Showing posts with label rpg blog carnival. Show all posts
Showing posts with label rpg blog carnival. Show all posts

Indie RPGs saved my relationship (and they can save yours too)

I was, on reflection, probably too busy with the other elements in my life to dedicate the time and the attention she needed. She was inflexible, demanding, frustrating, a source of great joy that left me burnt out and miserable.

D&D is a harsh mistress. We had a difficult relationship for many years, through 4e and 5e and variations on 3e, and it took something new to change that. Indie games turned my relationship with gaming right around, so a big thanks to their creators and to the November RPG Blog Carnival for prompting me to get out of my rut and blog about how much I love them!

Indie RPG books
My collection so far

I have said it before: the moment I read and played Stars Without Number and Dungeon World it was like a light went on in my head. Suddenly I saw so many other, better, ways of doing things in my games. Better ways of prepping, organising, running, and playing games. Better mechanics and frameworks, better tools, better abstractions.

Go Build a Dungeon!

A better-late-than-never wrap up of all the great posts from August's RPG Blog Carnival, plus bonus gems on the subject of dungeon building:

If you build it, they will come... Image (cc) Kanut55

Lapidary Ossuary gave us this series of insightful posts detailing dungeon building from the ground up, with the finished product as a showcase. As a reader of dungeons/adventures, the layout analysis is particularly interesting.


Codex Anathema goes all out with posts on dungeons in both Eberron and Ravnica, and guidance on building dungeons and running dungeons in your games!

Dreaming Dragonslayer provided an excellently referenced framework for dungeon building, with an example 5 room dungeon, with a well reasoned argument for keeping the number of rooms in the 5-9 range.


All rounded off by shorter posts from Rising Phoenix on building dungeons from terrain pieces and from The Other Side on exploration in the Vault of the Drow.

Bonus: a classic post in this vein is Goblin Punch's Dungeon Checklist from 2016; seven timeless things that every RPG dungeon should actually have (in my opinion too)

Now go build a dungeon (and let us know how you get on) and don't forget to check out September's RPG Blog Carnival over at the Five Foot Square!

Join the August 2021 RPG Blog Carnival - Let's Build A Dungeon!

I want to get better at building adventures.

Dungeons are essentially adventures where the shape, flow, and structure is clearer, so August 2021's RPG Blog Carnival topic is "Let's Build A Dungeon", hosted right here.

This is an open invitation to all RPG bloggers, please feel free to join in:

  • Write a post taking us through your dungeon building process or
  • Write about any good dungeon building advice, methods, resources, or tools you love or
  • Write a post taking apart a great published dungeon and explaining what makes it great or
  • Grab a cool map and/or some random tables and go where your imagination takes you - just tell us what you did and what you think of the end result - or
  • Write a post about any other aspect of RPG dungeon building, map making, or design!
(And of course, "dungeon" can refer to pretty much any point-and-node shaped or location based adventure really)

Drop a comment on this post with a link to your carnival post so we can come and see it. Go see everyone else's too!

Need a map for inspiration? Image (cc) constantly-confused

(Blogger requires you to use HTML in the comment to add a clickable link; don't worry if you can't or don't want to, just post the URL and I'll sort it later)

Early September I'll put up a summary/digest post linking to all your carnival posts, and the Carnival will move on to another blog, so you have the month of August to write and submit an entry. Looking forward to reading them all!

I'm going to have a go too. If I can learn how to build a better dungeon I can extrapolate out to building a better adventure. Or at least that's the plan...

My Gaming Notebook (or how I am learning to embrace order)

Let's start by saying I lean somewhat toward Chaotic. My notes, traditionally, are scribbled on margins, envelope backs, and other blank spaces sighted within my apathy radius.

I also have real difficulty with parsing text or writing while I'm talking or listening.

In that context, let's talk about July RPG Blog Carnival topic of "The Gamer's Notebook".  This post sat in my drafts since the beginning of the month as I wanted to take the opportunity to actually think about what I should be doing and if my emergent process is actually any good.

As a GM:

When I run a game I have started trying to keep separate reusable reference sheets for different things depending on their purpose and just reference the ones I need that session. I dread flicking through monster lists at the table as much as I do looking backward and forward in a published adventure looking for a certain piece of information.

Generally I'll want to have:

On loot and lifestyle

Most players love finding loot, but how often do we do anything with it apart from hoard it or go equipment shopping?

Wealth could be a deeper and more meaningful part of the story, and this month's RPG Blog Carnival over at Campaign Mastery has got me thinking about how I could make more of it in my games.

Neither a borrower nor a lender be

All RPG campaigns need glue to hold them together, and a popular glue is having PCs have a shared goal or a shared enemy. One that I think could be fun is a shared debt - all the PCs owe somebody big time - which is effectively both of the above.

Starting the players in debt is an easy way to bring disparate characters together, it gives context to accumulating wealth, and can be an effective short (or even long) term goal.

Some games have this built in, some it's easy to factor: in a Traveller or Stars Without Number game, ships are expensive. You're not likely to get one without a loan.  In a cyberpunk world if you want chrome you're likely to end up owing - or being owned by - someone to be able to afford it.

What about fantasy or other settings:

Your characters, your stories, your worlds

This is the round-up for the January 2021 RPG Blog Carnival.

First off, a big thank you to Rising Phoenix Games for such a nice handover from last month's carnival.

Campaign Mastery considers the impact of the current global pandemic on future stories and characters in our games:

"You can’t discuss a character of the 1930s or 40s without considering the impact of the Great Depression. You can’t talk about the 1940s (even if someone was a child at the time) without considering the impact of World War 2 on their lives..."

The Other Side shares the process of building a Basic D&D witch, inspired by Moldvay, as part of the #charactercreationchallenge:

"The witch class I am pairing with this is the one from Dragon Magazine #43 and using the guidelines set out by Tom Moldvay on what a witch should be..."

The Sea of Stars looks at the stories and characters in a novella through the lens of roleplaying game adventures.

"I think this is a good model for single character campaigns, the primary character has to be competent because there is just them at the core of it, I think this should be leaned into..."

Take On Rules takes us through an adventure design process somewhat similar to mine, although I am intrigued by the use of index cards and may well try it out sometime - if I can reduce things down from a page of A4!

"The end result of this preparation process wasn’t a fleshed out adventure. Instead, I filled my head and notes with ideas, images, and touchstones to draw upon during play..."

Shuttered Room presents a table of interesting reasons to be stumbling on newly rolled party members, ranging from "Solo Adventurer" etc. to the likes of "You were the doppelganger" and "Lovecraftian Resurrection":

"Either get yourself raised from the dead, or roll 2d6/d66 to see how a new character can be introduced mid-session, seamlessly or with a great thump of deus ex machina..."

Image (cc) toon13

Rising Phoenix promotes a narrative approach to character development, and the idea of levelling up more than just mechanically:

"Leveling up in D&D or Pathfinder type games could, with a few rules tweaks, be more meaningful. We won’t even throw out the core rules, I promise..."

Codex Anathema looks at the complex relationship between character building, world building, and the stories we build from the interaction between the two, in the context of current campaigns:

"When creating a new character, for me it’s essential to talk with my DM about his ideas regarding the campaign storyline ... I can suggest what I’d like to hapen to my character, and he can plan ahead and try his best to incorporate such ideas to his own..."

Roll4 outlines some simple rules for creating memorable NPCs by sketching them with defining features to be fleshed out over time:

"I’ve found if there is too much information, then the character’s don’t have room to grow. Too little, and they’re boring..."

Campaign Mastery returns with a deeper process for developing NPCs - or even characters - with interesting subtleties:

"Baggage. History. Everyone has it. Sometimes, you can use it, as in the above example, to make a dull process seem more real AND more interesting, to make a player feel like their character is really there, even if – as in this case – there is limited interaction required..."

Another second post, from Sea of Stars, continues this theme with questions for developing player characters and their connection to the world:

"Inspired by Judd the Librarian’s questions, I decided to write up a few questions to help people think about their characters..."

Roleplay Geek takes us through node design for a point-crawl adventure in Mega City 1:

"When designing the scenario from scratch you may go through this process multiple times as you focus in on what is important for each session. In fact having a node map at the macro level is useful..."

Full Moon Storytelling shares some tips for character names, and a second mystery post...

"Your naming conventions should embrace the fact that the peoples travel extensively..."

Of Dice And Dragons promotes the argument - that I very much agree with - that characters should be more than just stats, with some helpful links too:

"Building a character should be more than just selecting stats and the best weapon based on those stats. You should be considering the why..."

What a great start to 2021, let's keep the momentum going! February's carnival is hosted by Sea of Stars - where the theme is Gifts of the Gods.

Massive thanks, of course, to Scot Newbury for all the work maintaining the RPG Blog Carnival - and the RPG Blog Alliance network too.

Join the January 2021 Blog Carnival: Characters, Stories, and Worlds

Happy New Year! 

Image (cc) victoriaclare
I'm pleased to be hosting the first RPG Blog Carnival of 2021, to join in simply write a blog post on any of these topics...

  • Character or NPC creation
  • Writing character backstories and motivations
  • How you play interesting/fun characters
  • Plotting campaigns or story arcs
  • Tips or tools for writing adventures
  • Your favourite adventures or setting books
  • Worldbuilding resources or tips
...or any topic of your own choosing that loosely fits the theme.  At the moment I'm particularly interested in how we can build player backstories and goals into the campaign story and world and would love to know how you build your characters, your stories, your worlds.

Leave a comment on this post with a link to your submission, and go check out everyone else's while they check out yours.  At the end of the month I'll wrap up all the submissions in a debrief post and hand over to the next host, so be sure to check them out and take part in February's carnival too!

Not a blogger? If you're inspired to start a relevant thread on Reddit or Discord or a forum or Twitter (etc) then please post a link to it in the comments too!

If you are a blogger and would like to host the Carnival one month, or anyone who wants more information or to view the carnival archives, just head on over to the official RPG Blog Carnival home page on the OfDiceAndDragons blog.

Note: Due to the arcane inner machinery of the Blogger platform, you'll need to add an HTML tag when you comment for your links to show - like so:

<a href="http://plasticpolyhedra.blogspot.com/post-url.html">Name of your blog post</a>

(or just post the URL and I'll sort you a link ;) )

Looking forward to reading your submissions already, and I wish you all a great year!

(When) is it OK to TPK?


Total Party Kill. Game Over. The Bad Guys Win.

I don't know how I feel about a TPK in RPGs, and I suspect I'm not alone in that. This month's RPG Blog Carnival at Rising Phoenix is all about When The Bad Guys Win, so I'm trying to get my feelings down on what happens when the Good Guys lose.

Character death is part of the stakes of a lot of our games.  It keeps us on our toes as players. Hitpoints or harm are often one of the resources players have to manage.  There can be a great deal of drama - and satisfaction - in epic battles against overwhelming odds, even if we lose.

RPG Blog Carnival - One Roll Fae NPCs

Since my last Carnival post I've been thinking about Faerie NPCs, what sort of things they might want and what interesting trades they might offer unwary PCs … grab a set of polyhedral dice or use the JavaScript roller below to find out!

The d6 - Type
  1. Dryad or other female Fae
  2. Satyr or other male Fae
  3. Sprite or Leprechaun
  4. Pixie or Faerie
  5. Wild Elf or Gnome
  6. man-beast of some kind: Faun, Centaur, Kitsune...
The d4 - It has an aspect of
  1. spring - bright green shades, suggestions of flower buds
  2. summer - vivid colours, suggestions of flowers in full bloom
  3. autumn - red / brown shades, suggestions of fruits and seeds
  4. winter - grey or white shades, suggestions of bark or twigs

RPG Blog Carnival - A Band of Fair Folk

Image (cc) amorphisss
Fae don't seem to feature much in Dungeons and Dragons games (that I have played) and I think it's probably because they're low challenge in combat. But why would faeries, who are essentially physically weak extradimensional magic users, be interested in engaging in combat when they could be playing to their strengths?

By their nature, the Fair Folk are otherworldly, capricious, playful, powerful, and broadly disinterested in us and our world unless they can derive some entertainment or gain.

Here are my thoughts on how to take advantage of this nature to have fun at the table:

RPG Blog Carnival - One Roll Festivals

Festivals can add colour and a change of scene and pace to our games, so grab a set of polyhedrals (or roll one at the bottom of the post) and let's see what's going on!

The d4 - origins:
  1. It's ancient, dating back to before the current civilisation began.  Perhaps the current rulers are trying to stop it, or perhaps it's important that the people who celebrate it don't die out?
  2. It's traditional and has been practiced for generations here.  Perhaps the original meaning has been lost, or prophecy states it must run for 100 years?
  3. It's new.  Perhaps the organisers could do with some help getting things set up, or perhaps someone is trying to make sure it's not a success?
  4. Outsiders. It's touring.  Perhaps some mischief - or wonder - follows in its wake?

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