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  • Designer Diary: Monkey Palace

    by David Gordon

    Initial Brainstorm and Early Testing

    In early December 2022, TAM and I received an email call for proposals for a game design using LEGO elements. We were fortunate to have been referred to the publisher Dotted Games — an Asmodee studio started by the owners of Bezzerwizzer Studio — by Bryan Bornmeuller of Office Dog (another Asmodee studio), who we had been working with on our game Crafting the Cosmos, which is due to come out in early 2025. Thank you, Bryan!

    We were excited to have the opportunity and immediately began brainstorming ideas. TAM came up with an early idea, and he came over to my house to dig through my old bins of LEGO elements.

    Jen Gordon, Ben Gordon, and Joshua Hilson tested a lot of early versions
    Quickly we recognized a spark in the simple idea of collectively contributing to a central build while competing for points. We tested and iterated several times over the next couple weeks. We worked hard to make sure that our game and PowerPoint presentation touched on and conveyed key points the proposal brief had highlighted and submitted our proposal on January 19, 2023.

    Seven-year-old twins enjoyed it!
    Signing

    Just a few weeks later, on February 6, 2023, Birgitte Bülow, the CEO of Bezzerwizzer Studio and Dotted Games, wrote that they were interested in the joint building of a centerpiece that would grow organically over the course of the game into a grand final structure. We scheduled a video chat and were able to walk her and her team through the design and answer questions.

    On March 3, Birgitte informed us that we had made the short list. On April 3, Birgitte wrote us the most wonderful note, telling us that after their thorough review, they had selected our game! We were overjoyed and still to this day are thrilled and amazed to have been chosen.

    David and TAM playtest with the wonderful Elizabeth Hargrave
    Development

    Birgitte let us know that there would be a very tight timeline. They wanted to target SPIEL Essen 24 for a release, but in order to do that, they would need to have all the components in place by the end of June 2023 — which left only three months for development!

    Scientists at Rockefeller University
    She introduced us to Jonas Resting-Jeppesen, their Head of Development, who we would quickly get to know and love. In April, May, and June, we worked closely, meeting once or twice a week with Jonas, fellow developer Jeppe Sand Christensen, and Jaume Fabregat, Board Games Lead from The LEGO Group, to sharpen the design and ensure it passed The LEGO Group's standards. Jonas' team tested the design several times a day, and it was also tested internally at The LEGO Group.

    We worked on the systems, refined the rules, and tweaked the components. Incredibly, by the end of June 2023, Monkey Palace was ready.

    David Gordon

    A test during the 2024 New York Toy Fair
    A big thank you to all the playtesters and the people who went above and beyond in our tests:

    Amara Myaing
    Amy Meckler
    Ashwin, Dhaya, Sahana, and Neela Ramarajan
    Betsy Cannon
    Caleb Elias Reyes
    Chris Backe
    Dakota Amar
    Elizabeth Hargrave
    Forrest Cardamenis
    Jacob Michalski
    Jen, Benjamin, and Arielle Keiser Gordon
    Jennifer Prestor
    Jon, Galen, Jamie, and Milo Busky-Sherwin
    Jon Lee
    Joshua Hilson
    Jonathan Gilmour-Long
    Josh Gaylord
    Kristina, Karl, and Linnea Hedbacker
    Maggie Langhorne
    Richard Wright
    Rob McIntosh
    Tun Myaing
    Willa Tracy

    (There were many additional testers on the publisher and The LEGO Group side.)

    Thank you also to all our parents and family, who have been wonderfully supportive!

    This document does not contain official text from The LEGO Group.

    Dr. Reiner Knizia puts his mark on Monkey Palace at SPIEL Essen 24 Read more »
  • CMYK Quells Quacks Qualms with Quaint Quality Quirks

    by W. Eric Martin

    Wolfgang Warsch's The Quacks of Quedlinburg — which debuted in 2018 from German publisher Schmidt Spiele and won the Kennerspiel des Jahres that same year in Germany — has been released in more than twenty languages and sold more than a million copies worldwide. By almost any measure on the modern game market, Quacks has been a continued success.

    And yet U.S. publisher CMYK — which picked up the English-language license in 2021 — thought that it could improve the look, packaging, and components of the game to better suit its market. "We wanted Quacks to look as iconic as its gameplay,” says Alex Hague, CMYK's CEO, so the company reached out to Schmidt Spiele to see whether it would be possible to rebrand the game...and Schmidt Spiele agreed that they could.

    What's more, CMYK changed the name of the game to reflect what many call it on a regular basis: Quacks. Yes, Quedlinburg is a real town in Germany, and the look of its buildings is reflected in the Dennis Lohausen artwork on the cover — but "Quedlinburg" doesn't mean anything on the U.S. market, so why not ditch it for a punchier name that will be more suggestive to an audience discovering the game for the first time?

    To go with that title, CMYK commissioned a new look from Japanese artist Ryogo Toyoda, who creates 3D claymation-style images. Says Hague, who served as creative director for the redesign, "Ryogo Toyoda's art brings a visual energy that matches the deranged fun of the game. We can't wait for longtime fans and new players to push their luck once again."

    Starting on March 20, 2025, CMYK will sell three version of Quacks through its website, with the game reaching retail outlets, hobby shops, and the Target retail chain in Q2/Q3 2025. Those editions are:


    Quacks — which is the same as the base game sold previously, but with new art and graphics and a lower US$40 MSRP.


    Quacks: Deluxe Edition — which is the Quacks base game upgraded with bakelite-style ingredient tokens and "deluxe potion bags for a more tactile play experience". This edition retails for US$60.


    Quacks: All-In Edition — which is Quacks: Deluxe Edition, along with the two previously released expansions: The Witches (which was previously The Herb Witches) and The Alchemists. Read more »
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    DriveThruRPG.com Newest Items

  • Print-n-Play Battlemaps Tile Floors
    Publisher: Piranha Squirrel Productions

    Each page has a 1-inch grid on it perfect for miniatures. Just print the page you want to use and you have a ready-to-go map. The tile battlemaps have been designed to work modularly. Most maps fit end to end. Connet the three tiles of one map to three tiles of another to make an extended map. You can place the maps side by side or top to bottom. So you can make endless combinations of rooms. If you would like to have two of the same room back to back, print off duplicates. You can also rotate the maps for increased variation.

    These maps were drawn by hand, scanned and then digitally edited.

    Happy Dungeoneering!

    Print-n-Play Battlemaps Tile FloorsPrice: $2.00 Read more »
  • Graffiti Dreams: A College Campus Horror One Sheet For SWADE
    Publisher: Pinnacle Entertainment

    This is a Novice Ranked Horror One Shot adventure for SWADE.

    This horror adventure can be set in any world the GM wants. The players should be students, staff, or relatives. They are mentioned as Mystery Club Members.

    Graffiti Dreams

    “Alright, students, enough is enough. The proliferation of graffiti someone or a group has been placing across campus is getting out of hand and making our lovely school look bad. We haven't figured out how you are entering the buildings after hours, but it will stop. Further, entering a student's dorm room and tagging your “art” can be considered criminal trespassing. Additionally, students who have been experiencing discomfort while looking at these graffiti tags should report to the campus supervisors or the on-campus medical staff. Keep our campus clean.”

    Strange swirling graffiti patterns appear in the campus's darkest corners within
    dorm rooms, libraries, and alleyways. Is it an artist making a point or something
    more sinister?

    This adventure utilizes Savage Worlds and Savage Worlds Horror Companion.

    Setting Rules:

    • Chase Combat, Foot and Bike
    • Heroes Never Die
    Graffiti Dreams: A College Campus Horror One Sheet For SWADEPrice: $1.00 Read more »
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    Gnome Stew

  • Adventure Design: Node-Based Design

    This is the final article in my adventure design series. Over a year ago, I put out a call on social media for ideas that people wanted me to include in the series. I guess my list of ideas (the previous 11 articles) was comprehensive enough because I only received one idea from Michael Morton, and his request was for me to write an article about node-based design when it comes to adventures.

    Many articles have been written on this very in-depth topic. Because there are so many ideas packed into this single topic, I’m barely going to scratch the surface. Given that this is a high-level overview of how to approach node-based design, I’ll link off to other resources at the end of this article.

    The Basics

     Break your story into distinct scenes. 

    At a high level, node-based design is breaking your story into distinct elements, locations, encounters, and/or NPCs the PCs will interact with. Each node represents a scene that plays out and leads to the next node (or set of nodes if the PCs have a decision to make). If you design a scene that has no “next steps” outcome for the PCs, then you need to circle back to your adventure design and figure out why the node is a dead end. After all, if it’s not the last node in the design, there needs to be forward movement in the storyline the PCs are following and telling along with you.

    Why Node-Based Design?

     It’s highly effective in complex stories and mysteries. 

    This approach is highly effective when there is a powerful mystery element to the story. The PCs will start with one major question (the story hook) that will lead them down pathways between nodes that will open up more questions, answer some previous questions, and guide them to wanting to find answers for the new queries that have arisen. If, at any point, the PCs run out of questions to answer or mysterious elements to explore/discover, then they’ve missed something, information wasn’t presented properly, or the adventure’s design failed to expose those new questions to the party.

    This approach can also be used when there are increasingly powerful and more organized opponents in the way. As obstacles increase in potency, the PCs will be working their way up the “food chain” of bosses and their mooks. The Night’s Black Agents approach of the Conspyramid is a great and classic example of how node-based design can be applied to a whole series of bosses, lieutenants, mooks, and other NPCs the party will encounter throughout the story.

    Previous Article: Back to Front or Top to Bottom

     Work from back to front. 

    When detailing your nodes, I suggest you start at the last node the PCs will encounter and work your way toward the opening scene (node). This will help you keep your ideas organized and allow you to place the proper clues. If you haven’t designed node #3, it is more difficult to put the proper clues in place in node #2 to guide the PCs to traverse to the proper node.

    Also, if you have a bifurcating pathway through your nodes, this will allow you to properly sprinkle in the right clues and rumors to allow the PCs to make educated decisions about which pathway to follow through the nodes.

    For more detailed information about designing “back to front,” check out this article in the series.

    Previous Articles: The Meat of Each Node

     Add some meat to each node. 

    My articles on Story Hooks, Thematic Environments, Thematic Bosses, Thematic Mooks, Supporting and Opposing NPCs, and Clues, Rumors, and Connective Tissue all apply on how to build each individual node. Many elements from one node can bleed to the next, or they can remain entirely distinct from one another. How you approach building each node is entirely up to you, but I recommend that the flow between themes in the nodes make sense to the players as they guide their characters between each node. Don’t suddenly jump from a romantic node to a horror-themed node unless the “logical exit” from the romance is somehow horrific in nature.

    Railroad vs. Player Decisions

     Linear works, but don’t railroad. 

    Many people view a single line of nodes as a railroad situation. This can be true, so be careful in how you present each node, each node’s exit, and what comes in the next node. Railroading, at its most base level, is removing or negating PC agency. If they can’t make decisions or their decisions always lead from A to B to C regardless of what they do, this is most likely railroading. This is why I recommend avoiding linear node-based design.

    Instead, go with nodes that have multiple exits to allow for PC decisions to matter. Each set of clues can lead to decisions down different paths the PCs might want to take. Yes, this will increase the load on your adventure design efforts as you may create nodes that are never visited. That’s perfectly fine, but be aware of this. This awareness will prevent you from spending extraordinary time on nodes that might be skipped.

    While I’m thinking about linear design and decisions, I do recommend that the first 2-4 nodes be linear in nature. This will allow for the story to gain momentum, be a guided experience, and get the players accustomed to their characters, your GMing style, each other player’s play styles, and so on. It lowers the mental effort needed from the players if they don’t have many decisions to make. Keep these nodes small and brief if possible, though.

    Chokepoints

    If you have a key node (remember nodes are scenes) that must happen during the course of the story, don’t allow the PCs to choose pathways that bypass this key node. Bring them back to what is called a “chokepoint” in the story. If node 5 can lead to one of nodes numbered 6, 7, or 8, but you need them to encounter something or someone in a latter node, then each of those three paths will focus in on bringing the PCs to the chokepoint, so they must pass through node 12 at a later time.

    Floating Clues and Information

     Quantum clues are sometimes necessary. 

    Another option to chokepoints is to “float” your clues or information. Don’t lock down information that is absolutely necessary to a single node or location. If the PCs happen to bypass or miss the vital node, then they will miss out on critical information that will play a part later in the game. An option is to “float” your clues, rumors, and information in a manner where they can be dropped into almost any logical node where the PCs are currently having a scene. This is akin to the “quantum ogre,” but it’s in the benefit of the party and the story to ensure the information they need will be encountered at the proper time.

    Other Resources

    Here are those resources I mentioned that I’d link to:

    Conclusion

    I hope this brief overview of node-based design helped you out. Thanks to Michael for the suggestion. I would have never thought of this topic on my own!

    Series Conclusion

    I hope you had a great time in this year long exploration of adventure design. I learned quite a bit coming up with the detailed thoughts for each article, and I hope you learned along with me. This has been quite the experience for me, and I greatly enjoyed the entire process and adventure that we’ve gone on together.

    This all started as I got to my man-child’s bus stop too early and had time to kill. This entire series almost leaped from my forehead fully formed in just a manner of seconds. Fortunately, I keep a pen, pencil, and notepad in my center console. I snagged the pen and paper and hastily scribbled down ideas. The funny thing is, I was still scratching out ideas when the bus arrived, and my son had to wait on me to finish capturing my thoughts before I drove him home. That’s okay. He knows I’m a writer and is used to waiting a little bit for me as I finish jotting notes that capture my ideas.

    Read more »
  • mp3Gnomecast 208 – Tracy Sizemore and The Han Cluster
    Join Jared and Tracy Sizemore as they discuss her Savage Worlds setting The Han Cluster, an optimistic sci-fi roleplaying game. Links: Han Cluster Website Backerkit for Han Cluster Read more »
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    RPGWatch Newsfeed

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    Some more trailers for The First Berserker: Khazan: The First Berserker: Khazan | El RavacaThe First Berserker: Khazan | Fatal Encounters: TrokkaThe First Berserker: Khazan | Fatal Encounters: ShactukaThe First Berserker: Khazan | Fatal Encounters: ... Read more »
  • Atomfall - Pre-Launch Trailer
    Atomfall will be released on March 27: Atomfall - Pre-Launch Trailer | Xbox Game Pass, Xbox Series X|S, Xbox One, PC, PS5 & PS4   Read more »
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    Sly Flourish

  • VideoAssign Player Roles

    Before we begin, I wanted to let you know that our book for building and running awesome monsters, Forge of Foes, is now available as an audiobook narrated by Colby Elliot! Colby has narrated other Sly Flourish books and each recording is outstanding. Pick up the Audible version of Forge of Foes today!

    Games that harken back to the old days of D&D – often called "OSR" games or "Old School Revival" or "Old School Renaissance" games bring up an idea from these hallowed times – player roles. The idea being that players take specific roles for the game outside of just playing their character.

    These assigned roles – scribe, cartographer, quartermaster, and caller – offer great benefits to GMs, players, and the whole game. Old-school games embraced these roles once again – best articulated to me in the fantasy RPG Dolmenwood.

    Like the best Lazy DM tools, assigning roles serves multiple purposes – they help players better connect to the in-game world, they keep players engaged in the game, they help GMs and players track events from session to session, and they build artifacts for the campaign that can be held onto long after the campaign has ended.

    Here are some examples of roles we can ask players to pick up:

    Scribe

    The scribe is the official notetaker for the game with an intention of sharing these notes with other players and the GM. These game notes keep the notetaker engaged in the game (as do the rest of these roles and activities) and also bring solidity to the game overall. Events really feel like they happened when they're captured in notes. These notes also help the GM remember where things are headed and what stuff the players paid attention to. These notes also serve as a lasting record for the whole campaign at the end.

    Scribes can share their notes in a shared file like a Notion notebook or a Google Doc or email them around to everyone. Even hand-written notes can be sent as images to the group. Ideally every player and the GM should have a copy and keep them together so they can have a full chronicle of the campaign.

    Cartographer

    Traversing a dungeon and drawing how it connects helps keep the group grounded in the events of the game. It lets players really explore the dungeon, knowing where they've been and what they've missed. Drawing maps helps them discover how the dungeon works. Drawing maps can be tricky, because often the player's version of a map doesn't match the GM's version but that's ok. One need not be an expert cartographer either. A stick and box chart works just fine. Drawing maps isn't as necessary if you're using a virtual tabletop but for in-person games or games where screenshots of rooms are shared, a player-drawn map can help everyone keep the layout of a dungeon in mind.

    Quartermaster

    Who's keeping track of the loot? Who's telling everyone the split of gold? Where's that all-important magic item again? The quartermaster keeps a full list, maybe even using double-entry bookkeeping to note what loot was picked up and who it was distributed to. Without a quartermaster, stuff gets lost. Even with a quartermaster, players should still keep track of their own loot and inventory – that's the second part of the double-entry bookkeeping.

    Like the other artifacts of this job, a loot list is best if it's shared with the group. A spreadsheet in Google drive is a great way to share it but even a digital or handwritten list will do. Keep track of the date, the item, and who it went to. Ask the quartermaster to periodically remind everyone of unclaimed loot which their character might want to claim.

    The Caller

    The caller is a new role for me. The caller's job is to adjudicate choices of a group and give the GM a final determination. They are a facilitator for the group, asking people's opinions, taking votes, working through disagreements, and coming to an answer they can give to the GM.

    This role, more than the others, requires a player who's able to facilitate choices – keeping in mind the players feelings as well as an in-world understanding of what's happening to the characters in the game. It's worth a conversation with the caller to understand the delicate nature of this skill. It's definitely a people-focused role to take but a powerful one when assigned.

    Jobs with Multiple Benefits

    Assigning these roles to your players serves many benefits. Each role helps solidify what's going on in the game. They keep players involved with the game and the world we're all sharing. They keep players busy and assigning roles gives them a responsibility to their fellow players. In a world filled with distractions, assigning player roles is a fantastic way to keep players engaged in the game we're playing.

    Have a mid-campaign session zero and talk about these roles and how they can help all of you enjoy your games even more.

    More Sly Flourish Stuff

    Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.

    Last Week's Lazy RPG Talk Show Topics

    Here are last week's topics with time stamped links to the YouTube video.

    Talk Show Links

    Here are links to the sites I referenced during the talk show.

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.

    Last week I also posted a couple of YouTube videos on Two Bandits Talking About the Characters and The Sunless Stream – Dragon Empire Prep Session 16.

    RPG Tips

    Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

    • Increase combat difficulty by adding more monsters.
    • Speed up combat by increasing damage and lowering hit points.
    • Let boss monsters spread damage to minions or suck out their souls for temporary hit points.
    • Expect and prepare for characters to focus on the boss in any boss encounter.
    • Limit long rests when needed through nightmares, premonitions, and unholy auras. “You won't find a long rest until..."
    • Build dynamic dungeons where multiple factions battle each other while the characters explore it. Let them hear the chaos and witness the aftermath in other chambers.
    • Flavor chambers with murals, frescoes, and bas reliefs revealing secrets and clues.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »
  • VideoBuild a Campaign-Unique Faction List

    Build a list – or several lists – of the gods, factions, campaign icons, and historical figures of your campaign world. Roll on this list to flavor items, monuments, NPCs, or locations. Use these factions to flavor your world as your characters explore it.

    Without the unique story and lore of our game world, one game can seem much like the others. Lore sets apart one campaign from another. It wraps the framework of our RPGs in tapestries depicting many worlds beyond this one.

    Such rich lore can get away from us, though. We can feel like we have to fill three-ring binders with ancient histories, deep theologies, and interwoven political factions without knowing how this lore manifests in our game.

    One lazy trick to manage this lore is to build a faction list. A faction list contains major individuals or groups that matter to the world and to the characters. Often this list includes gods, historical figures, major political factions, and world-changing icons.

    Like Secrets and Clues, a faction list turn our world's lore to specific things the characters interact with during the game. Faction lists turns fuzzy concepts into a practical list we can use in the next game we run.

    Here's an example faction list from the City of Arches:

    1. Arazuun, Fallen Prince of Revvia
    2. The Black Hand
    3. Elvenya the Star's Song
    4. The Archkeepers
    5. God-queen Sett
    6. The Hunger
    7. Ibraxus of Choul
    8. Karigulon the Dread Fang
    9. Lady Straythe
    10. The Lower Twelve
    11. Mother Avanta
    12. The Nameless King
    13. Predalion, God of Travel and Trade
    14. Sulin, Goddess of Light
    15. The Three Sisters
    16. Vithra the Serpent King
    17. Vrys the Fallen
    18. The World's End
    19. Xereth – Oblivion's End
    20. Xrake Fiendblood

    Whenever the characters stumble across a monument in the Endless Warrens, I can roll on this list to flavor the monument. Maybe it's tied to the Hunger – the ancient elder evil lurking in the deep lake to the north. Maybe it has a connection to Oblivion's End or God-Queen Sett. Suddenly those static monuments become something more – something drawing characters into the history and world of the game.

    For other example faction lists, see my 1d100 Eberron Factions or my 1d100 Forgotten Realms factions.

    Mix your faction list with more general lists of random items, magic weapons, monuments, locations, NPCs, and more. Faction lists stack onto these other lists to make them something else.

    If you want something more detailed, break out your faction list into separate groups: gods, political factions, historical figures, and big campaign icons. This separation lets you decide if you want a faction with an older or newer history – something that makes more sense for the location or object you're tying the faction to. If it doesn't matter, roll to see which table you roll on or build one big table containing everything when it doesn't matter.

    To make your faction list even more useful, note what symbol or icon the faction uses. A noted symbol makes it easier to improvise what the characters see when they look at the object tied to the faction. That bloody defiled fountain of Saint Cuthbert can be identified because of the etching of Cuthbert's starburst on the side of it.

    Whether running a published campaign setting or building your own setting – write a numbered list of factions you can roll on to inspire unique creations in the world. Use this list to flavor the specific objects or people the characters run into so that unique flavor is always in front of them.

    Bathe the world in fantastic fiction.

    More Sly Flourish Stuff

    Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.

    Last Week's Lazy RPG Talk Show Topics

    Here are last week's topics with time stamped links to the YouTube video.

    Talk Show Links

    Here are links to the sites I referenced during the talk show.

    Patreon Questions and Answers

    Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here is last week's question and answer.

    Last week I also posted a YouTube video on the Shrine of Isis – Dragon Empire Prep Session 15.

    RPG Tips

    Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

    • Don’t be afraid to have out of game conversations about in-game character dynamics and relationships.
    • Let players retreat from battles gone wrong, escaping with any downed characters but with a potential story loss.
    • Run easy fights.
    • Use tools that help you improvise during the game.
    • Build battles first from what makes sense in the situation. Tune them for the fun of the game.
    • Have the outcome of a TPK in mind when running hard battles. Where does the story go if the characters all drop?
    • Write a list of ten to twenty factions you can roll on to flavor items, monuments, and encounters.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

    Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

    Read more »

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