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  • Reintroducing a Blitz of Crit News Bits

    by W. Eric Martin

    While working on a project, I rediscovered game news tweets I posted in 2009 when I was on my own at BoardgameNews.com. Here's a sampling:




    Nearly all of the links in these tweets are dead, whether due to the link-shortening site shortening itself out of existence or the original source going poof.

    (One link that lives: The Forbes blurb about Prince Albert von Thurn und Taxis, who was worth US$2.1 billion in 2012, with the blurb leading with this timely note: "German prince reclaims the title of world's youngest billionaire as Facebook founder Mark Zuckerberg drops out of the billionaires' club." Those were the days. Also, Forbes is so filled with pop-ups and interstitials that the site is a struggle to use.)

    While those tweets are useful only as artifacts, I did like their formatting and brevity, mostly because I regularly email myself game announcements and news that end up only as compost under later emails. Rather than email myself a link that will often go no further than a dedicated inbox folder, why not post a short message that takes roughly the same amount of time to write?

    Thus, as of today I've started posting game news bits on BoardGameGeek's Bluesky account:


    Will I also post these bits on BGG's Twitter account? No. Once is enough as I'm not trying to add more busy work to my life — only re-direct the busy work that I already do into a more productive result.

    We'll see whether I keep at this, given that the result will be little more than a similarly long list of dead links in 2034, but that's the plan for now. Read more »
  • Solve Murder Mysteries, Explore a Mystic Manor, Tell Stories of Death, and Play with Candy

    by W. Eric Martin

    Let's spend our Sunday checking out creators passing around the offering plate to see who wants which games brought to life:

    Epilogue will be the debut title from Violet Daisy Games, with this being a new edition of Emma Larkins' co-operative storytelling game ...and then we died., which I covered in 2018. (Kickstarter)

    Epilogue skirts the edge of what can be considered a game, but that technical detail should be overlooked in favor of what Larkins' design offers: hand-holding creativity that spurs you into an unforgettable blend of mortality and silliness...assuming that's what you want to do, of course. Results will vary widely depending on who's holding the cards and which words you put together while playing.

    The Magnus Protocol is a horror podcast from Rusty Quill, which is not the name of a little-known 1950s baseball player from Iowa, but a production company and podcast network founded in 2015. Here's the setting:
    The Magnus Institute was an organization dedicated to academic research into the esoteric and the paranormal, based out of Manchester, England. It burned to the ground in 1999. There were no survivors. Now, almost 25 years later, Alice and Sam, a pair of low-level civil service workers at the underfunded Office of Incident Assessment and Response, have stumbled across its legacy, a legacy that will put them in grave danger.

    If this intrigues you, then it is our pleasure to welcome you to the Office of Incident, Assessment and Response. Make sure you pick up your badge at desk and report to your line manager before sitting down. Oh, and stay away from I.T., seriously.

    Designer Sydney Engelstein has created a half-dozen co-operative mystery games inspired by The Magnus Protocol that make you a member of the O.I.A.R. and charge you with investigating strange happenings. (BackerKit) Here's what Indie Boards & Cards plans to release in the second half of 2025.


    — In The Magnus Protocol Mysteries: The Doppleganger, a man is terrified to see himself dancing in a club with his ex-husband, while a rash of bad luck tears its way through his friend group.

    — In The Woman on Fire, a block of flats burns down in the night, after which the residents claim they saw a woman made of fire wandering the hallways.

    — In Six Feet Under, a small-town therapist goes to the doctor for chest pain and discovers that her lungs are filled entirely with dirt.


    — In Blackout, you confront two situations: In 1940, a boy is trapped alone in the dark with a broken camera. In 2022, with energy prices rising out of control, a strict blackout curfew is imposed upon the residents of an apartment building, and a student goes missing from his flat.

    — In The Grinning Corpse, a man is hospitalized and in a coma after a car accident, yet even through his vegetative state, his face is locked in a rictus smile.

    — In The Last Supper, a famous young chef who specializes in cooking organs is found dead in her apartment, with an organ missing from her own body.

    • If you're looking for more spooky games that you can't play until Halloween 2025, you can check out Mystic Manor from Jake and Nathan Jenne of Last Night Games. (Kickstarter)


    In the game, 2-5 players perform actions outside said manor that allow them to build up their character's maximum courage and storage, gain new items, sell items they've collected, enlist the help of a pet dog, or reset their courage points to re-enter the manor. Once inside, you spend courage to move to a new room to collect items, attack ghosts, capture imps, bargain with apparitions, or gain the companionship of a house cat.

    Carla Kopp of Weird Giraffe Games has a new roll-and-write design — Reef & Ruins — that can be played by any number of people, each of who has their own reef, ruin, and enchantment player sheets. (Kickstarter)


    On a turn, someone rolls three dice, which represent the three heads of a hydra you control. You can use these "heads" separately to make progress on all three sheets, or have them together on a single sheet. After eighteen rounds, you calculate the value of found treasures, enchant them for more points, then add in reef benefits to get your final score.

    • Designer Totsuca Chuo and publisher uchibacoya describe their upcoming title Sweet Lands as "a heavy Euro game inspired by Terra Mystica and Terraforming Mars". (Kickstarter) The game bears a 1.5-3 hour playing time, so this game is operating on a grander scale than earlier games from this designer/publisher duo such as Aqua Garden and Ostia, but the gameplay details are minimal for now:
    Welcome to "Sweet Lands", the kingdom of delightful confections! The former king has succumbed to his gluttonous love for sweets, leaving behind a final decree. Summoned by this royal edict, you and your fellow players are challenged to build the most magnificent city — and if you succeed, you will ascend as the new ruler of Sweet Lands. Gather the support of various townsfolk and navigate through fierce competition to create the richest and most prosperous city of sweets!


    Sweet Lands is a heavyweight Euro-style game with over 200 cards, 14 unique characters, and 449 wooden tokens, offering an unprecedented gaming experience. This game captures the essence of traditional Euro-style games while introducing fresh and innovative mechanisms. Come and experience our biggest masterpiece!
    Read more »
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    DriveThruRPG.com Newest Items

  • Cyberpunk Tables - 100 Cyberpunk Street Foods and Drinks
    Publisher: MediaStream Press

    100 Cyberpunk Foods and Drinks – A System-Free RPG Tool

    Spice up your cyberpunk world with 100 Cyberpunk Foods and Drinks, a system-neutral resource packed with futuristic street foods and dystopian beverages to add immersive flavor to your setting. From glowing neon noodles and synthetic burgers to hypercharged energy drinks and bioluminescent brews, this collection will give your players a true taste of life in the neon-lit underbelly of a tech-driven city. Whether they're grabbing a quick bite from a robo-vendor or sipping on a cutting-edge concoction in a back-alley bar, these unique options bring the gritty street culture of your cyberpunk world to life.

    Inject these street foods and drinks into your game and let your players dive into the flavors of the future!

     and unpredictability to any game. From street-level interactions with hackers and rogue drones to corporate espionage, synthetic riots, and strange, darkly humorous events, this collection covers every angle of a dystopian future. Whether your players are navigating shady deals, avoiding malfunctioning tech, or taking on dangerous opportunities, these encounters will enrich your game and inspire unique storytelling moments.

    Plug these encounters into any RPG system and watch your cyberpunk world unfold in unexpected ways!

    Cyberpunk Tables - 100 Cyberpunk Street Foods and DrinksPrice: $1.00 Read more »
  • Modern Mythology
    Publisher: Relentless Fiction

    Quick_creation_guide.pngIn the world of Modern Mythology, the Nemesis Event has reshaped reality as we know it. Metahumans walk among us, ancient magic has reawakened, and the line between science and the supernatural is blurred. In this new age of wonders and horrors, heroes rise to face threats both local and cosmic.

    Modern Mythology is a superheroic roleplaying game that immerses you in a universe where you can:

    • Create your own metahuman hero with a vast array of powers and abilities
    • Join a pantheon and work together to protect the world or further your own agendas
    • Explore a richly detailed setting filled with vibrant locations, complex factions, and hidden secrets
    • Face off against rogue pantheons, interdimensional empires, and reality-altering entities in epic confrontations
    • Navigate the gray areas of morality in a world forever changed by the Nemesis Event

     Powered by the Drama Dice system, Modern Mythology offers a flexible and engaging ruleset that emphasizes collaborative storytelling and cinematic action. Whether you're a veteran roleplayer or new to the hobby, this game provides endless opportunities for adventure and character-driven narratives.

    Inside, you'll find:

    • Comprehensive rules for character creation, powers, and advancement
    • Detailed setting information covering key locations, factions, and history
    • A cast of allies, adversaries, and neutral parties to populate your stories
    • Directors' advice for crafting compelling plots and running unforgettable games

     Grab your dice, assemble your pantheon, and prepare to leave your mark on a world that needs heroes more than ever.

     

    The age of Modern Mythology has begun!

     

    Modern MythologyPrice: $12.99 Read more »
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    Gnome Stew

  • Call of Cthulhu – No Time to Scream Review

    A humanoid creature with tentacles for a lower body oozes out of a wall. It has one investigator wrapped up in tentacles, while another investigator holds up a lantern to the creature. The cover says
    Every October, for the last few years, I’ve been trying to watch 31 horror movies that I haven’t seen before. Some of the most consistently enjoyable horror movies that I’ve seen since I’ve been doing this have been horror anthologies.
    Creepshow, Trick ‘r Treat, the original V/H/S, and the Mortuary Collection have been some of my favorite things to watch in the last few years. 

    Why am I reminiscing about horror anthologies at the beginning of an RPG review? Today’s review is looking at No Time to Scream, a collection of Call of Cthulhu 7th Edition adventures, each designed to run about an hour and featuring an adventure with an internal countdown.

    Disclaimer

    I received my copy of No Time to Scream from Chaosium as a review copy. I have not had the opportunity to run or play any of these scenarios. I have a decent amount of experience with Call of Cthulhu, but mainly as a player.

     No Time to Scream
    Authors B. W. Holland, Bridgett Jeffries, C. L. Werner, with James Coquillat, and Mike Mason
    Editing and Development James Coquillat and Mike Mason
    Copy Editing Lawrence Gale and Ken Austin
    Art Direction Mike Mason with James Coquillat
    Cover Art Nicholas Grey
    Interior Art Hannah Elizabeth Baker, Erik Davis-Heim, Heikki Korhonen, Alice Morelli, Alex Ngo, Riley Spalding, and John Sumrow Layout Chandler Kennedy Proofreading Susan O’Brien
    Cartography and Handouts Miska Fredman
    Call of Cthulhu Creative Director Mike Mason
    Clear Credit B. W. Holland wrote “A Lonely Thread” with additional writing by James Coquillat. Bridgett Jeffries wrote “Aurora Blue” with additional writing by Mike Mason. C. L. Werner wrote “Bits and Pieces” with additional writing by Mike Mason and James Coquillat. Editorial by Mike Mason with James Coquillat.

    Internal Screaming

    This review is based on the PDF version of the product, which includes the following files:

    • Investigator’s Pack (121 pages)
    • Keeper Map Pack (7 pages)
    • NPC Portrait Pack (3 pages)
    • Plain Text Pack (4 pages)
    • Player Handouts Pack (15 pages)
    • PreGens (37 pages)
    • No Time to Scream PDF (106 pages)

    The No Time to Scream PDF, Player Handouts Pack, the NPC Portrait Pack, and the Keeper Map Pack are what you would expect from their titles. The Plain Text Pack has the same information from the handouts but without the formatting that makes them look like handwritten notebook pages, newspaper articles, or telegrams.

    The scenarios have built-in hooks for the pre-generated characters, and the 37-page Pregens PDF has the twelve characters on character sheets. Each character takes up three pages, including a final lined page for notes. The 121-page Investigator’s Pack includes the eight pregens from the first two scenarios, again, but this time with a masculine and feminine presenting portrait for each. 

    These pregens have broad backgrounds that tie to the adventures but aren’t given specific names or pronouns. The final adventure has four precisely detailed pre-generated characters, which include their names and more detailed histories. In addition to presenting all of the pre-generated characters from the Pregens PDF with portraits included, they also all have a plain white background version of the character sheets versus the weathered tan backgrounds of the other character sheets. 

    Investigating the Adventures

    The adventure PDF is divided into an Introduction, the three adventures, and the appendices. The introduction explains how these adventures are meant to be played. All of the adventures in this product are short adventures designed to run in around an hour, and the investigators in each adventure are under some kind of time crunch. These adventures are also designed to be usable with either the core rules or the Call of Cthulhu Starter Set. All the adventures are assumed to occur in the 1920s-1930s era. There aren’t any conversion notes. Two out of the three scenarios might be able to be adapted to other times with some work; the third scenario is firmly rooted in its Prohibition Era setting.

    The Preparation & Running the Game section discusses what the adventures assume, such as the players having some time to familiarize themselves with the details on the pregen investigators and to customize the areas that are left blank. It also touches on the importance of building similar connections that the pregens have if the group decides to use their player characters for these adventures. There is also a section about managing spotlight time and utilizing safety tools to ensure everyone at the table feels comfortable with what is introduced into the scenario.

    Because these adventures can be used as adventures that can work with only the Starter Set, a few of the rules of the complete game are quickly summarized in light of how they will work in these adventures. This includes a few paragraphs on the following topics:

    • Using Luck
    • Skill Rolls
    • Bonus & Penalty Dice
    • Combat
    • Sanity
    • Insanity
    • “Read Aloud” Text, Obscure, & Obvious Clues

    We’ll touch on this in the individual adventures, but the Sanity rules have some tweaks in these adventures to customize the reactions to individual pre-gen characters. The final section talks about how some clues are meant to be found to ensure the PCs can advance the story, while other clues add context and may allow the PCs to be better prepared. 

    Each of the adventures has the following sections:

    • Scenario Structure
    • About the Investigators
    • Keeper Information

    The Scenario Structure breaks down what the Keeper should be doing and when and gives an assumed amount of time for each activity. For example, it might have a section that says, “Investigate X (10 minutes).” 

    About the Investigators will detail how each investigator is tied to the scenario, which is important for the Keeper to remember and for the player to note. It’s also important to know what should be added to the background of existing or newly created investigators. 

    Keeper Information will explain background information that only the Keeper should know. It will explain what is happening and present a synopsis of the primary NPCs important to the scenario.

    From here on out, we’re going to be touching on some spoilers for the individual scenarios, so if you want to be surprised by the contents of these adventures, or you are likely to be a player in one of these, you may want to skip what’s coming next.

    A man reaches behind him, trying to reach a tentacled thing attached to his back, as a woman looks at him in horror.Chapter 1: A Lonely Thread

    This scenario assumes that the player characters all know an archaeologist who is a part-time instructor at Miskatonic University. The archaeologist has begun to uncover some information about the Mythos, so all of the contacts are students who have attended his classes, other archaeologists, and/or people who have run across some Mythos strangeness and have been communicating with him about these mysteries.

    The professor regularly invites guests to his home; in this case, he’s interested in showing off the strange “otherworldly” thread-like material he has found. The problem is that by the time the PCs arrive at his home, the threads have multiplied into a parasite made of thousands of them, which burrow into the nervous system of a host and puppet them. The thread parasite doesn’t have access to the professor’s memories, so it will be vague and trying to guess how to react to the people invited to the home.

    The mystery and the timetable that the Investigators are working against involve the fate of the professor’s housekeeper. The parasite has placed her in a cocoon to mutate her into a more suitable, dangerous host body. If the PCs take too much time, she is fully metamorphosed into a form that is probably way too powerful for the investigators to handle. If they move fast enough, they may be able to save the professor if they can separate him from the parasite attached to his body. 

    This adventure includes a few ways to advance time in the game’s setting, providing the ticking clock that the investigators are working against. The suggestions include assuming that time is up with about 20 minutes left in the scenario and running the adventure in “real-time,” which in the case of this scenario would be three hours, or keeping track of each major investigative action the investigators take, advancing an hour each time two major investigative actions have been taken. 

    I thought it was hilarious that there is a sidebar on “what if the PCs just want to burn everything down,” which I find is a very common reaction to almost any stimulus in a Call of Cthulhu scenario. I appreciate that some of this provides guidelines on using Luck to see how well the fire solves the problem. I like that the PCs can potentially save the professor, but I was sad that the housekeeper will always be a casualty of the parasite. It does make me wonder how this would play out if you reversed the scenario, with the professor gestating into the host body and the housekeeper trying to keep the PCs from finding him.

    Each pre-generated character has customized sanity effects, including an option for their Involuntary Actions and Bouts of Madness. While I’m not always comfortable with leaning too heavily on deteriorating mental health as a consequence, I’m even less comfortable with individuals with unique backgrounds and personalities randomly developing stress responses, so I like that these are tailored to the characters.

    A man leans against an examination table with a scalpel in his neck, holding on to a leather satchel. Behind him are open doors leading to bodies in a morgue.Chapter 2: Bits & Pieces

    Remember when we were talking about horror anthology movies? A lot of those movies have one segment that, while still horrific, is almost comically over the top compared to the tone of the other segments. That’s this adventure. 

    In this case, the investigators find out that their friend, a doctor, has started to obsess over a corpse he was working on. When the investigators show up to check on him, they find out that his obsession led him to follow the corpse to the morgue attached to a local teaching hospital. Because he sounds highly disturbed, and because friends don’t let friends obsess over corpses, the investigators will likely find their friend.

    When they arrive at the morgue, they find their friend bleeding out from a scalpel wound, and animated body parts are running free in the morgue. Hands, legs, torso, head, and internal organs have scattered to different parts of the morgue, waiting until daylight to escape. If even one part of the body escapes, it will eventually regenerate into the sorcerer, who sacrificed himself as an offering to Nyarlathotep for more power. 

    The PCs have a chance to save their doctor friend from the scalpel wound, and he should be able to make things that are somewhat obvious into being very obvious. There is a furnace where the Investigators destroy body parts, but some of the body parts can turn the power to the furnace off. Possibly, my favorite scene that the PCs may stumble across is the dismembered head making a phone call, trying to get the police to arrive so they can open the morgue’s doors to allow the body parts to escape. 

    I love this scenario very much, just for the over-the-top nature of hunting animated, dismembered body parts through a morgue. That said, the information that the PCs should get that is marked either as obvious or obscure feels more detached from the literal clues that the PCs find. For example, the doctor, even if he’s dying, may say, “Don’t let them get out.” The obvious clue is “the investigators know that they need to hunt the body parts through the morgue and destroy them,” but that obvious clue doesn’t seem to give them all of that information, just that there is something out there that shouldn’t get out. 

    It feels like explaining that opening the doors to either the morgue or the hospital lacks the clear “this would be a huge mistake” explanation that the investigators may need, other than just asking the players to accept the concession. Unlike the previous scenario with more specific time-tracking material, this has a broader discussion of pacing and when to explain that time has moved forward. There is an example of a typical night of hunting the body parts, which is a lot like how Monster of the Week scenarios lay out what will happen if the Investigators don’t directly stop the monster’s plans. While it’s not explicit, if you’re used to Monster of the Week, the “A Sample Hunt” sidebar will give you a good idea of how to pace this scenario, advance the timeline, and introduce complications. 

    Two agents, one carrying a young child with glowing eyes, run away from a cabin surrounded by snow and overgrown with huge plants, as one of the agents turns and fires on a man running out of the cabin toward them.Chapter 3: Aurora Blue

    When I mentioned that horror anthology movies often have an almost comically over-the-top segment, many of those anthologies also have a more serious segment and are concerned with conveying a more resonant message than other stories in the same anthology. This is that scenario.

    In this instance, the PCs are all playing Investigators who work for the Bureau of Prohibition in the 1930s. They are closing in on a still producing a new alcohol that’s flooding the market in the States and that still is located in the Alaska wilderness. They aren’t just random law enforcement, however. They are a group of marginalized agents who have pulled together to try to do something important as a last-ditch effort to show why they deserve respect.

    This is the scenario that’s the hardest to adapt to newly made or existing investigators because not only are the madness effects tailored to the individual investigators, but there are places in the adventure where each character will have a flashback to an event that has happened to them, that underscores why they need to force their superiors to respect them. There is a sidebar discussing the care that’s necessary when portraying real-world issues around marginalized people. I like that this has that sidebar and refers Keepers to Harlem Unbound for its section on “Racism: Reality and The Game.” Harlem Unbound is a great supplement, and I’m happy whenever it’s mentioned as a resource.

    While the adventure mentions the 2019 movie The Colour Out of Space, some of the mutated fruits, insects, and animals remind me of scenes in Annihilation, especially a scene where the investigators run into a mutated moose and her offspring. Keepers should practice using the description of the mutated fruit in this adventure because if you had told me that rotting, misshapen fruit could be that disturbing, I would not have believed you.

    Those mutated fruits are being used to make Aurora Blue, a very popular gin, but they are also highly likely to damage the mind and body. Once the agents track down the cabin where the still is located, they will encounter the horror show of dead and mutated family members. There is also a child who has become linked to the Colour Out of Space that has been causing local mutations, who has resisted the mutations and mental damage done to the rest of the family. 

    Most of the clues in this adventure are Obvious clues, meaning the PCs shouldn’t have to make a check to find them. That makes sense because the raid is relatively straightforward once the investigators find the cabin, and the investigation just gives them a heads-up on some of the dangers of the cabin or the current state of the family’s patriarch. That said, I wish there had been an obvious clue that would let the investigators know that Missy has at least a chance to survive breaking the link with the Colour if they take her far enough away. It’s extremely difficult to do anything that can harm the Colour Out of Space, and I’m not sure most groups will seize upon blowing up the still to harm it with an explosion. It feels like it may be best to just focus on “you shut down the still; you need to run from that thing because you can’t hurt it.”

    Obvious Clues
     They have a lot of utility, whether you just want a night of gaming, a convention scenario, or even something to run to follow up your exploration of the Starter Set before you dive into the complete rules. 

    This comes from a person who has the bias of playing a lot of Call of Cthulhu at conventions, but I love how focused these scenarios are. While they still maintain the weirdness and danger of Mythos stories, they also avoid the feeling that “investigators are always doomed” that some people have about Call of Cthulhu. There is a nice range of tone and feel in these adventures. The customized sanity effects are a powerful selling point, as are the clearly called out Obvious and Obscure clues. 

    Obscure Clues

    The second and third scenarios don’t have the same clear examples of when advance time is available in the scenarios, which can still be navigated. It feels like it could be difficult to convey exactly why the PCs can’t access the doors leaving the morgue just using the descriptions as written in the second scenario, and some of the Obvious clues feel like they require the Keeper to provide what the Investigators should infer in addition to what the clues they find say. I would have liked the scenario of dealing with the Colour out of Space to be either more obvious or shifted to the alternative presented in the adventure, where the Colour just can’t be harmed. Even if it doesn’t guarantee a happy ending, I wish Missy’s fate could be assessed with a little more surety so the investigators can make an informed decision.

    Recommended—If the product fits your broad gaming interests, you are likely to be happy with this purchase.

    This is a solid anthology of adventures. They have a lot of utility, whether you just want a night of gaming, a convention scenario, or even something to run to follow up your exploration of the Starter Set before you dive into the complete rules. The scenarios are evocative enough that I’d even say they are worth looking at even if you play other monster hunting/investigating games and you adapt these scenarios without the mechanical elements. 

    While they mention being hour-long scenarios, I’d still allow for at least a two-hour slot if you’re using these for convention slots. There are a few places where a Keeper may want to draw some lines a little more directly, and in a few places, you may want to make sure the stakes and the consequences of various decisions are transparent. But I don’t have a problem recommending this to anyone who is a fan of supernatural investigation RPGs.

    Read more »
  • Worry About Failure

    “Only make the players roll when the results are interesting.”

    I try to take that advice to heart, but I also take it one step further – I figure my players should only roll when failure would be interesting.

    And while, on the surface, that sounds like perfectly reasonable advice to me, when I stop and think about it there is one big problem that always trips me up in the heat of a good session – how do I know when the roll will be interesting?

    Well, a couple weeks ago, I had the pleasure of recording a podcast with Ang and Carl about stakes – GnomeCast Episode 198: How Do You Like Your Stakes? – and while we were talking about things like player agency, respecting the power of backstories, and how to offer meaningful choices, it all clicked for me.

    Interesting rolls are rolls that – if failed – raise the stakes!

    Worry About Failures, Not Successes

    Consider this scenario: your court wizard is trying to figure out how an elusive phantom thief has stolen the queen’s diamond from a locked vault, seemingly without a trace. You ask them to make a knowledge check. You’ve planned for what happens if they succeed – you’ve figured out the clues that will put them on the trail and allow them to capture the culprit.

    But, really, in the moment of that roll, you shouldn’t worry about what happens if they succeed. After all, you already know what’s going on with the thief. Why they’re stealing royal gems. How they’re pulling off their heists. Presumably, you figured all that out during your session prep.

    What you should worry about is what happens if they fail, because if the answer to that question is “nothing,” well then the stakes of the scenario are gonna die right then and there and start stinking up the session like microwaved fish.

    Every chance you give the players to fail – in other words, every time you ask them to roll the dice – should be a chance to make the story more interesting by way of the consequences of their failures.

    It’s consequences, after all, that propels most stories in new and interesting directions. It’s what the game books mean when they say “fail forward.”

    If a failed roll results in nothing happening, then we’ve halted all forward momentum and entered a kind of stasis (and as any Mage: The Ascension player out there knows, stasis = badness).

    Failing forward, though, keeps us tumbling down the hill to our inevitable conclusion and (hopefully) a big finish.

    Easy concept to grasp.

    Difficult concept to pull off.

    The trick, though, lies in knowing your stakes.

    Medium Rare

    There are two kinds of (sometimes overlapping) stakes I try to focus on in the moment when I’m running a game: situational stakes and personal stakes.

    SITUATIONAL STAKES are the ticking clocks counting down during the course of your encounter, session, or campaign. The bombs are about to go off. The villagers are about to be sacrificed. The jewels are about to be stolen by that phantom thief. Situational stakes typically apply to the entire party of adventurers and are closely tied to the main plot of the story. “Will the detectives catch the serial killer before he takes his next victim?” That’s a situational stake.

    But situational stakes don’t have to be big things. In fact, the stakes in any given moment of an encounter are probably much smaller (if no less important). For example: picking the lock on your cell before the guard gets back from his lunch break, or maybe lying to your boss about why you’re always falling asleep in meetings (so he doesn’t find out you’re moonlighting as a masked vigilante).

    PERSONAL STAKES are similar to situational stakes (and depending on the story, they’re likely to overlap), but personal stakes are less focused on the over-arching plot and more focused on the characters, their backstories, and their personal motivations.

    Every chance you give the players to fail should be a chance to make the story more interesting

    Failing to catch every Pokémon. Disappointed your ancestors. Flubbing your prom-posal and getting laughed at by half the school. These are all personal stakes. Do they make a difference in the grand scheme of things? Probably not. Do they make a difference in the lives of your characters? You bet your ass they do!

    (One could argue that the closer the Venn diagram of Situational and Personal stakes is to a circle, the better your story is, but YMMV. For more ways you can make this happen, check out this article.)

    Going Up

    So, now that we know our stakes, how do we raise them? This is where we have to get mean because you’ve got to identify ways in which the situation can get worse. Twist those screws. Make their lives harder.

    – Maybe that manifests in more physical danger to their characters. A monster shows up; more monsters show up; a meteor shows up, and it’s falling straight at them.
    – Time pressure is another good way to turn up the heat. The proverbial bomb ticks closer to zero.
    – Don’t forget about emotional damage! This reminds you of the time you disappointed your father right before he died in that wildebeest stampede.

    Back to the Dice

    This brings us back to the original question – when do you ask for a roll from your players? The answer is, as we’ve been discussing, “when it raises the stakes if they fail.”

    Now we know what it means to do that. We ask ourselves what important aspect of the story could be enhanced with a failed roll, and if the answer is “nothing,” then don’t call for a roll!

    In systems that have skill lists, it’s tempting to have your players roll their skills for everything. After all, they invested those points during character creation. They might as well get use out of them, right? If they dumped a lot of points into investigation, and you just hand out the clues, then it kind of feels like they wasted their points on the ability to find those clues.

    But if the roll’s not important, it’s okay to just let them succeed based on their previous experience and expertise in the subject matter. Let them be competent and succeed without effort. It’s a great way to make them feel like the heroes of the story, after all.

    In Practice

    So, let’s go back to that knowledge check example. Since you’ve already prepared your notes, you already know what happens in the event of a success.

    You’ve determined the roll is important because if the wizard investigator doesn’t figure out how the phantom thief pulled off the heist, the thief will strike again and steal a priceless artifact this time. You also know, thanks to the character’s background, that the wizard learned everything they know about forensic magic from their ex-girlfriend, who runs her own detective agency.

    So now you have options for raising the stakes in an interesting way, and instead of a “no, you can’t figure that out” on a failure, you could raise the personal stakes by saying, “The magic resonance is familiar, but the only person you know who could decipher the meaning is your ex-girlfriend.”

    Or, you could raise the situational stakes and say something like, “You figure out how the thief did it, but it takes you the whole day, and by the time you realize they’re using the Magic Boots of Wall Walking, they’ve already snatched the next diamond.”

    It’ll take practice to get into the habit of asking for rolls this way (lord knows I haven’t perfected my technique yet) but as you fail, I guarantee, you’ll be failing forward.

    Read more »
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    Sly Flourish

  • VideoUse Physical Tools for Online Games

    There's a false dichotomy when it comes to playing RPGs. We either play online or we play in person. Sometimes it feels like it's all or nothing. If we're playing in person, it's pencils and paper and dice. If we're playing online, it's a fully featured, fully integrated virtual tabletop.

    But lots of GMs mix things up. In-person GMs use big monitors, sometimes embedded in their gaming table. Players might run their character sheets off of a tablet.

    The same can be true for running games online. Sure, if you're wired into a fully integrated VTT, like Roll20 or Foundry, you might not see much need for physical tools. But sometimes they're really handy.

    What are some examples?

    Dice. You don't need a digital dice roller. Use your real dice. Try it out. It's fun. It's fast. I have a kit of dice next to me when I run RPGs online and it's far faster for me to roll physical dice than to roll online. I'm sure that's not true for everyone but I know it's often true with players when they need to roll for something not already pre-planned on their digital character sheets.

    Note cards. I use my favorite text editor, BB Edit, to jot stuff down like initiative, marching order, and abstract combat notes. It's very fast to copy and paste things around from BB Edit but it's also super-fast to use index cards. They're always in front of you. You won't accidentally close the window or need to switch screens.

    Books. Many GMs seem to hate using physical books but boy, they're fun. Use little adhesive tabs you can buy at any drug, grocery, or department store to tab the pages of different monsters or other pages you need to reference during the game. Get a folding book stand so you can set it upright like monks did in the 1700s. Enjoy playing the game the way we've played for 50 years. It's ok to have to look things up. The whole game doesn't need to be a perfectly well-oiled machine.

    The Flexibility of Physical Tools

    Using physical tools for online games isn't just about nostalgia. There are practical reasons as well – the big one being flexibility. Physical tools just work. A blank index card and a pen offers tremendous freedom over more locked-in tools. Rolling physical dice means doing some math but you don't have to worry if you accidentally hit the "advantage" button or not. If you're given a weird modifier to a roll, you don't have to figure out how to add that into the equation. Flipping through a physical book can be faster than searching through one online or realizing you accidentally closed the window.

    Using physical tools also doesn't limit you to just the online tools or sourcebooks you have in whatever online tool you're using. When you open yourself up to using books, all your books become available to you – campaign sourcebooks, monster books, adventures, and more.

    Next time you're running a game online, try using physical dice. Try using a physical monster book. Try keeping an index card in front of you to jot down turn order.

    Embrace analog play, even in an online game.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on NPCs from TV Shows and my Shadowdark Gloaming Finale.

    Last Week's Lazy RPG Talk Show Topics

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

    Patreon Questions and Answers

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

    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:

    • Keep character name names in front of you. Track turn order outside of combat to ensure players get their time in the spotlight.
    • Listen to audiobooks. Study the way the narrator changes voices to represent different characters.
    • Break combat encounter locations into several zones. Give each zone an identifying monument or feature.
    • Two simple words can increase the challenge of any comment encounter: more monsters.
    • Ask for a marching order and a lighting situation anytime the characters delve into dungeons deep.
    • Roll twice on random encounter tables and combine the results to build a unique situation.
    • Roll two random encounters to show an encounter that took place before the characters arrived. This gives them an interesting investigation along their journey.

    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 »
  • VideoThe Simplest Way to Annotate a Map

    Find a map that fits the location you need for your game. Print it out. Write evocative location names on the map with a pen.

    I haven't found a method for annotating maps easier than that. Even if you use digital tools, printing the map, writing names on it, taking a picture with your phone, and adding it back into your digital notes is still faster than any other digital annotation tools I've used.

    A map with handwritten annotations on it

    5,000 Year Old Technology

    Pencil and paper are often faster and simpler tools for prepping our game than digital tools. I've used Obsidian and Notion for RPG prep, but I still enjoy the days where I write my strong start, scenes, secrets and clues, and the rest longhand. There's something simple, direct, and pure about prepping with pen and paper. No distractions. No funky interface to get used to. Just the 5,000 year old technology of putting our thoughts and imagination down on a medium that can last a thousand years.

    Simple Maps

    I love Dyson Logos for simple, well-designed maps that fit all sorts of different situations. I've written about my love of Dyson maps before. They're easy to print, easy to write on, and easy to copy onto a battle mat using his key. They work well digitally and physically.

    Evocative Names – Just For Us

    Sometimes we GMs prep like they're prepping for someone else. We write out read-aloud text, develop large random tables, and add details to notes as though we're going to hand our prep over to another GM to run.

    Our notes are just for us and they serve one purpose – to help us run our next game. Our notes aren't for anyone else. They're just for us. They don't need to be complete and they don't need to be pretty.

    When we annotate our map, we don't need to fill in lots of details. Often a single evocative name for each chamber does the trick. Here are some examples:

    • Shrine of Heretical Aten
    • Well of Worlds
    • Howling sinkhole
    • Sinister armory
    • Moss-covered mosaics
    • Crumbling statues
    • Profane dias and altar
    • Fiery dragon skulls
    • Cracked stone bridge
    • Delicate laboratory

    These one to three word descriptions, when we write them ourselves, gives us enough of a reminder to fill in further details when it comes to running those rooms. We don't need paragraphs of text for each room – many of them the characters never see.

    Our notes are just for us. Our annotations are just for us. We don't need a lot written down to remember what we had in mind or to riff off of should the characters go into a chamber we didn't expect.

    Keep Things Simple

    Focus on tools that help you run your game – the ones that help you improvise during the game. The more complicated your stack of tools, the harder it is to find the right tool the moment you need it. Often these tools are the oldest ones in existence – a sheet of paper, a pencil, and some dice.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Organizing and Searching RPG PDFs on a Mac and Mugdulblub – Shadowdark Gloaming Session 44 Lazy GM Prep.

    Last Week's Lazy RPG Talk Show Topics

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

    Patreon Questions and Answers

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

    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:

    • Give each improvised monster an interesting trait to define its story in mechanics.
    • At 7th level, don't expect any single monster to bring a significant challenge unless it has legendary resistance.
    • Prepare one major scene for every 45 minutes of gameplay.
    • Show characters the breadth of cultures from the humanoid creatures they meet.
    • Keep a list of names of previous NPCs you can quickly reference when an old NPC comes back into the spotlight.
    • Let players level up characters together and discuss the new abilities they're considering.
    • Build historical layers to your dungeons. What is it now? What did it used to be? And what was it before that?

    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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