and construction; kitchens so large they have their own weather systems; secret doors, passageways, and whole hidden complexes for servants.
  • Vast unread libraries, dusty rooms of unknown purpose, sacred crypts and chapels, a lonely child exploring.

Themes

This is an RPG and not a fable. These are ideas to be interrogated, not morals to be enforced.

  • “The rich are different from you and me.”
  • Hierarchy scales poorly. Bureaucracy fills the gaps.
  • Systems are people. Ritual, habit, and operational discipline hold them together.

Adventures

The core of PALACE RUN does provide some rough motivations (“Enrich”, “Entertain”, “Escape”, “Ingratiate”, “Investigate”, and “Overthrow”), but these hooks have a little more meat and should work in a more traditional set-up.

  • The Duchess of the North Wing is to be wed this week, but the baker’s union is striking for better working conditions after a recent outbreak of “doughlung.” She will pay handsomely for a cake, but the provider risks being marked a scab.
  • The palace is of such scale that at any given time, some portion is on fire. The palace bucket brigade does what it can, but after the fire passes through, there’s always work to be done. An imperial magistrate had to abandon their staff of office while escaping, and will pay handsomely for its return. What else might be found if you can beat the recovery crews?
  • The youngest prince of the Southwest Expansion has gone missing! He’s only seven and he was last seen in the Bronze Armory, fiddling with a strange gauntlet.

Designer’s Notes

The first thoughts I had of the Palace Semi-Infinite were merely “what if the adventure site were so fabulously wealthy that it really stopped mattering?” But in the years that it’s stewed since, I think it’s gotten significantly weirder, and hopefully better.

Inspirations

Monday, August 31, 2020

Sherlockalikes

Sherlock Holmes Consulting Detective was released in 1982, apparently to great critical acclaim. I’ve been thinking about it recently because while I play it cooperatively, I think it would be a fine solo game, and solo gaming is having a bit of a moment. It’s also inspired many imitators.

Sherlock Holmes Consulting Detective (SHCD)

The game itself is very simple once you get the hang of it, and it only has a few components:

  1. A case book, which has the initial details of the case in read-aloud short story form. Then, it has details of what you find at every relevant address in the city, sorted by address (you aren’t meant to just read this part).
  2. A directory. Functionally, it’s like a phone book for addresses: you look up a name and find an “address” to follow-up in the case book. You can also look up businesses by type. (Because there are fewer locations than names and businesses, what is at a given address can change from case to case.) There are some Easter eggs in the names, so you can, for example, drop in on Charles Dodgson and see what he's up to.
  3. A newspaper “archive”. Largely for flavor, but the newspaper will give you some other leads to follow-up on or side-mysteries to solve. Older newspapers stay available and relevant as you go to later cases, so you can spot patterns in them.
  4. A list of “regulars”, addresses you can always try if you’re lost or stuck.
  5. A solution book. For each case, this booklet will have a “quiz” section, but you don’t know the questions until you think you’re ready to attempt it. There are some number of bonus questions in each case also, which can include unrelated mysteries, subtler details, or loose ends from previous cases. Finally, it will tell you how Sherlock solved the mystery in very few steps, typically by following huge unexpected leaps of logic like “obviously our killer was born, so we start at the registry of births and deaths…”).
  6. A map. Theoretically, every address can be found on the map, and travel times between them computed (to reconstruct the movements of a suspect, for example). However, this is not usually worthwhile.

Nominally there is some kind of scoring and a competitive element. None of this is necessary in practice because most of the fun is simply in interacting with the game.

The game spawned several expansions and many fan-made cases (largely in French and Italian). These used to be hard to track down, but Space Cowboys has been doing really nice slipcase collections of the original cases, the expansions, and some new cases (they’re all standalone, so you can start with any particular box). They have a free case available online, and the fan-made cases all seem to be available on BoardGameGeek. Some blessed obsessives have sorted all the cases they could find into a huge spreadsheet.

Gumshoe

The original authors of SCHD also made a noir game set in 1940’s San Francisco. I haven’t played this and it’s hard to find, but from what I can tell it adds some kind of fingerprinting mechanic and instead of a series of loosely linked cases it’s only one big case that takes multiple sessions to solve.

The Martian Investigations

A fan of the original SHCD wrote their own from scratch, in the form of a pair of investigations in a Martian mining colony. They’re a couple bucks as print-and-play and skillfully executed. We had fun with them.

Arkham Investigator/Mythos Tales

The obligatory Lovecraft adaptation, Arkham Investigator, was initially released as a pair of free print-and-play cases (the downloads don’t seem to work anymore). Later there was obviously a crowdfunding campaign to expand this to ~10 cases and the name changed to Mythos Tales. These are pretty fun though, and they introduce a few new mechanics:

  • Time tracking. Each clue you follow up on takes a chunk of time, and you can find different things at the same address depending on time of day. For example, you won’t find a vampire during the day. There’s also a time-limit before bad things happen.
  • Inventory. Some locations will give you an “item card”, and then later locations will rely on that item. This is a rudimentary way to ensure you don’t accidentally solve a mystery by going to the right location for the “wrong” reason.
  • Choose-your-own-adventure elements. Sometimes you will have to decide (for example) to pursue a suspect or not after you find them. On the one hand, this can yield further clues, but on the other hand, you can “lose” if you wander blindly into danger.

It’s fun to see variations on the form, but on the whole I think they feel like attempts to reign in the emergent chaos of the original SHCD and discourage exploration and hunches.

NCIS: The Board Game, Ellery Queen’s Mystery Magazine Game, T.I.M.E. Stories

People looking for similar games are often recommended these. I don’t think any of them plays exactly the same as SHCD, but they clearly all share a lot of DNA. T.I.M.E. Stories in particular is also from Space Cowboys.

Video Games

When playing any Sherlockalike, I am frequently impressed by how much it feels like playing an open-world video game, but a full decade before such a thing could even have been be attempted. It even has the same failure modes! In 1991, someone ported the game to a computer with live-action acting, and apparently this also has been well-received. Somewhat more mystifyingly, someone has ported Arkham Investigator to Tabletop Simulator (I guess so you can all see the same books?).

Writing

Many people have attempted to write their own mysteries in the same vein as SHCD, and it’s easy to see the appeal. How might we go about doing this?

First, we can see what people have done before. There is advice on the construction of a mystery from the writer of some official cases and also from the writer of a notable fan case.

The community around the game has collected some tools you can use to set your mystery in the London of SHCD, like a reverse-engineered directory. And while the domain has lapsed, the Internet Archive has captured the remains of a community collection of other settings and scenarios.

Finally, we can take tools from mystery writing in other contexts, especially RPGs, to be sure we cover every angle. Fate reminds us that every suspect should have both a motive and an alibi. And the three-clue rule is pretty good for free-form RPG investigations, but it’s perfect for building the more constrained scenario of a Sherlockalike.

Saturday, August 29, 2020

Links, Aug 2020

 


Podcasts

On The Media

OTM recently “rebroadcast” a past favorite episode of mine about post-apocalyptic literature. Interviews are with Jeff Vandermeer, Claire Vaye Watkins, and Kim Stanley Robinson discussing the nature of horror.

Here Be Monsters

An endless source of mood pieces and ruminations, HBM is parting ways with KCRW and seeking alternative funding. While they acknowledge this could mean a Patreon, they’re trying to get listeners to sponsor the podcast first. So that’s a potential avenue for promotions, shout-outs, or stranger ideas if you’re interested.

The Dungeon Economic Model

I heavily favor shorter podcasts, and these 10-minute faux PSAs about dungeon ecology with inexplicable running gags are really working for me.

Dead Club Podcast

Tunng is a long-time favorite band of mine and they’re releasing a podcast to accompany their new album.

RPGs

Game Jams

Itch.io has a big problem with navigability. Some kind soul has made a dynamic page that lists all ongoing physical game jams. So if you’re in a slump, maybe try one of these.

Understanding Monsters

Dan at Throne of Salt, my unrequited blogging rival, has a really good post on monsters. It neatly articulated some ideas I hadn’t been able to pin down, and I know I’ll be referring back to it.

Drawing Maps

Anne at DIY & Dragons has done another comprehensive dive into a single game mechanic, this time examining map-drawing-for-advancement. It’s really good and thought provoking, and might give you ideas about “fixing” the ranger class or running more cut-throat rivals.

Sword Ferns & Salmon Flesh

Linden at Lapidary Ossuary reached out to me a while ago about hacking PALACE RUN for their own ends1, and now has a more finished game to show for it. I’ve really enjoyed seeing what elements they chose to keep and scrap, and what elements were added to the game (it has a lot more now). I’m eager to hear how it plays some time.

There is no logic to these images, the post just felt naked.

1 Please do! You don’t need my permission (writing on this blog is CC-BY-SA 4.0 and the 200 word RPG entries are all CC-BY 4.0), but you have it.back

Sunday, August 16, 2020

Automatic Tables

In 2012, I was (and still am) fascinated by the random table. A random table presents an exponential number of ideas in a linear space. Recombinant elements play in the gap between improv and rationalization, making each idea potentially unique and interesting. At the same time, raw probability can be leveraged against this massive scale to emphasize recurring themes or elements, building up a world solely through repeated use and implication.

So I took this fascination and built a bunch of tables that required rolling lots of dice to arrive at vaguely “fine?” results (if we’re feeling generous). Now I have the technology to easily automate these things, and I have done so. They might be more useful this way but mostly it was just fun to revisit them.

Snake Oil

“Doc, get me some more of that bottle…”

Sage Names

“All this we know from the writings of…”

Pulp Materials

“You’ll never stop it! It’s made of solid…”

Pub Names

“Not here! Meet me at…”

Holiday Crises

“I’ve called you all here because the holiday season is under threat!”

Monday, August 3, 2020

Notes on Three Systems

I’ve had the pleasure to run three new systems in the last year or so, and I’ve collected some notes here.

Mothership


Mothership is a Science Fiction horror game in the vein of Alien or Event Horizon. The Player's Survival Guide is available from Tuesday Knight Games in print or from DriveThruRPG as a free PDF.

  • Character creation is as easy as the character sheet makes it look. It was great for new players and they picked up the percentile system quickly.
  • It is much harder to GM than it looks and I don’t think I did it justice. Coming from dungeon crawling games, I made a few mistakes:
    • You can’t foreshadow every encounter. Combat can start before players have a chance to run, without them necessarily doing anything “wrong”.
    • Remember to ask for saves. In a “normal” game, the players find a body and roll for loot. In Mothership they find a body and roll a save.
    • Familiarize yourself with the players’ tools or be ready to improvise. When players scan behind for signs of life, do undead show up? Do androids? Insects? Big insects? In D&D, I’m familiar enough to know what detect magic can and can’t do (or I can look it up for a whole page of detail depending on edition), but Mothership suffers doubly from being a genre I’m less familiar with and from still having such a brief rulebook.
    • The game has no “fallback” mechanic. If an action isn’t covered by stats, saves, or skills, then you have to come up with a consistent resolution on your own, and it’s just light enough that this is likely. If a character hides, you can have a negotiation about it or roll under the enemy’s instinct stat, but it would be nice if the game gave you some guidance.1
  • Make snacks. Figs can be quartered with a honey sauce to make xenomorph eggs, and green jalapeño jelly on chèvre looks “biological”. We had some more mundane snacks also, and for dessert, a chocolate olive oil cake with green matcha frosting.
  • Impromptu reviews of Oneohtrixpointnever included “I feel like the music is attacking me.” Ambient sounds were more constructive.

The players all said they had fun, so I’d try it again, but it definitely still feels like it’s in beta.

Troika!

Troika! is some weird shit. You can get it from a few places, and there is also a free "demo" PDF on itch.io (it does not include the sample adventure Blancmange & Thistle).

  • Character creation is quick, but some players were a little miffed at their backgrounds. (We had to really emphasize that gremlins are purely malicious.)
  • Free form skills are a lot of fun, because they encourage players to really try anything and not worry about what they’re “good” at. Skills learned in the first session included jar fighting and high-fiving.
  • Free form skills also distract from existing skills that players might not know about. For example, none of the players had etiquette already, so it didn’t occur to them that they could rely on the skill instead of their role-playing when they were stuck. A list of skills can equally serve as a generator for ideas and a limitation.
  • Blancmange & Thistle is a nice little adventure that showcases Troika! very well, but the direction is loose. My players ascended the hotel and heard some calls to adventure at the rooftop feast, but there’s not a lot of momentum towards any of them.
  • Troikan initiative is a lot of fun in practice. For playing online, there is Dave Schiuridan’s tool and a Discord bot, or you can list the initiative tokens in a numbered list and roll an arbitrary die (shrinking it by one side after every roll).

D&D 5e

Dungeons & Dragons is a BFD. The fifth edition has a few starting points, but weirdly, it doesn’t look like you can buy the Player’s Handbook as a PDF.

Fifth edition is the easiest game to get a group together for. Because of this exposure, I’m sure I won’t say anything groundbreaking here.

  • If you don’t limit character choices before players start making characters then they will use anything they can find, and they can find a lot. Our party has a warforged, a tabaxi, and an artificer, so I'm mostly just letting them tell me how their characters work. The artificer was difficult because it's not always clear to a new player when things you find online are homebrew.
  • I had been warned about the power level and amount of magic, and while these things are higher than previous editions, I don’t think they’re game-breaking. It just gives everyone lots of different tools to interact with the environment and stronger assurances that they probably won’t die.
  • Some things that make sense to me (coming from older editions), and look fine at first glance, do not make sense at all to new players:
    • The step-by-step “building a character” section only works for that character. For more complicated characters, you will need to do the steps out-of-order and jump back and forth and add steps. When you’re finished, only about half the character sheet has been filled-in.
    • A lot of terminology is not explained. An “ability modifier” does not modify your ability score, but a “racial modifier” does, and then can indirectly change your “ability modifier”. When I write sixth edition, I will call the modifier a “bonus”, and scrap the score altogether.
    • Similarly, levels and spell levels have always been confusing. It’s not helped by every class having its own casting rules. I will call them “spell circles” when I am benevolent dictator of the next edition, as in “magic missile is a first-circle spell”.
  • The index is awful. In the space that it takes for “temporary hit points” to direct me to “hit points, temporary”, it could have given me the page number. The whole thing is like someone copied the style of an index without understanding it.
  • I think the GM tools are probably lacking, but I borrow liberally from everywhere, so it’s hard for me to judge.

There’s a lot of fun to be had with 5e, but I’m never sure how much is just the inherent fun of RPGs. Still, I think it’s got an undeserved reputation in some places.


1 There is a Warden’s (GM’s) guide planned, in the future. I hold out hope that book does for the GM what the survival guide does for players, but I’m less sure given the Twitter thread. There was definitely room to own that some parts of the rules were just less finished than others, but also everyone says dumb stuff on Twitter.back

Tuesday, July 28, 2020

Weird on the Waves (Review)

For a while now1, I’ve been dreaming of a maritime campaign, so I jumped on Weird on the Waves a year or so ago. It’s finally out, and it’s OK I guess.

Background

Weird on the Waves started taking pre-orders in 2017 as a LotFP-compatible product. It released in 2020 with generic D&D rules and notes for both “old school” and “new school” styles of play. It is available from Rebecca Chenier’s itch.io page for $5.99 or from her other storefront (?) for $10.99. I don’t know what the difference is, but I got mine from itch.io if there is one.

The Elephant in the Room

Is Rebecca Chenier cancelled? I don’t know man. If she’s a grifter, she seems benign. I did keep an eye out for any of the worst issues of Blood in the Chocolate and didn’t find them here.

Overview

The setting is the Caribbean in 1666, just before the “golden age of piracy”. But something is wrong: ships can travel to the Caribbean, but they can’t leave again. Instead, they find the islands surrounded by a sentient, hateful ocean full of strange and magical islands.

Chapter 1 - The Weird Waves

In addition to the setting pitch and the list of inspirational media, this chapter also explains basic D&D terminology in a way that’s not enough to be useful on its own, but enough that it might not match whichever system you are using. I would have preferred if it just owned OSR-style stats or 5e-compatibility, and didn’t feel the need to explain dice notation again.

This chapter also contains the part of the game that I’m most likely to borrow from: the basic “gameplay loop” of Weird on the Waves. That is the structure of finding a lead and following through and the procedures for sailing (like other games have procedures for exploring a dungeon or hexcrawling).

Chapter 2 - Character Creation and Play

This chapter also suffers from system indecision. It has rules for things that your base game should already have2, like swimming, drowning, encumbrance, experience, etc. It has some suggested backgrounds, but without the mechanical heft of full 5e backgrounds, which is probably fine. It does also have rules the base game is unlikely to have, like firearms and a general-purpose “maritime” skill.

Chapter 3 - The Mermaid

When characters die in Weird on the Waves, they can be brought back as a mermaid by the ocean, but without their memories. The mermaids here are suitably weird (we are treated to some of Rebecca’s own art), and the bulk of the class is a d100 random-advancement table. It has details for “New School” and “Old School” games.

Chapter 4 - Goods and Equipment

Maybe someone likes this, but for the most part I don’t care what the cost of a cutlass is, or the range of a blunderbuss compared to a musket, meticulously-researched though I’m sure it is. I appreciate the miscellaneous bonuses that come from ship’s pets, and I like that all the currency conversion rates are as simple as possible.

Rules for disease also end up in this chapter, because medicine is here. Fair enough.

Chapter 5 - Ships and Sea Vessels

Like equipment tables for boats. I would be perfectly fine with four basic ships and then keep the section with perks and customizations, but I assume that some people get a lot out of this.

Chapter 6 - Sailing the Sea

Here is real meat. If Chapter 1 had procedures for “dungeon exploration”, Chapter 6 is the random encounter tables and rules for morale. (It is actually random encounter tables and rules for morale, so that wasn’t a great analogy.)

Chapter 7 - Ship Combat

I’ve read a bunch of ship combat rules, but I’ve never actually run any. This looks simpler than Pathfinder but more helpful than B/X, so that’s promising. Ocean hazards are also in this chapter, and I’m not sure why they’re not in the previous one instead.

Chapter 8 - Ending Combat, Days, and Voyages

Unlike the last section of Chapter 7 (“Ending Combat”), the title of this chapter refers to repairs after combat and also other parts of the sailing procedure that happen at the end of the day (e.g. morale checks) or the end of voyages (e.g. selling treasure).

Chapter 9 - Wave Master Rules

This chapter has a setting overview (“the ocean is magic and hates you”) and details (“the government of Cuba”) and GM advice (“historical accuracy is overrated”). There are also rules for “Wave”, “Weal”, and “Woe” dice, which represent the will of the malevolent sea. Wave dice get added to the GM-side of contested rolls, Weal dice are added to player rolls (like inspiration maybe), and Woe dice are rolled for prompts to make a situation worse whenever a player rolls a natural “1”.

This chapter also has all the random tables, and they seem all right.

Chapter 10 - Adversaries and Monsters

There are three kinds of monster in here: small or mundane animals, NPCs, and weird creatures. I could probably do without stats for “Cat” and “Dog”, especially because the important parts (bonuses for having a ship’s pet) are already elsewhere. I could also do without stats for “Sailor” and “Commoner”, because the base system should already have these, and I wouldn’t have to convert anything.

The weird creatures are one of the best parts of the book though, from a flavor standpoint. We’ve been told before that the sea hates humans and mocks them, but these creatures are actually showing that. The ocean learns that humans need vitamin C to survive, so it makes carnivorous citruses that suck vitamin C. Explorers start littering guns and ammunition, so the ocean induces crabs to become fortresses. It really captures the weirdness and hatred and confusion of the setting.

There are also some named NPCs (mostly historical figures) to serve as rivals, patrons, etc. These are fine and useful.

Chapter 11 - The Horrors of Pig Island

A short adventure, but probably solid. There are only so many ways to do a shipwreck adventure, but this one is cleaned up, with a little bit of Circe, and showcasing some of the atmosphere of the Weird on the Waves setting.

Chapter 12 - Race to Mondo Island

This adventure really showcases the sailing protocols, but doesn’t seem to add much. The PCs have a map, hire a crew, encounter some weird stuff, and hopefully return with the treasure. If nothing else, this is a useful illustration of how to use the tools in the book.

Impressions

  • The PDF is not accessible at all. This is, in my opinion, the strongest argument against this book. The text is not searchable, there are no bookmarks, and every page is a flat, lo-res, grayscale image. Ostensibly, this is to prevent piracy (irony noted), but I don’t understand quite how, because people pirate PDFs all the time. This is only slightly alleviated by the inclusion of a hi-res map booklet.
  • In what I assume is a result of this decision, the text of some tables is larger than the space allows, leading to crowded, hard-to-read entries like this:
  • The book is a one-person effort and the limits of that show. For example, it could really use an editing pass to catch all manner of little things (the wrong “its”, “Île/Isle” confusion, etc. In one place, the book refers to a “Weird” die, even though the new types of dice are “Wave”, “Weal”, and “Woe”.) It reminds me of Ynn in that respect: strong concept but lots of loose ends.
  • No rules are given for renown, although the text mentions it a few times. It’s not a big deal to improvise, but I remember one of the things I did like about the Pathfinder pirate rules was a subsystem for tracking “infamy”.
  • It doesn't need to be 224 pages. A lot of space could have been saved if a single system was picked, or some things were left assumed. But I wouldn’t mind the length so much if the PDF were searchable and indexed.
  • The art is a bit of a letdown. Rebecca referred to the book as a “millstone around her neck” in the preface, and I’m glad for her that she finally got it finished (I know the feeling). But somewhere between concept and finished product Rebecca’s own art was replaced with standard-issue public domain art3, and I find it uninspiring. To see what could have been, I have reproduced two pages from a 2019 sample document (left) next to their released counterparts (right).

Conclusion

Would you like me to review your product? Here’s how to make that happen:

  • Write a solid product that blows me away.
  • Write a product of any quality that happens to be on top of my pile when I’m in a writing mood.
  • Ask me? I don’t know if this will work, nobody’s ever tried.
  • Write a product that doesn’t exist, that I already really want to read and make it infuriatingly close to good.
I would say that I could definitely get some use out of this, except for the accessibility issues. If I can’t search it or navigate it, it’s going to be more hindrance than help at the table.

Islands!

Weird on the Waves has a weird island generator, so as is tradition, I gave it a half-dozen spins. It’s got occupants (1d12, 9 entries), shape (1d20), resources (1d8, 6 entries), buried or hidden treasure (1d6), and noteworthy features (1d100, ~30 entries).

Island 1

Occupants: Spanish colonists (60 commoners, 10 sailors, 1 noble)
Shape:
Resources: Coconuts (Provisions)
Buried Treasure: Buried trove (Ivory (0.1 tons, 12000 gp), Fresh water (1 ton, 100 gp))
Noteworthy Feature: The island is cursed, causing all who dwell upon it to slowly be turned into different kinds of fish people. The transformation is slow, causing anyone who stays there longer than a month to develop fishy traits.

Island 2

Occupants: Coconauts (110 coconauts)
Shape:
Resources: Coconuts (Provisions)
Buried Treasure: Sealed crate of textiles (175 gp)
Noteworthy Feature: Site of a cursed item. A random cursed item is hidden somewhere on the island. The item is a valuable treasure, but holds a terrible curse if used or possessed by a character. The exact nature of the cursed item is up to the Wave Master.

Island 3

Occupants: Uninhabited by humans
Shape:
Resources: Island cedar trees (Materials)
Buried Treasure: Buried Trove (Spanish wine (0.2 tons, 300 gp), Livestock (2.1 tons, 75 gp), Clothing (1 ton, 300 gp))
Noteworthy Feature: The island is cursed, causing all who dwell upon it to slowly be turned into different kinds of fish people. The transformation is slow, causing anyone who stays there longer than a month to develop fishy traits.

Island 4

Occupants: Dutch merchants (100 sailors, 2 captains)
Shape:
Resources: Island cedar trees (Materials)
Buried Treasure: Buried Trove (Dyes (0.2 tons, 500 gp), Textiles (0.3 tons, 525 gp), 14 Provisions (0.4 tons, 140 gp), Materials (1 ton, 100 gp), Narcotics (0.5 tons, 1000 gp), Rum (1 ton, 400 gp))
Noteworthy Feature: Within the island is a cave system with 17 chambers, forming a treasure-laden but heavily trapped dungeon.

Island 5

Occupants: Buccaneer camp (13 buccaneers, 1 captain)
Shape:
Resources: Island cedar trees (Materials)
Buried Treasure: Sealed crate of textiles (175 gp)
Noteworthy Feature: An abandoned settlement. Tobacco and sugarcane has been planted, houses and camps built and intact, but completely empty save for a few splashes of blood. Pirates didn’t kill these people, but something did. Setting up a camp here is easy, but encounters are doubled.

Island 6

Occupants: English colonists (50 commoners, 10 sailors, 1 captain)
Shape:
Resources: Sea cave (Hiding place)
Buried Treasure: Cache of Barbados rum (12 barrels, 480 gp)
Noteworthy Feature: An abandoned settlement. Tobacco and sugarcane has been planted, houses and camps built and intact, but completely empty save for a few splashes of blood. Pirates didn’t kill these people, but something did. Setting up a camp here is easy, but encounters are doubled.

Notes

These are pretty good, combining a lot of the best features of other tables I’ve liked. I like that most islands are inhabited, I like that every island has a secret treasure, and I like the little maps. The only thing that feels “off” is the specificity. When it lines up well, the specificity makes the whole thing come together beautifully (Why does Island 4 have two captains? Obviously there are North and South camps, and they are fighting over the extensive treasure caverns.) But then when it doesn’t line up obviously, it can be tough to make it fit (How is the livestock “hidden” on Island 3?). In other places, I wish there was a little more detail, like about the cursed item on Island 2. The "weighting" of some of the tabes feels off slightly, but I can't put my finger on it.

Are any of the islands giant turtles?

No turtles, but one possible island is a fossilized whale that begins to move again when the characters uncover its calcified heart. Same vibes.


1 I recently caught up with an old friend and we were talking about D&D. I told him about the nautical campaign I was dreaming and he said, “Ian, you need to do that already. You gave me the same pitch in High School.” Now I’m worried because I don't remember that at all.back

2 Or not, as you might know if you’d ever looked for LotFP’s drowning rules. This uncertainty goes some way to explaining, if not excusing the bulk.back

3 Which isn’t to say that this can’t be done well. I quite like the public-domain collages in Johnstone Metzger’s work, and I find that Emmy Allen’s work tends to recontextualize the images enough that they don’t bother me.back

Monday, July 27, 2020

House Rules in a Digital House

I've been running D&D 5e for a group of remote friends recently. These are the “house rules” that I've adopted to make things go smoother, or at least reassure myself. I'm sure I got most of these from other places, but I can only credit what I remember.

Absence

Characters of absent players will be ignored and their departure and return unremarked on. I will make no effort to explain this in the fiction, but in future sessions we can act as though they were there. So “remember that time we all burned down a fortress?” or “aren’t you those people who tried to murder my brother?” will still include characters of players who were absent at the time.

I don't plan to spend a lot of time balancing encounters, so I think “fading into the background” is a fine solution. I want to encourage roleplaying, but also a shared group identity, so this doesn't let anyone off the hook or force anyone to miss opportunities because of real-life concerns.

Experience

Experience will be awarded using the “Milestone” option. While we are in a dungeon, “clearing” a level will be worth one level of experience. Outside of a dungeon, other goals may be used. These are negotiable.

I started the game in a dungeon and expected the first level to be cleared fairly quickly (it was). So this gave us a quick level-up without math on my end, but still tied to a measurable achievement. For the first-time players in the group, the early level-up lets them engage with the rules differently and see possibilities for (mechanical) growth. Because I do not know what parts of the game this group will enjoy most, the “Milestone” option allows them to pivot away from the dungeon later.

Inspiration

Inspiration will be awarded at the end of each session by player vote for favorite moment.

This is something I borrowed from DIE TRYING, although I've seen similar things in other systems. The practical effect is a moment of reflection at the end of the session when players can say what they liked best and what they're looking forward to most. It also reminds me that inspiration exists.

Quorum

We will not play D&D with less than half the party. To keep the appointment, we can play other games with however many people we have.

It feels bad for the players who do show up when there aren't enough people to play, so I really wanted to get in the habit of playing even if we can't play the main game. Games under consideration for backup have to be lightweight. So far they include:

Timekeeping

Generally, I will assume an “exploration turn” of 10 minutes, which is enough time to fully explore a room and interact with all of its contents (excluding combat etc.). After 8 hours (48 turns) without rest, characters will take a level of exhaustion.

I didn't find timekeeping rules that I liked in 5e, and as long as we were in a dungeon I wanted to build expectations around that procedure. In practice, the biggest effect of this change is that ritual casting now carries some cost. It does seem like 48 turns is unlikely to be an actual concern.

Encumbrance

I haven't adopted these rules yet, but I'm considering something like Electric Bastionland (paraphrased):

Some items are [bulky]. You can carry two [bulky] items: one on your back and one in your hands.
The hope is that these rules are just enough to make looting things complicated, but not enough that I have to worry about weight or spreadsheets. The worry is that with six characters, this just still doesn't matter.

Hexcrawling

These are also rules still under consideration:

Travel 3 hexes (6 miles each) per day, walking 8 hours per day.
Roll a d6 2x every day of travel, once during the day and once during camp.
On a 1, an Encounter occurs (something interesting).
On a 2, an Omen occurs (signs of something interesting).
Difficult terrain (mountain, swamp) counts as 2 hexes.
Travel -1 hex to explore for hidden locations in one hex.
Travel -1 hex to forage, gaining 1d4-1 rations per forager.
Travel +1 hex on a road.
Travel +1 hex if everyone has fast mounts.
Travel +1 hex over another 4 hours but [take a level of] Exhaustion.
I didn't find any hexcrawl rules in 5e, so I stole these ones wholesale from Moonhop. Because we have new players, I'm trying to fit as many “modes” as I can into the game, to showcase it a bit. At the same time, I'd like to minimize the overhead of learning a hundred new subsystems and then abandoning them later. I might have to make it two levels of exhaustion though, in order for it to matter.

Other Notes

I've observed some other things about the group in particular and online play in general.

  • Playing on a weekday evening, and given the limits of engagement online, 3 hours is about as long as I can go.
  • Some players fare better than others with “theater of the mind”. There has been a request for a VTT system of some kind, which terrifies me, but I'm considering it. On the other hand, I'd like everyone to be on the same footing, so maybe I can strike a balance with a whiteboard of some kind or some more defined abstractions (“Zones” from Fate or “Abstract Distances” from The Black Hack).
  • None of the players has actually used their inspiration yet, so I'll have to be better about reminding them when they can. The post-game ritual seems to go over well though.
  • D&D is actually fun! This should be obvious, because why else would be be here? But it's always refreshing to play.