Thursday, 15 September 2022

Yet another magic system: Chaotic Spells and Strange Charms

Finding a magic system that does what I want is difficult. Not in the least because what I want from a magic system differs constantly depending on the sort of game I am (considering) playing.

However, one consistent ask that I have of magic is that it makes sense in the world, at least to me. So very gamey takes on magic, though they might be fun to play with, don't do it for me personally. 

Other than 'making sense in the world' I wanted the magic for this game to feel like a genuine force of nature, rather than vague innate power. I think it worked pretty well, but we'll see when I test it at the open table game I run for my students if it actually works in practice. 

Sunday, 11 September 2022

Some more twisted vanilla: Ranger, Paladin, Witch/Druid

After doing the fighter, thief and wizard last post, I'll share the ranger, paladin and witch classes I made as well. These have been quite fun to work on, and I hope to expand the organisations/classes based on some ideas I still have lying around somewhere as well as based on input from my students on what they want to play.

Wilderness Warden


The natural order is under constant threat. It is up to us to maintain it and root out the chaos that would undo it.

Gear: Hunting bow, quiver of 20 arrows, a waterproof cloak, a fishing rod, and a hunting knife.
Duty: You must present a trophy of a chaotic being you got rid of at each Equinox Moot.  
Stipulation: You are not allowed to upset the natural order under any circumstance.
Rituals: When you take up the responsibility of the Wardens of the Wilds you are inducted in one of the following rituals to aid you in your duty. Those who make a major contribution to the efforts of the Wardens are allowed to participate in a ritual they haven’t yet experienced.

Sunday, 4 September 2022

Vanilla classes with a twist: Fighter, Thief, Wizard

At the school I teach at, I run weekly games for students. This year, I want to run an open table game set in a slightly gonzo fantasy world, where an ancient empire has suddenly fallen into decline. Power is fragmented, and seemingly up for grabs. Alongside local governments various organisations are vying for power. 

Here's three such organisations for the classic three: variations on Fighters, Thieves  and Wizards (format inspired by unions from bastionland, the GLoG from goblinpunch, and materialist progression from adventures buffo.) 

Condemned Conscript

Your lives were forfeit the moment you went down the path of crime. Only through facing death can your humanity be redeemed.

Gear: A helmet, a spear, a shield and a pouch of blood red berries.
Duty: Answer the call when the Vanguard is deployed in war.
Stipulation: You must wear a noose around your neck while you are serving your sentence.
Rituals: After you are convicted to serve in the Condemned Vanguard your fellow convicts will put you through one of the following rituals. Those that serve another campaign, willingly or as punishment for a crime, will be put through a ritual they have not gone through before.

Monday, 8 August 2022

Gygax 75: Reflections and Results

Over on Yochai Gal's lovely NSR discord server some folks (including your's truly) tried there hand at the Gygax 75 challenge during the month of June.

The opportunity to so this alongside a bunch of other people who would regularly check in on each other was great, as in the weeks prior I had attempted several procedures to make a classic dungeon, all with lack luster results (which just goes to show that different methods will work for different people, as these were perfectly functional procedures). 

As I've had a blast doing this challenge (way more than I expected to) I feel like sharing the results, despite being over a month late.

You can download the challenge for free over here

Sunday, 10 July 2022

The 2nd Age is here

The first part of the project Adventures Buffo and I have been working on is complete. I originally approached Adventures Buffo after reading a great blogpost of his asking if he minded if I took a stab at the idea. Instead, he proposed we attempted something colleboratively and this is the result:


Sunday, 15 May 2022

How I run: 'Overpowered' abilities

 Intro: Overpowered Abilities

A staple of my recent design is to work with absolutes whenever possible. This is because to me, these are a lot easier to track. Examples of these are 'mortal steel cannot penetrate dragon scales' or 'fairy dust allows you to fly until you touch the ground'. 

Thursday, 28 April 2022

Worldbuilding without canon

 "There is no canon."

This, I feel, is the best way to deal with worldbuilding in tRPGs. Rather than fight against the given fact that people will alter your work based on the preferences and needs of their tables, you can learn to embrace it and actively make settings that do not have a canon, or at least very little canon. There are a number of ways I have seen folks embrace this idea: from sharing unfinished projects and incomplete thoughts to publishing material that deliberately leaves gaps that need to be filled in during prep or at the table.

Monday, 25 April 2022

How I run: complete adventures in under 90 minutes

 Intro: Not enough time

Almost every day I am confronted with an annoying fact: I have more interests than I have time for. Add a job and a relationship to this and I have not nearly enough time to do all the things that interest me. In short: there is little time for me to run and prep tRPGs.

Tuesday, 22 March 2022

Ordering the Chaos: Qualitative Harm and Encumbrance

I am having a really hard time explaining people what I do when I run games. It is the next section I am trying to work on for FLoK, but even with the help of some folks who I have run games for, it is slow going.

To help the process along, I figured I would make some qualitative systems that sort of line up with how I tend to do things at the table. Mind you, this isn't what I actually consciously have in the back of my head while running, but I think using this will land you in a similar place.

To help understand where I am coming from it might be useful to keep in mind what my number one principle is when running games: Fluff = Crunch. Both for players, as well as for GMs.

With that out of the way, here's some systems:

Sunday, 27 February 2022

FLoK dev diary: Character Generation

Character generation in the original FLoK was deliberately sparse because I had no real idea of what the project was going to be yet. 

It was also one of the areas my playtesters had the most feedback on. Especially the generation of the standard attributes (strength, dex, etc.) was contentious. 

Some disliked that that these tags didn't really come into play, others liked how it informed their idea of their character and the way they roleplayed them. 

This made me consider making some Maze Rats inspired d66 tables to help those who like that input in visualising and roleplaying their character, without suggesting that these are tags which are supposed to come into play.

I also tried to standardise the equipment you get from backgrounds a bit more, allow folks to simply roll up their background and provide some examples of those 'twist' items. All also in d66 tables. 

Here's the current results: