Showing posts with label skycrawl. Show all posts
Showing posts with label skycrawl. Show all posts

Tuesday, 13 June 2023

An exploration of travelling in TTRPGs

A new month rolls around already and June brings with it the topic of "Travels, by Wave, Cloud, or Portal" from Seed of Worlds for the RPG blog carnival.

Exploration is something I love about TTRPGs and something I want to play more of (and get better at) but I always found the rules for it lacking in modern D&D editions.  The hexcrawl-traversal procedures of the old school I find too heavy - I'm more narrativist than simulationist I feel - although not as heavy as the time I played Barbarian Prince...

Image credit: ThemeFinland

So, between these poles of "nothing" and "too much" what is there? I decided to go through my RPG book collection with a lens on the theme of "travel"...

It's hard for me to think about travel-based games without mentioning the hot-mess science-fantasy-wagon-train pointcrawl that is Ultraviolet Grasslands.  The places, people, and art are inspiring - but in a game that is ostensibly about travelling, how do we travel?

A destination is chosen, a known number of days away, and the caravan departs. There's a roll to see how ill fated the journey is, and one to see what is encountered. Time and resources are adjusted (there is caravan management and good-old OSR resource-management) and you've arrived. You could flesh the whole thing out into a multi-scene session, or a single montage.

I talked a while back about Skycrawl/Downcrawl and how much I love the procedures therein, it's literally a game (setting?) built around exploring and discovering new things (for the GM too with all the generation tables).

Travel in these games is heavily procedurised but pretty rules-light; the "difficulty" of the journey is set out in how-many-boxes-do-we-need-to-check-off style and the players go about checking off the boxes.  Each day they can press on (checking the boxes), rest, or retreat - with opportunities to gain and spend a meta-currency called "Tack" which prevents them from getting lost.

There are moves for players to be able to expand the map or add detail to it, which I personally think is wonderful.

Side note: I keep meaning to talk about The Wildsea - which is another game I own which is pretty much about exploration.  There needs to be more hours in the day, or perhaps just fewer working hours.  Travelling the rustling waves feels conceptually similar to Downcrawl; 

Wildsea travel similarly involves setting a track (boxes to tick off) and, similar to the starship combat in Stars Without Number, allocating the PCs to their stations. Rolls are made to see if the ship makes progress, the crew encounters anything notable, the cartographer maps the area/route, and so on. When the track is filled, the party arrives.

I think these are what I like.  I'd like the journey from one place to the next to fit nicely into a session (sometimes) - but this is something I need to explore more.  The journey forms the scenes of the narrative, which I like, but the number of scenes is unknown (due to different levels of success ticking different numbers of boxes) which isn't helpful in this context...

Interestingly, if you crossed these systems with the traditional hexcrawl you would probably get something like Yochai Gal's wilderness rules for Cairn v2...

On a very different tack, I purchased a bundle on itch.io purely out of curiosity about Wanderhome.  It's not my usual cup of tea but it's about travelling, which I have mechanical interest in, and a while back I got hooked into Patrick Stuart's musings on "soft", Ghibli-esque D&D.  This is a much more narrativist game, with places along the road created and fleshed out in play by the players.  It's pretty much all about the journey - but I can't say I fully understand, from reading it through, how it's supposed to be played.

I do like some of its ideas and especially on how to build places, essentially by combining templates, which is something to file away for inspiration...  Of course, every game has something you can steal to make your other games better.  

So, what are your favourite travel mechanics or systems that I can steal from?

PSA: The RPG Blog Carnival is looking for hosts for 2023, you can find out more and sign up here (it's incredibly easy and actually quite fun). Thanks to Seed of Worlds for hosting this one!

Friday, 17 February 2023

RPG Book Review: Skycrawl

Who are the players and what do they do?

Explorers of a "weird, whimsical, endless sky". The main focus is on exploration and travel.

This is a supplement (setting?) for any roleplaying system, packed with systems and procedures for journeying between mysterious lands floating in an endless azure sky, ship to ship combat, and more.

Skycrawl ttrpg setting book POD
The colours are better in real life!

What's the core mechanic?

The book itself is systemless and provides guidance and examples for how to use it with d20, 2d6, percentile, or FATE mechanics, but could easily be used for dice pool games or other mechanics as well.  The core procedures use standard terms such as "crit", "strong success", "success", "complication" which can be easily defined for any method of generating these outcomes.

What's good?

The procedures here are wonderful; there are systems for:

  • Procedurally generating Lands and the Folk who inhabit them, and the ships that move between them
  • Tracking the movement of those lands as they orbit in the sky
  • Researching, plotting, and executing journeys between these lands
  • Ship-to-ship combat
  • Orcery, which is an interesting alchemy system 
  • Generating and resolving random encounters in the skies
The systems used for play utilise "moves" which will feel familiar to anyone who has played a PBTA game, but these can easily be explained as player procedures at the table if not.

I particularly like the systems for travel; PCs accrue and spend a meta-resource called "tack" to help with navigation and journeys are planned out and executed in several steps (be they days, weeks, or abstract measures of difficulty) which naturally resolve into scenes and encounters as the players spend their tack and decide how best to play out each step.

Lands are mechanically easier to get to if the party have been there before, or if they have discovered three or more rumours about the place - which is something I love as a driver for exploring and interacting with the world.


The lore and art, that there is, is evocative and flavourful too. It's a great book!

What's bad?

Honestly, I'm struggling. Some people might find it a little wordy for their tastes maybe (I really don't) but that's just thinking of something - anything - to put in this section!

Bottom line?

Highly recommended. There's a lot here to mine from and adapt to other games (the systems shared with Downcrawl could just as easily be adapted for overland travel and traditional pointcrawls, and these rules could just as easily be applied to traditional sailing ships with a little tweaking) and it feels like it could be run straight from the book. Looking forward to doing so!

Fans of the depthcrawls generated by The Stygian Library or The Gardens of Ynn, traditional OSR hexcrawl mechanics, or the travel procedures in Ultraviolet Grasslands would probably find a lot to like in this little gem.

If you have any favourite procedure-based RPG resources then I'd love to hear of them, either in the comments or by submitting a link to one of your blog posts on this month's RPG Blog Carnival hub, where the theme is "procedures".

Sunday, 1 January 2023

d100 #dungeon23 spark table

Happy New Year! I've been meaning to start making some dungeons for a while now, so what better time to start than now.  Whether I actually do or not, I've thrown together this spark table for inspiration; please do feel free to use it:

1 Ancient Childhood
2 Death City
3 Sunken Factory
4 Love Touch
5 Empire Fall
6 Heavy Pit
7 Rural Library
8 Darkness Ocean
9 Bloom Song
10 Rust Roots
11 Noise Bones
12 Time Gardens
13 Excess Portal
14 Decay Idol
15 Flood Door
16 Sleep Light
17 Cold Bridge
18 Ash Mask
19 Meat Rise
20 Solitude Galleries
21 Growth Cliffs
22 Greed Road
23 Luck Badlands
24 Chaos Trench
25 Laugher Labyrinth
26 Smoke Passages
27 Forgotten Junction
28 Song Causeway
29 Roots Caverns
30 Bones Mines
31 Hangman Riverbed
32 Blood Crypt
33 Prophet Vents
34 Stars Warrens
35 Cut Meadows
36 Sacrifice Shafts
37 Incense Jumble
38 Gold Crawlways
39 Obsidian Wasteland
40 Winding Halls
41 Fractured Canyons
42 Deep Shore
43 Flooded Chasms
44 Dripping Maze
45 Sulfur Worm-casts
46 Ice Edge
47 Misty Darkness
48 Artificial Refuge
49 Crystal Wonderland
50 Gem Jungle
51 Endless Arches
52 Fungal Pillars
53 Lava Geysers
54 Noxious Dunes
55 Giant's Burrows
56 Jagged Battlefield
57 Ashen Railroad
58 Steaming Ossuary
59 Haunted Nest
60 Ooze Hunting Grounds
61 Twisted Society
62 Enchanted Factory
63 Antimagic Tonic
64 Pastry Heap
65 Highrise Chimney
66 Loud Debt
67 Overgrown Crowd
68 Burnt Museum
69 Disputed University
70 Repurposed Office
71 Dirty Distillery
72 Glass Art
73 Electric Canal
74 Murder Tourism
75 Paper Lizard
76 Smoked Graveyard
77 Bombed Council
78 Fat Slum
79 Luxury Music
80 Wild Ruins
81 Broken Fort
82 Prototype Market
83 Artisan Rookery
84 Antigravity Holy Site
85 Biomechanical Lair
86 Cosmic Homesteads
87 Floating Boomtown
88 Folding Harbour
89 Hallucinogenic Prison
90 Hypnotic Vaults
91 Living Town
92 Orbital Paradise
93 Regenerating Rain
94 Slippery Sea
95 Silken Belt
96 Soul Fleet
97 Space Cloud
98 Truth Titan
99 Vanishing Worldtree
100 Wizard Wheel

This is using the words from Sean McCoy's original expanded post, plus some borrowed or stolen from the excellent Downcrawl / Skycrawl and from spark tables I have bookmarked at both Bastionland and Prismatic Wasteland.  Plus a few words I sprinkled in as the mood or inspiration took me, or when I realised I had duplicates and needed to replace them!

Image credit: midgptjourney

This is so intimidating that this might just be it for today for me. If you're looking for more then you may like my 5 room dungeon generator and this dungeon-related RPG Blog Carnival round-up post - good luck.

Comments are always welcome.  If you use this I'd love to know what you rolled, and see the results...

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Image content used that is not original was sourced via creative commons or similar and is used in good faith - and because I love it - however please contact me if there are any issues.