Showing posts with label stars without number. Show all posts
Showing posts with label stars without number. Show all posts

Thursday, 10 August 2023

Mining the D&D Anti-Canon

This month the RPG Blog Carnival is all about Cabals and Congregations - which got me thinking about the organisations and factions we use (or rather don't use) in our games.

When I play D&D particularly, I get the feeling there's a whole load of built-in backstory that often gets ignored because it's not used going forward, especially in published adventures. I'm fully in agreement with Luka Rejec on canon and anti-canon and that I'd rather do this stuff at the table to make our own world than spend days reading and remembering details of someone else's world.

None of our PCs exist in a vacuum; explicitly Bards have Colleges, Druids have Circles, Rangers have favoured enemies, Sorcerers have Bloodlines - these are all potential factions to draw into our stories, and more are implied for all classes.

Since Dungeon World and Stars Without Number* helped change my DM worldview I've been keen to try to build the story round the PCs, not push the PCs into the story. 

Here's some session zero thoughts to bring these background factions to the foreground, e.g:

  • Barbarian - who are your tribe? Who are their enemies and allies? Who else roams your lands?
  • Bard - where did you train? Are/were you part of a troupe? Who have you worked for?
  • Cleric (also Druid) - do you belong to an order? Who are the enemies of your god/religion? What are your holy gathering places?
  • Fighter - where did you train / who did you train under? Is there a local fighter's or mercenary's guild (and what's your relationship with them)?
  • Monk - where is your monastery and what are its rites and rituals? Who threatens or empowers your way of life?
  • Paladin - draw from Fighter and/or Cleric, but also: what organisations are aligned with / opposed to your Oath?
  • Ranger - who else lives outside of the points of light (and what is your relationship with them)? Who of your favoured enemy do you have history with / are currently active locally?
  • Sorcerer - who shares your bloodline and how do they live among other people? What organisations seek to regulate or exploit your magic?
  • Warlock - are you part of a cult to your patron? Who are the enemies (or allies) of your patron?
  • Wizard - where did you train/learn? Who is/are the largest/wisest holder(s) of arcane knowledge in the region?

I've talked before about how I like to use factions to help generate plot threads and story arcs and (I think) making the movers and shakers relevant to the PCs helps to tie the characters to the world.

The above are version-independent ideas, but if 5e is your D&D flavour  there's also backgrounds to mine (as well as them being bags of proficiencies)! 

  • "Guild" backgrounds aside - Acolytes, Entertainers, Gladiators, Sages, Soldiers all probably belong to some sort of professional organisation
  • Charlatans, Criminals and Urchins surely must have had run-ins with (or been members of) underworld organisations
  • Folk Heros need a folk to be the hero of!
  • Sailors have crews, Knights have orders, Nobles have houses... Outlanders have people back home
  • Even Hermits have people, even if it's just the ones they are pointedly avoiding!
These low hanging fruit are often overlooked, but I'll be making a point to try to remember them in my future games. How do you go about creating and using factions?

For more information on the RPG Blog Carnival, or to check out the archive (going back more than a decade) make sure to check out the link - you can sign up to host here too.  Thanks to Gonz for hosting this month!

* I'd forgotten, but I started working on something similar for SWN a few years back too!

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!

Sunday, 26 March 2023

Seedy Sci Fi / Cyberpunk bar generator

As I'm currently enjoying running Mothership as much as I used to enjoy running Stars Without Number, and this month's RPG Blog Carnival theme is "Taverns, Bars, and places to meet", I thought why not combine my old love of one-roll generators and my new love of spark tables into a bar generator for your favourite SF TTRPG?

Image credit: Pazuah on DeviantArt

So grab a fistful of polyhedrals and let's see where the party ends up:

This place is:

d10 tens d10 units
a backstreet or spaceport hotel bar filled with noisy arcade machines
a streetside kiosk in a shipping container selling local moonshine
a laser-lit all-night club rumoured to have a secret back room
a trendy wine bar in a respectable 'hood tended by an AI/robot/alien
a high class cocktail lounge with live music playing
a trucker / hauler / biker bar hosting an open mic contest
a pop-up bar in someone's hab block allegedly run by the mob
a snug in the back of an ethnic restaurant with the best bartender in town
rooms in a church, mission, or similar with plenty of under-the-counter goods
a motel bar in the middle of nowhere with a priceless bottle under glass

Current patrons (reroll each day / as needed):

Sunday, 25 July 2021

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:

Monday, 11 January 2021

Sci-Fi Dungeon / Derelict Adventure Generator

I saw there is a One Page Derelict jam on itch.io and thought it would be fun to write up my first Stars Without Number adventure, set on a derelict refuelling station. If these tables give you any ideas for an adventure why not check out the jam?

Based on my seemingly popular 5 Room Dungeon tables from last year. Just roll a set of polyhedral dice and consult the tables for inspiration.

The d20 - Access is challenging because:

  1. it is surrounded by space debris.
  2. its automatic defences are still active.
  3. it is invisible to active sensor sweeps.
  4. pirates or other raiders swarm nearby.
  5. it was lost due to a hyperspace mis-jump.
  6. it is guarded by an alien construct.
  7. all the airlocks are on emergency lockdown.
  8. someone rich/powerful keeps it secret.
  9. it is embedded in an asteroid.
  10. it has drifted too far out of the system.
  11. it requires antique access keys/protocols.
  12. there are rumours that it's haunted.
  13. the wreckage is under quarantine.
  14. it is infested with vermin or aliens.
  15. it drifted into solar storms or radiation.
  16. the owning megacorp hushed it up.
  17. military access codes are required.
  18. a decoy hides its real location.
  19. its location is known only to a select few.
  20. a rogue AI guards against intruders.


Image (cc) RadoJavor

The d6 - A group of:

Wednesday, 5 June 2019

(WIP) Playbooks for Stars Without Number

Image (cc) BiPiCado
Midway through my recent SWN campaign I started reading some "Powered By The Apocalypse" games and I really liked the ideas of a) tying the story to the characters and b) character playbooks to help flesh them out.  It reminded me of what I liked about Beyond The Wall.

I started making some "playbooks" for Season 2 of the campaign when one of the players talked to me about not being sure where his PC came from or how it fit in.

They're not complete - by any stretch! - but you can download my Stars Without Number Character Playbooks in their current state from Google Drive and adapt them to your game.

Screenshot below:

Tuesday, 4 June 2019

Stars Without Number Ship Combat Control Sheet

Image (cc) desuran
I've talked about Stars Without Number a lot. I think I'll probably continue to do so; I love it. One thing I did find hard to keep track of was Ship Combat, fantastic system/minigame though it is, so I decided to make this control sheet. I also think I ran it slightly differently to the book - it felt right to me - so I'll explain how to use the sheet to run it the way I did. I'm sure you can adapt it.

I suggest you have:
  • A copy of the Ship Combat Actions for each player (I printed handouts from the free SWN rules) for reference
  • One SWN Ship Combat Control Sheet for the table - click to download from Google Drive
  • A collection of minis, markers, or tokens to help keep track.  They can represent the players directly or indirectly, it's just for visual reference on the sheet.

Wednesday, 29 May 2019

On DMing, or How I Learned to Let Go and Embrace the Chaos

Image (cc) Kridily
Dungeons & Dragons is a bad game.*  Bad naughty.  It's irresponsible in that it doesn't show us how to be Dungeon Masters - my favourite term for which is Apocalypse World's "MC" as we are, after all, Master of Ceremonies above all else.

D&D teaches us to build encounters, but not how to build stories and worlds.  It teaches us to think in terms of probabilities and not stakes.  I learnt to DM on 4e and I've spent maybe a decade unlearning how it was presented to me then.  It took Stars Without Number and Dungeon World to open my eyes to how a game could be run.

Friday, 17 May 2019

Friday Freebie: Stars Without Number

Image (cc) Phil Parker on Flickr
How could I not recommend the magnificent Stars Without Number as a top tier FREE GAME?

Stars Without Number is the game that changed how I DM.  It helped me prep just enough and forgot about "building encounters" and start enjoying the game so much more. It's the game I wish I'd run first, but more on that later.

But how does it play?

Mechanically, it's an odd mix of d20 (for combat and saves) and 2d6 (for skills) but the players didn't seem to mind.  Skills are distinct enough without being too granular and it all seems to work.  Being an OSR game there are hit dice and hit points, and my favourite method for rolling HP when you level I have seen so far: roll all your hit dice and get that if it's higher than your current total, or get +1 HP if you rolled lower.  It really helps to smooth the curve.

Wednesday, 15 May 2019

Making Skill Checks More PBTA

Image (cc) oxpal
One thing I loved when reading Dungeon World was how all the moves fall into the same basic pattern:
  • 10+ (on 2d6 plus modifiers) means clean success
  • 7-9 means success, but with a cost or limitation
  • 6 or less means failure and the DM moves the story along
It's an easy change from pass/fail and it runs right through all "Powered by the Apocalypse" games.  Note how there's no DC. I like this. So often my players roll skill checks and announce the result before I decide the DC that I end up just eyeballing it - so why not get rid of it? This is all about stakes and not about difficulty.

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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.