Tuesday, May 27, 2025
Restructuring Act I of The Last of Us Part 2
Sunday, May 4, 2025
Draconia '95
Saturday, April 12, 2025
Simultaneous Combat in TTRPGS
- 1. Choose or roll for an encounter
- 2. Determine starting distance and position(s) of NPCs to PCs.
- Example: 3d6 * 10 ft away.
- 3. Choose or roll for the attitude or reaction of the NPCs encountering the PCs (favorable, neutral, unfavorable, hostile, etc.).
- This is classically done by rolling 2d6 and trying to roll high. A 2 means the NPCs are hostile.
- 4. Determine or roll for surprise.
- This is classically done by rolling a 1d6 for the NPCs, and by rolling a 1d6 for each PC. No need to roll for surprise unless one side is trying to be sneaky. On a roll of a 1-2, that side / character is surprised. Blindness and deafness can increase the chances of surprise (1-3 or 1-4). A particularly well-prepared ambush may mean that the other side is surprised on a 1-4.
- 1. Each round of combat is broken into two phases: A declaration phase and a resolution phase.
- 1a. Declaration Phase: Players can do one thing (their action) on their turn, and they can move up to their normal movement as part of their action. Players declare their action clockwise around the table. Once an action is declared, it cannot be changed.
- Players need only declare a type of action, and a target. Example, missile, magic, move, melee, or other.
- Movement means either repositioning to add distance or close the distance, charging, defensive movement such as disengaging, or moving into cover.
- Melee is assumed to include movement if needed, as in running up to an opponent and attacking. No need to specify move then attack.
- Missile means using a ranged weapon or throwing a weapon or object, and is assumed to be faster than other actions. Magic can be assumed to be a missile, and be treated as a missile by the GM for the purposes of determining the priority of actions.
- 1b. Resolution Phase: All dice are rolled, and the GM adjudicates and narrates the results.
- The GM must prioritize how the actions occur. It is possible for two swordsmen to kill each other in the same round. Prioritization usually makes sense within the logic of the scene, setting, or situation.
- Missiles go off first. Magic can be treated as a missile unless the GM rules that casting a spell is slow. Missiles and magic cannot be used while when engaged in melee.
- Melee that includes movement is slow. Melee without movement is nearly instantaneous.
- Movement can be slowest of all.
- 2. At the end of each round, update character sheets, monster stats, etc.
- 3. Roll for morale up to twice per encounter. If the enemies lose morale, they will either surrender, retreat, or parley. Roll for morale IF:
- 3a. the NPCs receive their first casualty for the encounter.
- 3b. the NPCs are reduced to have their HP or half their number
- 4. Start a new round. Return to step 1 and repeat these steps until combat is resolved.
- Actions: PCs may do various actions such as looting, searching for anything lost or spent in the fight, dressing their wounds, resting and catching their breathes, interrogating any survivors or take prisoners, etc.
- Under ordinary circumstances, adventurers would be neglectful to skip these actions.
- Adventurers should do these things with care so as not to draw attention from the unseen dangers that may still lurk in the dungeon or wilderness, or linger too long.
- Time Keeping: Assume that the length of time spent in combat and doing any of these actions can be added together and rounded up to a single 10-minute chunk of in-world time.
- Note that classically, ten in-world minutes represents an ordinary turn of slow, methodical exploration.
Monday, March 31, 2025
TTRPGs: Movement and AOEs on Hex Grids
Thursday, March 20, 2025
Cognitive Load for GMs
Tuesday, March 18, 2025
You Dont Need D&D to Play D&D
Sunday, March 16, 2025
Managing Expectations in TTRPGs
Tuesday, March 11, 2025
Adventures, Not Campaigns
- First, the GM creates a local setting consisting of one town, one dungeon, and a wilderness in between, with room for expansion.
- Then, players create characters from the setting, with a goal, either short-term or long-term.
- The GM prepares the setting and the people in it, not the story. The setting will have:
- One major goal, possible minor goals on the side. Ways for the players to learn about them.
- One major obstacle, possible minor obstacles on the way.
- A reward or other motivation for the goal.
- May also contain a condition such as a time limit or another restriction.
- This is an adventure.
- When an adventure is completed, a new adventure will be created. A campaign is a just a series of adventures.
Saturday, March 8, 2025
Elements of Story for GMs
Fantasy and Science-Fiction are genres of fiction which describe the kinds of stories that we tell. Once the boundaries and limitations of the fantastic or sci-fi are established for a piece of fiction, the rest of the fiction can be assumed to resemble our real world. This makes up the internal logic of the particular fiction. In effect, just because something is fiction, doesn't mean anything goes. Breaking the internal logic is what fandoms call violating cannon, and it can cause disappointment. I don't know what expectations other people have when they hear generic fantasy, so leave your expectations behind.
TONE
Tone means the mood or atmosphere of the story. Take horror for example. Most horror tries to be scary and unsettling. If a horror film included something that does not compliment scary and unsettling, that could ruin the mood and spoil the experience for some. Tone can vary in type or intensity from scene to scene, but if the GM sets an overall tone for the game, create a character who suits the overall tone. The wrong action or speech (or overly optimized player character) can break desired tension of a scene or conflict at the expense of someone's enjoyment.
SETTING
The setting of the fiction has its own societies, mythologies, and history, and has its own rules, internal consistency, and internal logic. A setting is a further refinement of the genre and tone. Some settings are seemingly all-inclusive hodgepodges featuring the most popular concepts of a genre and have broader appeal, but they can be overwhelming and force people to play with ideas they don't like. Some settings are more curated and distinct with niche appeal, but they can be too restricting in their effort to focus on ideas that are more cohesive together. Tips for fitting into a setting: avoid pop-culture references and anachronisms; pick a modest name; pick a place of origin within the setting and learn one fact about the climate, society, politics, economics, religion, and military (or CSPERM).
Rules for Character Creation
- Be mindful that playing a joke character when the everyone is trying to have serious tone, or vice versa, can ruin the mood and spoil others fun.
- Bring a fantasy character to a fantasy, bring an adventurer to an adventurer, etc.
- Your character is from the setting, and so your character would have values and beliefs of a typical person in the setting, not modern-day earth.
- The intent is to foster collaborative playstyles rather than adversarial playstyles. Consider creating a character who is either a friend or family of another player character, or an ally with common loyalties, goals, and/or values.
- No anti-heroes, loner characters, or overly greedy or selfish characters.
- The character's morality or alignment must not be incompatible with the party.
- Don't commit to your character's quirks to the party's detriment.
- An ordinary person means a regular dude, not a caricature or parody
- You do not start out great or heroic but have the opportunity to earn greatness.
- The first few play sessions will be your backstory where an opportunity or conflict has come along, and now you're an adventurer.
- All participants begin the story with the same information and understanding, which can help manage expectations. They learn about the world together and figure it out together.
- Character's change over time can be better appreciated because each of them will be a point of comparison to the others.
- This is also about simplicity; the GM does not have to weave multiple backstories together.
- Each character needs a long-term goal, and they need to pursue their goal through play. Work with your GM to create a goal for your character that you think is fun and that suits the game.
- Simple goals are great. Finding treasure or solving a mystery are excellent goals.
- The intent of PC goals is to make sure that the GM is preparing content that the players find interesting.
- When a goal is achieved, the player must find a new goal for their character with input from the GM.
- At the start of the game, create a backup character who has the similar origins and etc. as the party for cohesion, and keep them on the metaphorical bench until they need to be swapped in.
- An established NPC ally of similar experience to the players can make a great replacement PC.
Monday, March 3, 2025
Pop Fantasy or Popular Fantasy
If generic means a work of art that is typical of a genre, where genre means a style or category of storytelling, then consider the following:
Fiction may be considered fantasy or a subgenre thereof when it has ANY supernatural stuff present (example Buffy the Vampire Slayer). Once you define the limitations of the supernatural stuff, the rest is assumed to be similar to our real world as a point of reference.
Another way to think about it is Fantasy is a genre of speculative fiction where we take an idea, such as "what if there were magic kings on Earth," and we speculate on the idea in story form.
Given the above, the scope of Fantasy as a genre is very, very broad. Generic Fantasy is oxymoronic. I think what one might intend when they say generic fantasy is what the perceive to be popularly consumed by a casual audience, or a core audience. So, pop-fantasy is probably a better term. Pleb or Plebeian Fantasy or Pedestrian Fantasy if you wanted to be de derogatory.
But this is still not clear enough because I don't know what you think is pop fantasy, and I don't expect you to know what I think is pop fantasy.
Saturday, February 8, 2025
Monsters in Fiction
What is a monster? Monsters are the personifications of things we fear and the unknown. They are not people. They are not intended to be or represent people. Monsters are placed into stories that try to describe things that go bump in the night and to evoke some macabre thrill, fear, or disgust in the audience. Monsters are dangerous and opposed to mankind. Either they're malevolent or simply indifferent to our suffering. They are characterized by extreme vices, strange powers, and mysterious weaknesses. They are meant as obstacles for the brave or wise to overcome, avoid, or flee from. Sometimes, the innate inhumanity they represent reinforces our humanity.
In the context of literature, a foil is a type of character who is used to contrast another character, and the effect of using a foil is to emphasize specific characteristics of one or the other character. Simply put, a good character's goodness is emphasized when compared to a bad character's badness. Monsters are the foil of humanity, and so it is inappropriate to humanize them. To humanize the monster is to make it into a new variety of a human with a variation on human morality and human thinking and human feeling. It suggests that on some level, every thinking thing is similar or the same. To do this is reductive to the purpose of monsters. Humanizing monsters takes away from their potential for mysteriousness and alienness, and it minimizes the horror of the unknown that they represent. The audience is meant to hear the pitter patter of its nails in the dark or its grim laugh, and to see the signs it left behind, not to learn about its complex social order and psychology. For some audiences or gamers, this is the premise of monsters that we desire. If you want to treat monsters as people, you ruin this premise of monsters for the rest of us, and you are a spoil sport.
Were I to write my own TTRPG with a monster book, this is the text that would precede the rest of the book. I would elaborate with this. The lore of a monster is what is known about it, or thought to be known, by people in the setting. Lore is therefore incomplete and not guaranteed to be true. The Game Master or GM, being the curator of their game and setting, may change lore to suit it. The characters in the setting may be assumed to have no knowledge of the lore, and so they have to consult with experts. The characters must seek out and arm themselves with knowledge in preparation for their confrontation with danger. Lore is therefore earned by a process of discovery, and may require significant effort or cost or sacrifice. The stat block is a way of mechanizing the monster for play. Monster stat blocks remove the abstraction and mystery, and so they are metaknowledge, and not to be used as knowledge known by any ordinary character. In general, it is not within the spirit of the game to play your character using knowledge that you have that your character doesn't have, and is in effect cheating or spoiling the game as one might spoil the ending of a film for yourself or others. Players fear what they don't know. If fear and discovery would enhance a portion of your game, then the GM is encouraged to create their own monsters and to never use monsters as they are purely presented in the rules.
The reason why I would write a monster book for a TTRPG is so that I could write it with my desired premise built in. When you play a TTRPG such as D&D 5e for instance, it's fair to say that you can modify it however you want, but it's also fair to say that people have expectations for individual games, and when they're invited to play 5e, their expectation is to play with the 5e material as it is presented, and so they might be averse to any changes. The introduction to my monster book would be intended to prime my readers for my concept of monsters rather than theirs. If they agree to play their game using my monster book, they are agreeing to my premise, not theirs. I would explicitly address that my conception of monsters might be incompatible yours. If you try to seduce the dragon, it will automatically fail and for that turn, you will be vulnerable to dragon meaning you don't benefit from your armor or saving throws.