Gnome Stew

    -

    Gnome Stew

  • mp3Gnomecast 188 – Imposter Syndrome and RPGs

    Ang, Jared and Senda chat about how Imposter Syndrome has affected their relationship with running and playing RPGs along with some ideas on how to navigate through those feelings.

    Links:

    Trans Rights Readathon

    Stewpot: Tales from a Fantasy Tavern

    Origins Game Fair

    Gamehole Con

    U-Con Gaming Convention

    Read more »
  • Shadow of the Weird Wizard First Impression

    A book cover that says, at the top
    Back in 2015, a shadow began to creep across the RPG industry. Shadow of the Demon Lord was a game designed by one of the designers that worked on multiple editions of D&D, Robert J. Schwalb. This was a fantasy RPG that was designed for people whose gaming habits had moved toward shorter game sessions and more succinct campaigns.

    You started at 0 level, ended at 10th level, and you gained a level at the end of each adventure. The adventures were short and mostly designed to be run in one session. The game allowed for the kind of multiclassing combinations that a lot of gamers wanted but built it into the game in a manner like D&D 4e’s Paragon Paths and Epic Destinies. Unlike 4e, it allowed for more mixing and matching instead of connecting the Paragon Paths to a particular class.

    While those were some of the design concepts, the setting broke from the assumptions of games like D&D, Pathfinder, or 13th Age. You were playing in a world in decay, one that was likely to fall into an apocalypse by the end of the campaign. The game was built on the idea of a campaign template to show how the signs of the apocalypse were happening. Characters accumulated mental and spiritual damage. There was literally no such thing as good on a cosmic level.

    The game seized a lot of imaginations, but the nihilistic overtones made it harder for some gamers to engage fully with the setting, and the built in consequences of some game options made it more difficult to port the system to a less morally devastating setting. That brings us to 2023, and the Kickstarter for Shadow of the Weird Wizard, a game that builds on the mechanical structures of Shadow of the Demon Lord, but with a smidge less nihilistic dread.

    Disclaimer

    I did not receive a review copy of Shadow of the Weird Wizard, and my copy comes from backing the Kickstarter. I have not had the opportunity to play or run Shadow of the Weird Wizard, but I have both played and run Shadow of the Demon Lord.

     Shadow of the Weird Wizard

    Writing, Design, and Art Direction: Robert J. Schwalb
    Foreword: Zeb Cook
    Editing and Development: Kim Mohan
    Additional Editing: Jennifer Clarke Wilkes, Jay Spight
    Aid and Assistance: Daniel K. Heinrich, Danielle Casteel
    Proofreading: David Satnik, Jay Spight
    Cover Design, Graphic Design, and Layout: Kara Hamilton
    Cover Illustrator: Matteo Spirito
    Interior Illustrations: Yeysson Bellaiza, Andrew Clark, Biagio d’alessandro, Çağdaş Demiralp, Nim Dewhirst—Kasgovs Maps, Rick Hershey, Jack Kaiser, Katerina Ladon, Britt Martin, Maria Rosaria Monticelli, Victor Moreno, Mitch Mueller, Matthew Myslinski, Eduardo Nunes, Mirco Paganessi, Claudio Pozas, Phill Simpson, Kim Van Deun, Sergio Villa-Isaza, Cardin Yanis
    Character Sheet Design: Daniel K. Heinrich and Kara Hamilton

    The Weird Wizard’s Grimoire

    This first impression is based on the PDF of the Shadow of the Weird Wizard core rulebook. I should be receiving the hardcover, but it hasn’t been released as of this writing. The PDF is 274 pages, and is broken down to the following:

    • Cover and Back Cover–2 pages
    • Credits–1 page
    • Table of Contents–2 pages
    • Index–6 pages
    • Character Sheet–2 pages
    • Setting Map–1 page
    • Secrets of the Weird Wizard Ad–1 page

    If you have seen any of the Shadow of the Demon Lord releases, it shouldn’t be a surprise to know that this is filled with quality artwork. Compared to the Shadow of the Demon Lord art, this art is still often shadowy and ominous, but less grimy and dark. Where the headers and font on Shadow of the Demon Lord were blood red and a little intentionally rough, the headers and fonts in Shadow of the Weird Wizard are purple with a more pleasantly flowing font.

    Shadow of the Weird Wizard is less of the full core book, and more like the Player’s Handbook of the game, explaining the general rules, character creation, and player facing options. The sections of this book include:

    • Introduction
    • Creating a Character
    • Game Rules
    • Equipment
    • Magic
    • Expert Paths
    • Master Paths

    Because this is more of a player’s handbook, there isn’t a lot of discussion of best practices for running a game, and the only monster or NPC stat blocks are ones associated with elements like summoning monsters or hiring retainers. Now that we’ve established the basics, let’s take a deeper dive into what’s in all of those chapters.

    A pale woman with red hair, wearing white robes and a blue scarf, holding a staff and a sword wreathed in purple energy stands back to back with a man with scraggly dark hair, goggles, a green scarf, battered longcoat, and a device in his hand that is producing flame.Setting and Concept

    While the setting isn’t marching towards oblivion the same way the world of Urth is in Shadow of the Demon Lord, it isn’t a bright high fantasy setting. Players portray characters fleeing from the collapse of the Old Country, into the lands once controlled by the Weird Wizard, a despotic spellcaster that dominated the land, warping, twisting, and summoning strange things into his domain.

    Characters don’t start off at 0 level as they do in Shadow of the Demon Lord, so the story starts with the player characters in a position of more competence, but the general feeling is less that the PCs are mythic heroes confronting mythic threats, and more like the PCs are competent mortal beings trying to protect humans completely unprepared for a land dominated by dangerous folklore. PCs feel like they are acquiring more and more powers to give them more tools to engage with the supernatural spaces of the world, but until their Master Paths, the PCs feel much more like outsiders trying imperfectly to interact with a mysterious world than fantasy heroes integrated with the supernatural.

    On its face, the setting and its tropes almost feel like they play into older concepts of “taming” a wild land for human habitation, regardless of the previous inhabitants, but the game is more aware of the story it’s telling. The humans pushing into the former lands of the Weird Wizard don’t have the option of staying in the Old Country. The exodus of the Weird Wizard has forced the inhabitants of the lands to come to terms with how oppressive their magical despot was. Campaigns are as likely to involve finding detente with fey creatures near their settlement as they are to destroy magical mutated beasts. At this phase of the human migration, it feels much more like the theme is learning how to integrate into the lands rather than dominating them and building new kingdoms.

    The perspective of Shadow of the Weird Wizard is distinctly human, although later supplements will provide rules for playing other ancestries. The tropes of fantasy RPGs are remixed with folklore, meaning that some things on their surface appear to be callbacks to older gaming, but with some wicked twists. For example, orcs are a violent threat, but unlike orcs in a setting like D&D, they are the product of a magical disease that makes them more like rage zombies than what most people associate with the species in modern fantasy. Some conflicts with fey creatures may be unavoidable because of absolute interpretations of promises made, but there is also the possibility of finding a way of turning absolute alien understanding of agreements to the mortal’s favor. In some ways, this setting feels like the kind of setting where creepy Muppets from 80s fantasy movies would be at home.

    Setting information isn’t presented in a gazetteer fashion. The description of the setting exists in the introduction, with additional elements revealed in discussion of different Paths, magical traditions, and deities. This isn’t radically different than how Shadow of the Demon Lord presents its setting, where even later products that drilled down into particular regions were rarely more than 10 pages, with a few emblematic NPCs, but not a deep dive into exact distances, populations, or heavily detailed timelines.

    A dark skinned man with a trimmed beard and close cropped hair, wearing white armor and carrying an ornate greatsword. He is standing an a graveyard, and there are walking corpses in the distance.Rules and Resolutions

    The core resolution of the game is to roll a d20, plus or minus an ability bonus, compared against a target number. The target number usually defaults to 10, unless it’s a roll against a character, whose defenses may be determined by their level or degree of threat. Advantageous circumstances grant you a boon, while detrimental circumstances assess you a bane. Boons allow you to roll a d6 and add it to your roll, while Banes have you roll a d6 and subtract it from your result. Boons and Banes cancel one another out, and if you have multiple Boons or Banes, you subtract or add only the highest die to your roll. Critical successes are results that are a 20 or higher, and critical failures are rolls that are 0 or lower. When someone is afflicted with an ongoing effect, sometimes a character may make an ability check to resist or remove an effect, but often, characters make a Luck roll to see if an effect ends, which is a d20 roll that is successful on a 10 or higher.

    There are a number of afflictions that can affect your character. These are adjudicated with a variety of options, often by assigning banes that come into play under certain circumstances, or persistently. Some assess a boon to those acting against you, and some cause you to suffer damage at different intervals until they are removed.

    Ongoing afflictions that cause damage bring us to another distinction in the rules. Characters have a Health score, but when you get injured, you don’t subtract from your Health, you total your damage and compare it to Health to see if you can still function. One of the reasons for this distinction is that some effects directly damage Health. For example, if you’re on fire, you take damage, but if you are poisoned or diseased, you may subtract numbers from your Health. Characters are injured when their damage equals half their Health, and when a character’s damage is equal to their Health, they are incapacitated. When you’re Health is 0, you die, and many times when you are incapacitated, you remove Health every round until you pass a Luck check.

    There are no skills in the game, but a character’s profession either grants them narrative position to do something other characters cannot, or a boon if anyone could attempt the action, but a professional would have a greater chance to accomplish the task. There are some simple but structured rules for discerning information and interacting with NPCs. For example, a character can make an Intellect roll to know something useful to the situation, and there is a list of what is common knowledge in the setting and what can be added to that list of common knowledge based on professions.

    Social challenges have different rules depending on what the challenge is. For example, the rules define the following social challenges:

    • Transaction
    • Appeal
    • Argument
    • Alliance
    • Coercion

    Each type of challenge explains the requirements for the interaction and what abilities are used, as well as any situations that would grant boons or banes. For example, an appeal is resolved with Will rolls, while an argument is resolved with Intellect. In some cases, some of these interactions have guidelines for what critical success or failure looks like in the interaction.

    Combat assumes tactical positioning, in as much as it assumes actual ranges rather than conceptual ranges or zones. No one rolls for initiative. Instead, there is an order of operations:

    • Combatants under the Sage’s control, in any order
      • Combatants under the player’s control can use reactions if applicable, when triggered
      • Roll to resolve any end of turn ongoing effects, in any order
    • Combatants under the player’s control, in any order
      • Combatants under the Sage’s control can use reactions if applicable, when triggered
      • Roll to resolve any end of turn ongoing effects, in any order

    Characters have one reaction per round, unless some other rule grants them additional reactions. In addition to the standard reactions a character can take, a character can burn their reaction to Take the Initiative and act before the Sage’s characters.

    Characters pick their abilities from a standard array, and their Novice Path options are Fighter, Mage, Priest, or Rogue. Characters gain a natural defense score, health, language, and starting path ability from this choice. You gain additional benefits from this path at 2nd and 5th level. At 3rd level, you pick an Expert Path, which grants you additional features at 4th, 6th, and 9th level. At 7th level, you pick your Master Path, which grants you path abilities at 8th and 10th level. The progression looks something like this:

    • 1st Level–Pick Novice Path
    • 2nd Level–Novice Path Abilities
    • 3rd Level–Pick Expert Path
    • 4th Level–Expert Path Abilities
    • 5th Level–Novice Path Abilities
    • 6th Level–Expert Path Abilities
    • 7th Level–Pick Master Path
    • 8th Level–Master Path Abilities
    • 9th Level–Expert Path Abilities
    • 10th Level–Master Path Abilities

    This means you may not have your full character concept locked in until you reach 7th level. The Expert Paths are grouped under Paths of Battle, Faith, Power, and Skill. The Master Paths are grouped under Paths of Arms, The Gods, Magic, and Prowess. These correspond to the initial four paths, but characters don’t have to pick a similar path at Expert or Master level. A Fighter that chooses a Path of Battle and a Path of Arms is likely to be very specifically a toe-to-toe combatant, but some paths synergize well across concepts. For example, depending on the type of weapon and tactics a fighter uses, Skill and Prowess paths often work well for various concepts.

    Some paths are specifically about synergizing elements across paths. For example, the Spellfighter Expert Path of Skill is all about being a martial combatant that also uses spells in addition to weapons. Some character classes/archetypes that have become familiar from games like D&D, Pathfinder, or 13th Age don’t show up until the Expert Paths, which reminds me a bit of BECMI D&D. For example, Berserkers, Commanders, Martial Artists, Rangers, Paladins, Artificers, Druids, Psychics, Assassins, Bards, and Warlocks don’t show up until the Expert Paths.

    Depending on the path, a character might pick up a special ability they can use a number of times per rest, a number of extra spells, a new magical tradition, or bonus damage on their attacks. Multiple dice of damage present an interesting tactical choice, because you can sacrifice 2d6 of damage to make another attack, but that attack must be against a different target. If you get additional spells, you pick them from the traditions you already know.

    Since we’re talking about magic, spells, and magic traditions, let’s move on to talking about those things in their own section, because 90 pages of the 274 pages (about 33%) are devoted to magic traditions and spells.

    The Many Faces of Magic

    Spells in the game are all arranged into thematic traditions, which each feature several supernatural talents in addition to the spells grouped under that tradition. When a character discovers a tradition, they gain one of the talents from the tradition, which are separate supernatural abilities compared to spells. Some of these talents are like cantrips, where they are recurring minor supernatural abilities. Some are more powerful, and once they are used, they don’t come back until you make a Luck roll for them to recharge, or in some cases, until after you have a chance to rest. The traditions listed in the core book include:

    • Aeromancy
    • Alchemy
    • Alteration
    • Animism
    • Astromancy
    • Chaos
    • Chronomancy
    • Conjuration
    • Cryomancy
    • Dark Arts
    • Destruction
    • Divination
    • Eldritch
    • Enchantment
    • Evocation
    • Geomancy
    • Illusion
    • Invocation
    • Necromancy
    • Oneiromancy
    • Order
    • Primal
    • Protection
    • Psychomancy
    • Pyromancy
    • Shadowmancy
    • Skullduggery
    • Spiritualism
    • Symbolism
    • Technomancy
    • Teleportation
    • War

    When you learn a spell, the entry tells you how many times you can cast the spell before you rest. You can pick the spell multiple times to gain the ability to cast the spell more times per rest. Spells under their individual traditions are also grouped by Novice, Expert, and Master spells, meaning if you are allowed to learn new spells when you gain a level, you must pick from a level that is equal to or less than your current character tier. In other words, you can’t pick Master level spells from your available traditions until you are at least 7th level.

    Unlike Dungeons & Dragons magic schools, these aren’t cosmic absolutes. Two spells can do very similar things, but will be in two separate traditions, because of the narrative elements of how they create the effect of the spell. For example, Shadowmancy and Teleportation may both create a point from which someone can enter in one place, and exit in another, but Shadowmancy rips a hole through the void, and Teleportation bends space to make two points touch.

    Shadow of the Demon Lord always had extremely evocative ways of explaining what could otherwise be perfunctory effects. While Shadow of the Weird Wizard is a little less gruesome in its descriptions, it’s no less evocative. For example, there is a spell that splits your opponent into two creatures exactly half the size of the original creature. An Astromancy spell flashes a foe with ultraviolet light, burns them, and impairs their agility, because they develop a rapid onset of severe sunburn. One of the spells of the Chronomancy tradition allows the caster to summon themself from the future to aid them. One of the Necromancy spells summons a psychopomp to swoop over the target, bringing them closer to death. A master level Technomancy spell lets you summon a huge moving fortress equipped with a massive cannon, which is both extremely hard to destroy and blows up spectacularly if you do manage to destroy it.

    Because these traditions contain both talents and spells, many of these traditions play into the theme of different paths as well. For example, Technomancy or Alchemy both pair well with Artificer, to produce a “magical scientist/engineer” with a much different feel. While there isn’t a starting path that indicates that a character is psychic, taking the psychomancy tradition can help flavor a Mage as a psionicist before they make it to 3rd level and take the Psychic path.

    Overlapping Shadows

    Shadow of the Weird Wizard has a lot in common with Shadow of the Demon Lord. It’s very clearly an evolution of the same system. But I wanted to take a few moments to summarize some of the changes between the two. I know I’ll miss some, but let’s give this a go:

    • Shadow of the Weird Wizard starts at 1st level instead of 0
    • The scale for health and damage is higher for Shadow of the Weird Wizard
    • Insanity and corruption are not tracked for player characters in Shadow of the Weird Wizard (although at least one path introduces corruption tracking for a character with that path)
    • The round structure doesn’t use the Fast Turn/Slow Turn structure of Shadow of the Demon Lord
    • Shadow of the Weird Wizard adds d6 damage progression to attacks
    • Shadow of the Demon Lord paths occur at different levels, and Shadow of the Weird Wizard doesn’t have an option to take a second Expert Path instead of a Master Path
    • Shadow of the Demon Lord spells always provided a number of castings based on a spell rank determined by paths taken
    • Shadow of the Demon Lord traditions don’t provide talents based on tradition
    • Shadow of the Demon Lord’s core rulebook includes GM/campaign advice and a bestiary

    Both books are the same size, but Shadow of the Demon Lord had 16 Expert Paths and 64 Master Paths, as well as 30 magic traditions, and 5 additional ancestries in addition to humans. Shadow of the Weird Wizard has 42 Expert Paths, 122 Master Paths, and 33 magic traditions. Obviously the big expansion of player materials is in the Expert Paths and Master Paths, but the Magical Traditions take up more space as well, due to the inclusion of the talents associated with the tradition.

    If you were hoping the two games would have compatible material, that’s unfortunately not the case. Health and damage scales differently, making Shadow of the Demon Lord monsters a bit underpowered in comparison. Traditions aren’t compatible because of assumptions about power levels and talents. Novice, Expert, and Master paths all key in their options at different levels between the two systems.

    In a jungle, a heavily scaled serpentine creature with large teeth and blue stripes looks behind it as a woman in chainmail armor plunges a spear into its back. Final Thoughts

    One of the reasons I wanted to write this as a first impression rather than a full review is that while the Shadow of the Weird Wizard book is available in final form in PDF, Secrets of the Weird Wizard, the “GM” book for the line, is still in beta. You can purchase the PDF, but it’s still in development. You can play other ancestries or use the monsters and NPCs from that book, but it’s still in the process of being finished.

    I enjoyed the customization of Shadow of the Demon Lord when I first encountered it, and Shadow of the Weird Wizard is continuing this trend. While Shadow of the Demon Lord was working towards a very specific feel, and almost everything in that game does play towards the concept of the game, it’s definitely a wise move to remove things like Insanity and Corruption from a core high fantasy experience that doesn’t lean into horror.

    When running my Shadow of the Demon Lord game, one of my friends observed that he wanted to make a character that was an effective fighter mage but had a hard time finding the right options to make it work. I feel like the options that are meant to allow for a “multi-classing” feel in Shadow of the Weird Wizard are a lot more transparent in how to mix and match concepts and make them work. As far as spellcasting goes, a lot of that transparency comes from not worrying about the power level and what traditions boost that rating to increase your castings.

    While this is much less nihilistic and horror driven than Shadow of the Demon Lord, this isn’t a system that can seamlessly swap in or out for a setting that was written for D&D or Pathfinder. This is less dark than Shadow of the Demon Lord, but the game still has an edge to it, drawing from folklore and older versions of fairy tales. It’s still a game where heroes doing everything right may still see the consequences of evil that they can’t fully mitigate. They might be able to make the world better within a limited scope, and the world isn’t necessarily marching toward oblivion within the next generation, but the supernatural will always be dangerous and at least a little hostile, and life may become less challenging, but will never be easy.

     This is less dark than Shadow of the Demon Lord, but the game still has an edge to it, drawing from folklore and older versions of fairy tales. 

    Because this resembles 5e SRD fantasy superficially, I think some people may be unsatisfied or conflicted if they don’t realize that the game is pulling on a more specific subset of influences than a lot of modern fantasy utilizes. It’s easy to infer that a human centric game where PCs fight monsters in a land they are trying to tame, with tropes like “all orcs are evil” is playing in a less mature, older fantasy RPG paradigm. On the other hand, I think it’s intentionally playing in the same space as a game like Symbaroum, where it’s fully aware that people “taming a land” is a fraught narrative, and that the satisfying play space is to understand where to introduce hard decisions and moral choices.

    I’ve seen one of the adventures for the system, and even without reading through more of the setting information and campaign advice in Secrets of the Weird Wizard, I’m pretty sure this is a game that wants you to know your heroes can be wrong, but that they also aren’t being relentlessly pushed into spaces where they can’t find a better way. With the number of rules about combat and the number of combat spells, I can see people losing the thread on options that don’t involve reducing enemies to ash. I think the game is deep enough to present more options, while still acknowledging that people want to kick butt once in a while.

    Looking To the Future

    I enjoyed Shadow of the Demon Lord, not only for the system, but also for the way in which the rules reinforced tone and theme. It was (and still is) a game that can be very satisfying if you know what kind of game it wants to deliver. Shadow of the Weird Wizard is going to be able to do the same thing, with even more clarity of design and transparency of intent with its player facing rules. I’m looking forward to seeing the final version of Secrets of the Weird Wizard, and the rest of the line.

    Read more »
  • Give Them a War Room: Player Facing Threat Maps

    I love a good front. Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.) Because fronts allow me to keep track of everything from the arrival of the catastrophic doomsday event to the minor rival NPC’s petty revenge plot, and they give me the tools I need to not only figure out what the bad guys are up to but also how they’re going about their nefarious deeds.

    (Confession: Even though I’ve read a bunch of Powered by the Apocalypse and Forged in the Dark games, I’ve only ever run a single session of one (the original version of Dream Askew), and I’m pretty sure I ran it completely bass-ackwards. And yet my love of fronts endures.)

    Of all the tools to come out of Powered by the Apocalypse games, fronts are probably one of my favorites. (Second only to clocks, really.)

    You know what else I love? Putting my PCs in positions of power. I love foisting eldritch artifacts or ancient magics onto their shoulders. I take glee in giving them influence within an important organization and seeing what they’ll do. It allows me to ask tough questions about how and when they use their great power responsibly (thanks, Uncle Ben). Plus, it gives my players the power to enact real change in the game – something all of us can sometimes feel powerless to do in our real lives. (My group’s go-to power fantasy is making the world a better place.)

    These two loves, though – they are at odds with each other. At least, they are when it comes to my villains’ devious plotting because those fronts happen in the background. Yes, I can write down that Professor Bad Guy’s Ultimate Plan of Evil has six steps, and I can plant clues throughout the game’s narrative that could potentially lead my characters to put the pieces together and figure out his plan.

    Still, I can be an anxious GM at times, worrying that my clues are too obtuse or that my players will reach the wrong conclusion. And if I fail to deliver, then they’ll fail to figure it out in time, and The Ultimate Plan will succeed without the players having had a chance to thwart it.

    Now, I know some games have done a wonderful job of systematizing when fronts advance. Still, when you’re porting the concept into a game that doesn’t already have them baked into the mechanics, you’re basically running that background minigame on vibes. And on the one hand the GM can basically do whatever they want (as long as it serves the story and creates a good time for their players).

    But on the other hand, the GM can basically do whatever they want, and oh gods, I was already working with themes of using power responsibly, so now I’m second-guessing my second guesses!

    GIVE THEM A WAR ROOM

    Fronts are meant to be a GM-facing tool — a little mini-game the GM plays with themself between sessions. When I run games, I like to flip it around and, instead, give the players a “war room.”

    Maybe it’s an actual war room in the command center of their base. Maybe it’s an oracle-like NPC or familiar that keeps track of their enemies’ actions. Maybe it’s the murder board in their detectives’ office. Regardless, all of these war rooms have one thing in common – the threat map.

    When you’re porting the concept into a game […], you’re basically running that background minigame on vibes.

    Just like fronts, the threat map is a big circle with all of the campaign’s (known) threats arranged around it like a clock. At the center of the circle are the PCs (or their town, their ship, their community, what-have-you). Each threat has it’s own number of steps, and as those steps are completed, they get filled in from the outer rim, moving towards the PCs in the center.

    At the end of each session, I show my players the threat map, and together, we discuss what threats they addressed and those threats don’t advance (or get crossed off if they eliminated it).

    The ones they didn’t deal with, though. Those tick down. Getting closer and closer to completion.

    Of course, the threat map is fluid. As they discover more threats, they’re added to it. When they eliminate one of the threats, it’s removed.

    A war room with a threat map gives your players several things – it gives the players a feeling of control (or at least the potential to feel in control), it gives them a way to prioritize the most immediate threats in the game world, and gives them a core list from which they can build out what they know about the villains’ schemes. It basically gives them a quest log.

    A war room with a threat map gives your players several things – a feeling of control, a way to prioritize, and a core list of tasks to complete.

    Depending on the tone of the game and just how many enemies the players have made, I may also introduce a mitigation mechanic – some way for them to delay a threat without actually dealing with it in the session. Sometimes, it’s a die role at the end of the game. Other times, it’s a resource cost. (This is also a great place to use an NPC delegation system.)

    Because while the threat map can keep your players focused on the main tasks at hand, it can sometimes make them too focused. Any mitigation mechanic you introduce will allow them to breathe and indulge in ancillary role-play that wanders a bit.   

    IT’S NOT FOR EVERYONE

    I don’t always use a player-facing threat map when I run games. It works best in games where your players have the means to not just react to dangers but also get out ahead of them. I wouldn’t use this tool in games like Shiver or Camp Murder Lake, for example, because those games are about not being in control.

    That said, introducing the threat map at a point in the game where the characters have crossed a certain power threshold could be a great way of driving home the fact that they’ve got bigger responsibilities now.

    THE LAST THING I LOVE

    Besides my spouse, my dog, and my library of books and games, I love one other thing — a good template.

    Here’s the threat map I used when I was running Starfinder. Feel free to download it and make it your own, and tell me how you think you might incorporate player-facing threat maps into your next campaign!

    Read more »
  • mp3Gnomecast 187 – Learning About the OSR

    Ang gets JT and Walt on the mics to learn more about what the OSR (Old School… Renaissance? Revival? Retro? The R varies) actually is. Join us and learn more about this style of roleplaying game.

     

    Links:

    JT’s Amazon Book Page

    Origins Game Fair

    Renegade Game Studios

    Read more »
  • The Genre Mash

    One of my gaming groups plays a mashed up game with three genres: Highschool, Swashbuckling, and Urban Fantasy. We call it Children of the Shroud. In the game we play high school kids in a hidden magic world. As part of our magical learning we are part of the Junior Guardians club. It’s a club for magical students at our high school in Buffalo NY. Due to reasons, we got ourselves involved in trying to stop a magic prosperity cult who are using the in-game currency of a video game called Call of Violence to try and manifest a new primal elemental of prosperity. This in-game currency can be bought with real world money. Prosperity magic is outlawed by the magic cops because it can destroy the magical veil which helps hide the magical world from the normals out there. If those normals found out about the magical world they’d get really torch and pitchforky on the magic folks. 

    Our characters are…interesting. My character, Silas, had his girlfriend’s essence bound to his soul when the campaign started and has been trying to make her whole again. Ti is a medusa in a really nice middle class family of medusas. Gunny just figured out he was a wind elemental and his dad isn’t dead, but some big bad criminal, or spy, or both. On top of that we can all manifest magical weapons that let us cast stronger and stronger spells the longer we fight, and two of us are also on the academic decathlon team at school, or the Knowledge Bowl team, as our friend Ti likes to say.

    It’s a mashup. So let’s talk about how you can do something similar.

    Pick Genres

    First, pick three genres. Need a list? You can try TV tropes or here’s a bunch of genre’s to pick from: 

    Action, Adventure, Comedy, Crime, Espionage, Fairy Tale, Hard SciFi, High Fantasy, High School, Historical, Horror, Low Fantasy, Martial Arts or Wuxia (It’s Woo-Shhaaa, say it with me, Woo. Shhaaa.) Mecha, Medical, Medieval, Modern, Mystery, Politics, Post-Apocalypse, Prehistoric (who doesn’t love a big old dinosaur), Psionics, your favorite version of the punk genre, Pulp, Science Fantasy, Soft SciFi, Space Opera, Sports (we need more sports RPGs), Suburbia, Super Heroes, Sword & Sorcery, Urban Fantasy, Western, Zombies AKA Hordes of shambling dead people where the shambling dead are the least dangerous thing.

    Understand Your Genres

    Second, understand what your genres are about. Let’s look at the Children of the Shroud game I mentioned. I’ll be quoting the Cortex Prime rule book for their take on the first two genres:

    High School: Teenagers are complicated, and so are the adults that share their worlds, especially when the drama is dialed all the way up because of exams, proms, drugs, and bullies.

    Swashbuckler: Icons of this genre are pirates, musketeers, and scoundrels, but it really extends to anything where the characters engage in flashy exploits, daring escapes, over the top swordfights, and perilous relationships.

    There isn’t an Urban Fantasy genre in the Cortex book but here’s my best take on it.

    Urban Fantasy: often deals with a world of magic in a modern setting. Most Urban Fantasy has a mystery at the center of these stories, leaning on its roots in noir fiction, but the genre is primarily about mixing the magical with a mundane world and seeing how they interact. The PCs should also have one foot in both the magical and mundane worlds.

    Fit Those Genres Together – Largest Step

    Third, try and look at how the genres can fit together. This examination also lets you take a genre to a different sub genre or lets you add a sub genre. Once again, here’s how we did it with Children of the Shroud.

    In our Children of the Shroud game we decided everyone would have a magical weapon of some sort that they manifested, and the weapon would generate mana as it was wielded through different forms for combat magic. That was the intersection of Swashbuckling and Urban Fantasy. It also let me push a bit of the high school magic animes I enjoy into the game.

    We decided we wanted ritual magic that took longer to use but was more flexible than combat magic and could produce a variety of effects. This strictly fits the Urban Fantasy genre.

    Our GM, and fellow Gnome, Phil, created something called the Shroud, which hid the magical world from the mundane world but it could be strained if magic was used too blatantly. This also meant there was a governing body over magic in the world (the Veil), who helped maintain the Shroud and investigated and prosecuted those who sought to expose the Shroud or use magic in a way that would harm it. This pushed us to a hidden magical world as part of our urban fantasy genre. 

    To help make this hidden world, urban fantasy, and high school genre even more poignant and overlapped, we placed the parents of our characters as part of this magical society in some way. On top of that, Gunny’s player decided his mother doesn’t know anything about the magical world, creating some hidden world genre tension.

    Next we crafted mechanics that pulled in school cliques to highlight the high school school side of play. We called them Roles. This is a feature of Cortex Prime. Our Roles trait set includes Emo, Geek, Jock, Popular, and Performer. They provided attributes, but also our social standing in different school cliques. This is predominantly a highschool thing, but the mechanics also played into the action parts of our swashbuckling since Jock and Geek were used in our dueling rules.

    We also decided our high school would be mostly mundane, but there would be a special club called the Junior Guardians that was a cover for the magical teens attending the school. This club would be where they got their magical education. This hits the high school and urban fantasy genres along with that hidden world sub genre.

    Lastly, we have our important relationships. We started with two in the magical world and two in the mundane world to keep up the idea of being in both worlds from Urban Fantasy. Also, because one of the genres is Swashbuckling our GM decided to also do their best to make some of those relationships dangerous in a variety of ways.

    There’s actually more to it than that, I just threw a bunch of examples of what we did at you. If you break it down there’s really just three things the group needs to consider and one extra the GM should keep in mind. Time for a sub list.

    Setting

    Your setting should do its best to find these overlaps. As human beings we’re pretty good at finding the patterns and intersections where these different genres and their setting elements can intersect. Just ask yourself a few questions such as:

    • Where are the predominant locations the game will take place?
    • Who are the important NPCs and how do they fit into the setting?
    • Why are people or organizations doing what they’re doing? What’s their motivation?
    • Where is the tension and conflict in the setting and how can it be related to the genres being used?

    That’s just off the top of my head. Add questions that work best for your group and creative style.

    Situation

    An addendum to the setting would be situation. What is the initial situation the characters find themselves in or what is the overall situation the game assumes the characters will be involved in? Some folks think of this as a scenario or plot but it’s a little higher level than that. It’s more of a guideline for the players so they more easily craft characters inside the campaign. It also gives starting tensions, problems, and ways for the GM to provide meaningful hooks for the PCs.

    In our Children of the Shroud game we were all a part of the Junior Guardians, which meant we had Junior Guardian missions we had to take part in. On top of that we had personal goals the GM ok’ed as part of the initial situation. Silas had his girlfriend Meseme’s essence bound to his soul and was dealing with the fallout from that. Gunny had just discovered he was magical, and that his dead father wasn’t dead and was also magical.

    Mechanics

    Your mechanics need to find ways to fit the overlaps. Cortex Prime made this easier because we built a game using the Cortex Legos. It was a little more upfront work but made for a very fun experience.The relationships, the roles, our dueling rules, how magic affected the Shroud, and our magic ritual rules all touched on the genres we chose in some way.

    You can look around for a game that just does what you’re looking for. If you want a pulpy weird west with a dash of horror game, you can play Deadlands. But if you’re trying something where it’s not quite as obvious, or there’s not a game that fits what you’re looking for, it’s time to break out some house rules, hacks, and drifts. It’s a whole discussion on it’s own, but here’s a couple ideas for how to go about it:

    • Utilize the core mechanisms of the game to build the things you believe you need to make the game fit the genre.
    • Adapt mechanics and ideas from other games to the game you prefer.
    • Combine the above two ideas.

    What I would advise against is excluding rules for things that would be important to the genre and just leaving it up to interactions at the table. Of course, if your table is ok with GM fiat as a final arbiter for important decisions and moments in the game, then you should do that. Every table is different in what they enjoy.

    Characters

    Your characters should be crafted with the genres in mind, along with the above mentioned situation. Genres have character tropes that fit inside of them and story tropes which help drive character action. Here’s a solid way to come up with an interesting character for a genre mash game. Let’s do an original from Children of the Shroud:

    • Start with a character archetype from one of the genres or pick two and mash them together
      • Manic Pixie Girl with sleep magic (High School / Urban Fantasy) She’s very pro Veil (Hidden World)
    • Put a spin on it
      • She’s really pretty anxious about talking to people about things that matter unless it’s in her dream space. (High School / Urban Fantasy)
    • Pick some kind of story arc you’d like your character to go on
      • Will she still see the Veil as the bastion of order, law, and good she believes it to be after working inside of it? (Swashbuckling / Urban Fantasy)
    • Then play to the motivations of the character, the ideas of the trope, the idea of the story arc, and the spin.

    The above example isn’t really an original, it’s a character named Bo who’s a much more prominent NPC in our game these days. She’s part of the Junior Guardians which is how our PCs know her, and she went to the Prom with Ti. This is just the story I would envision for her if I was playing her.

    Together these steps will give a way to make a character that fits into the game you’ve mashed together.

    Scenarios

    Lastly, let’s talk about Scenarios. It’s actually the easiest part because you just look at the plots and tropes those kinds of genre stories have and build scenarios utilizing them as foundations. Then you can add some interesting bits from your characters, setting, and situation, utilizing your genre tropes where appropriate, and you have yourself a genre mashed scenario.

    Phil did this quite expertly in our 3rd Children of the Shroud story, Smarty Pants. We started with an academic decathlon against a rival school (High School). Silas spied a student on the opposing team, Lowell Thornton, using a magical Altoid to give himself a temporary intellect boost during their one-on-one trivia battle. Thing is, Lowell isn’t magical (Urban Fantasy). On top of that, before we started the story Phil asked us about how we knew our friend Morris who died at a party at Lowell’s house this past summer, drowning in Lowell’s pool (Swashbuckling – Perilous Relationship). I told Phil my character was really tight with Morris, who was the one who introduced Silas to Meseme, my girlfriend whose soul is cohabiting my body (Highschool / Urban Fantasy). We come to find out that the Altoids were imbued with the essence of Morris, who had his soul sucked out of him in a magical ritual (Urban Fantasy). So now our characters are running down who sold the Altoids to Lowell which leads to who tried to kill Meseme in the same way (Swashbuckling / Urban Fantasy). During the entire story Silas is having emotional anger issues. His friends are doing what they can to deal with it, but tensions are high (High School). There’s a running battle in the park with one of the essence dealers, but she gets away (Swashbuckling). Hard conversations are had but eventually Silas’s friends, Ti and Gunny, help Silas commune with Meseme within his soul, which helps calm him down, and three are able to track down and bring some of the people involved with taking people’s essence to justice(High School / Urban Fantasy). This was, of course, in a huge sword fight in an abandoned asylum for the mentally ill in the city of Buffalo, NY (Swashbuckling). Yes, we have one of those here. It’s real.

    Now that you have the list, here’s the most important thing to keep in mind. These items aren’t necessarily done in order. You’ll most likely need to bounce around to each of them, getting little bits of information, making choices, asking questions, and filling things out until you have a clear enough picture to proceed with whatever might be the next logical step in your genre mashup.

    Session 0 or Session -1

    To help this process you might want to gather your game group for this genre mash. Session 0’s are great for this, or even session -1 where you’re just hashing out the above items. There’s a lot to talk about, but here’s a starting list of things to think about when having this discussion.

    Genre

    • Which genres are we going to use?
    • What do the genres mean to each person? 
    • Where do the genres overlap?

    Setting

    • What do the genre overlaps mean for the setting? 
    • Is the setting original or something created whole cloth? 
    • Who’s building or deciding on the setting? Is it a group effort? Is the GM going to take point and get input from the rest of the group, or will you use some other methodology? 
    • What’s the initial situation for the characters going to look like?

    Mechanics

    • What mechanics are you going to use? 
    • How do they fit your genre mashup? 
    • How don’t they fit your genre mashup? 
    • Are you planning on hacking them to make them fit better? 

    It can feel like a lot, but I find this kind of effort to be a fun creative exercise, regardless of whether you’re doing most of it alone or with your group. In my experience, if you just follow the flow of answers and questions as they come up, and refer to the above questions as you find yourself getting stuck, you’ll have a pretty easy time with this.

    I will provide one more bit of advice. If you’re the GM and are doing this exercise with your group, I would suggest facilitating this part just like you run the game. Ask a question, get some answers, take some notes. Always do your best to provide and get clarifications on things that are said. Also, don’t be afraid to say no to things that don’t fit together, or ask the group how those pieces that don’t look like they fit together actually do fit together. You should do your best to control the pace and when things bog down, utilize the people in your group to get unstuck.

    I just want to say thanks if you’ve read this far. Let me recap the steps I think about when putting together a genre mash game.

    Recap

    First, pick three genres.

    Second, understand what your genres are about.

    Third, try and look at how the genre’s can fit together and if you need to take a genre to a slightly different sub genre. When doing this you should think about these things:

    • Setting. The people, places, important history, and current events of the game. These should all reinforce one or more of the genres.
    • Situation. This is the initial set of circumstances the characters will find themselves in.
    • Characters. Player characters that fit inside the genre and can be protagonists in the game.
    • Mechanics. Mechanisms and procedures that make sense with and enhance the genres of the game you’re playing.
    • Scenario. Build scenarios using the aforementioned elements along with the plots and story beats used in the genres you’re mashing up.

    Once you’ve done that you have yourself a genre mashed game.

    Now let me ask you. What kind of Genre Mashups have you put together? How did you do it? How would you enhance what I’ve presented?

    Read more »
  • Adventure Design: Mood, Tone, and Theme

    When starting to design an adventure for your home group, the first things I always consider are the mood, tone, and theme of the adventure. This will dictate all design decisions, descriptions, monsters included, sometimes the treasure gained, and the general aesthetics of everything I create for the adventure.

    Before I jump in, you’ll note that I’m leaving genre out of this list because I’m assuming you already have an established genre for the game you’re running for your group. If you’re working with a “clean slate” (meaning no campaign in flight for this adventure), then you really should determine the genre(s) you’re going to take into account for this adventure. Picking the genre first will drive many of the tropes, assumptions, styles, and approaches for storytelling within the adventure.

    Having said all of that, I’m going to delve into mood, tone, and theme, in that order. I truly feel that one leads to the next that leads to the next. I always do them in this order.

    Mood

    This is the emotional resonance of the adventure. This encompasses the presentation of the material and the feels you want to evoke in your players by way of their characters’ experiences. I highly encourage you to head over to David Hodder’s web site and look at the top “emotion wheel” he has posted there. You’ll start with the innermost level of the wheel and pick an emotion. Then drill toward the outer edges to find more precise emotions.

    Mood is the emotional resonance of the adventure.

    I recommend having several moods/emotions chosen for your adventure, but make sure they’ll mesh together or have one lead to another. Sometimes, an adventure can present different moods at different stages of the adventure. Perhaps the adventure starts with a village celebration (jubilation) that gets invaded by nearby ravagers (panic) until the party of adventurers restores calm (content). However, during the invasion, the beloved mayor of the village is slain (rage/hate), so the adventurers take it upon themselves to venture into the nearby wilderness to put an end to the ravagers once and for all (stimulated). When they successfully return from their mission (satisfied), the villagers heap glory and accolades upon them (relieved/passion).

    Tone

    The tone of the adventure is how things are presented.

    The tone of the adventure is how things are presented to the GM and the players. I’m assuming the GM is you, so you’ll want to make sure your notes, ideas, writings, and concepts reflect the tone you want to present to the players. By approaching your writing of notes with a specific tone in mind, you’ll be more consistent in your presentation of that tone to the players.

    Some examples of tones for adventures are:

    • Optimistic
    • Pessimistic
    • Joyful
    • Sadness
    • Fearful
    • Hopeful
    • Humorous
    • Serious
    • Horrific
    • Mundane
    • Warmongering
    • Peaceful
    • Weird
    • Normal

    Theme

    The theme of your adventure can, I would argue should, borrow from literary themes. They are well-established, well-researched, and in many places are thoughtfully presented for your education. There are numerous lists of themes on the Internet. A quick search for “story themes” will produce gobs of results. Set a timer for 20-30 minutes before doing any research like this to avoid wasting hours down “the Internet rabbit hole.”

    The lists of literary themes are so numerous and lengthy, I’m not going to try and reproduce them here. Instead, I’m giving you the above homework of doing your own research. I just don’t have the space or word count here to even sum up themes that can be applied to adventure creation.

     Borrow from literary themes. 

    Most of the themes are going to reflect how your PCs interact with the events and situations in your adventure. If you come up with your theme and then design an encounter that doesn’t support or mirror that theme, then the encounter might feel like a waste of time to the PCs. If you can tie every setting, every encounter, most NPCs, and the story arcs to your theme, the adventure will feel more like a cohesive whole rather than random bits tied together with string.

    Taking my above example of the ravagers attacking the village during a celebration followed by the PCs tracking down the ravagers in the wilderness and putting an end to them, I would propose that my theme should be something along the lines of “righteous justice.” However, if I shift things around a bit and have the ravagers motivated by their leader’s love for the mayor’s daughter, the theme can change to “unrequited love.” If the daughter loves the leader back, it changes again to “fated love.” If there is no love element in the story arc, but the ravagers are going through a famine and just needed some food the villagers wouldn’t (or couldn’t) sell to the men and women in the wilderness, then you have a “survival” theme. This can be especially true if the famine of the wilderness is creeping toward the village and its farmlands.

    The key is to pick a theme to run with, so that it can properly inform and color your story as you put the pieces together.

    Changes Over Arcs

    I’m also going to add on here that if you have multiple “acts” or “story arcs” within your adventure, you can have a different theme (or mood or tone) for each act of the adventure. I’m mainly working off the assumption that your adventure is a single act, but if it’s longer, then you can definitely have multiple choices going on here. The longer your adventure, the more opportunity you have to explore different aspects of storytelling within your plans.

    Stay Tuned!

    Next month, I’m going to tackle a concept that I came up with (though it’s probably not unique) called “designing back to front.” I hope you liked this article and stick with me for the next one.

    Read more »
  • Dune: Fall of the Imperium Review

    The title of the page reads Dune: Adventures in the Imperium at the top, and Fall of the Imperium Sourcebook at the bottom. In the background is the appearance of a swirling galaxy, and a single planet. In front of that is the face of a bearded man looking to the right, a woman to the left in robes, two figures in armor, and another figure in robes. At the bottom of the page is a legion of people waving green and gold flags with a House symbol on them.

    Licensed games usually take the approach of presenting material that can happen far away from the canon events of the setting. This works especially well in settings like Star Trek or Star Wars, where there is a literal galaxy of locations available for storytelling. Player characters may hear about canon events, and there may be a butterfly effect on some of their options, but the assumption of the game is that the player characters aren’t going to be directly confronting and potentially contradicting the fictitious history of the setting.

    Despite this, there are some fans who want exactly that. If they are playing in a game about a given setting, they want to be present for the events they have read about or seen on screen. They may or may not want to step into the shoes of an existing character, either by playing that character, or by playing a character that replaces the canon character in the game table’s narrative. If you want to play through a campaign where it’s possible for Luke Skywalker to miss the shot that destroys the Death Star because a PC failed to keep a TIE Fighter off his tail, that’s largely on the game facilitator to navigate.

    Modiphius has taken an interesting approach to this with their Dune: Adventures in the Imperium RPG. While it largely assumes that player characters will be engaging in house politics in other corners of the galaxy or touching upon Arrakis in moments between galaxy shaking events, it has also introduced products that directly engage the canon narrative. The primary example of this has been the Agents of Dune boxed set, which places the player characters and their house in the place of House Atreides, inheriting Dune from the Harkonnens by decree of the emperor.

    The adventure we’re looking at today also places player characters directly in the path of galactic history, presenting a campaign that takes place just before, during, and in the aftermath of Paul Atreides’ takeover of the imperial throne.

     Dune: Fall of the Imperium

    Creative Lead Andrew Peregrine
    Line Editor/Canon Editor
    Rachel J. Wilkinson
    Writing
    Richard August, Simon Berman, Jason Brick, Jason Durall, Keith Garrett, Jack Norris, Andrew Peregrine, Dave Semark, Hilary Sklar, Devinder Thiara, Mari Tokuda, Rachel J. Wilkinson
    Graphic Design Chris Webb, Leigh Woosey, Jen Mccleary
    Art Direction
    Rocío Martín Pérez
    Cover Artist
    David Benzal
    Interior Artwork Artists
    Amir Zand, Joel Chaim Holtzman, János Tokity, Simone Rizzo, Jakub Kozlowski, Carmen Cornet, Eren Arik, Hans Park, Mikhail Palamarchuk, Mihail Spil-Haufter, Lixin Yin, Susanah Grace, Alexander Guillen Brox, Imad Awan, Louie Maryon, Justin Usher, Jonny Sun, Olivier Hennart, Pat Fix, Avishek Banerjee, Bastien Lecouffe-Deharme, Simone Rizzo
    Proofreading
    Stuart Gorman
    Project Management
    Daniel Lade
    Brand Management
    Joe Lefavi for Genuine Entertainment

    Disclaimer

    I am not working from a review copy of this product and did not receive a review copy to work from. I have received review copies from Modiphius Entertainment in the past. I have not had the opportunity to play or run this adventure. I do have a familiarity with the 2d20 system, having run and played multiple iterations of the rules.

    Layout and Design

    I am working from a PDF of the adventure. The adventure is available as a PDF or a physical book. Additionally, there is a Roll20 version of the adventure for sale. The PDF is 146 pages long. The content of those pages breaks down to this:

    • Covers–2 pages
    • Inside Front Cover Art–1 page
    • Company Title Page–1 page
    • Product Title Page–1 page
    • Credits Page–1 page
    • Table of Contents–1 page
    • Shuttle Map–1 page
    • Map of Arrakeen–1 page
    • Modiphius Product Ads–3 pages

    There is some glorious artwork in this book, and the design of most of the outfits, vehicles, architecture, etc. match the recent movies. While this book assumes the continuity of the original novels, the licensing is all bound together, meaning they don’t have to reinvent the wheel when it comes to producing artwork. The pages are in a light parchment color, with geometric flourishes under the text. There is artwork throughout, especially depicting notable characters. Each of the chapters starts with a two-page spread of full color art.

    The layout varies depending on the purpose of the text. Most of the adventure is in a two-column layout, but background material and overviews are formatted in centered text boxes or single columns that run down the middle of the page. Sidebars are often in the lower right- or left-hand side of the page.

    The Judge of the Change

    This adventure is the framework for an entire campaign, if you couldn’t glean that from the introduction. The book itself is broken into the following sections:

    • Introduction
    • Act I: The Gathering Storm
    • Act II: Muad’Dib
    • Act III: Fall of the Imperium
    • Act IV: War Across a Million Worlds
    • Adventures in the Era of Muad’Dib

    Adventures in the Era of Muad’Dib is a section that details the kind of setting assumptions that should be considered for playing the RPG during the establishment of Paul’s reign. This includes the differences between the chaos and violence of that era, contrasted against the political maneuvering and quick betrayals of the previous era.

    Each act of the campaign has its own set of acts, which are the primary adventures that characters will engage with as that leg of the campaign progresses. This means that within all four acts, there are three adventures, each with their own three acts.

    While I mentioned the Agents of Dune campaign boxed set above, unlike that product, these adventures assume that the events of the novels happen when and how they are detailed in the source material. There are a few notes on what might happen if the GM and the players want to deviate from the story, but most sections assume that the path of history rolls forward unabated.

    A figure sits in a booth. To their right is a hooded figure in a robe, and to their right is a lightly armored bodyguard with a long knife. Standing and facing them on the opposite side of the room is a figure wearing a jacket, with another hooded figure next to them.Who Are You?

    The PCs are playing agents of their own house, managing their interests in light of emerging events. For several parts of the campaign, this means you’ll be dealing with the cascading effects of galactic history, rather than being right next to it. However, there are several places where the adventure narrows back down to canon events so the PCs can be present as witnesses.

    There is an interesting sidebar at the beginning of the adventure which I both agree with and think oversimplifies the situation, especially when it’s applied to the players and the decisions they are making. The sidebar mentions that both Paul and the Harkonnens are nobles whose people toil for the profit of their rulers, and that while the Harkonnens are vicious and violent in their tactics, Paul starts a war that kills billions of people. All on board with “Paul isn’t the Good Guy.” But it also frames this as “there are no villains,” which, no, that’s harder to take. Paul isn’t the good guy because of the repercussions of his actions, but it is hard to say that the Harkonnens aren’t villains. I think it’s pretty easy to conceive of a story where there are no heroes, only villains, rather than saying there are no heroes or villains.

    Part of why this sidebar exists, however, is to reinforce the concept that making decisions for a House in the Landsraad often means choosing between multiple bad options. If the PCs ally with the Harkonnens for a time, they aren’t suddenly the villains of the story, they may just be doing something very distasteful for them in order to help their house survive. There are several places in the narrative where characters have the option of throwing in with different houses against other houses, which means being allied doesn’t always mean being long term friends or business partners.

    As agents of a Landsraad House, there are a combination of missions you can undertake for the betterment of your house, which also happens to give you insight into the greater events unfolding. For example, trying to secure a hidden smuggler’s cache of spice after the Atreides take over Arrakis lets you stumble upon some Harkonnen records that may lead you to the hidden base of operations of a Sardukar agent, and so on.

    While the adventure has several places where events unfold at a distance from the events of the novels, there are a few key places where the PCs are funneled back into the main narrative. These include:

    • The night House Atreides falls
    • The Death of Rabban
    • The Death of Leto II
    • The sequence of Paul’s ascension to the throne and all the events surrounding it

    If you read “The Death of Leto II,” and thought, wait, I don’t want to be there for that, I completely understand. That particular aspect of the adventure kind of underscores some of the problems the adventure has whenever it funnels the PCs back to major canon events. It’s very clear you are pushed into those events to witness them. If you play the adventure as written, you are sent with the Sardukar on their raid of the sietch, and you arrive at the scene just after Leto II has been killed.

    In many of the “up close to history” scenes, your characters are rolling to avoid getting in anyone’s way and hoping to pick up some things beneficial to your house on the periphery of bigger events. One exception to this is the death of Rabban. The PCs have several paths to this point, but almost all of them involve someone wanting them to kill Rabban in the lead up to the most tumultuous events preceding Paul’s ascension.

    This would be a really neat, “that was your characters!” moment, except there are still some heavy handed sections where his location is a bait and switch, so you must encounter Feyd, and you can’t kill Rabban all by yourselves, Gurney Halleck will show up and either try to do it before you, or help you out.

    A figure sits at the top of a set of stairs, on a large, ornate throne. There are two guards flanking the figure on either side. At the bottom of the stairs, two cloaked figures stand on either side of a figure that is kneeling, with their hands bound behind their back.The Wide-Open Galaxy

    Act II is especially open compared to the rest of the adventure. Your characters are negotiating for spice as Harkonnen production slows. You chase spies on a ski resort planet. You skulk around backwaters looking for blackmail information and encrypted documents. In one of my favorite moments in the adventure, your characters navigate a night of betrayal that is both thematically calling back to the attack on House Atreides, but both more subtle and distinct. It’s one of those places where it really feels like the adventure delivers you a very “Dune” experience without just using canon Dune events.

    Act IV is strange. While it deals with events we know happened, broadly, i.e. Paul’s crusade ravaging worlds that failed to show their loyalty, the places where these adventures take place generally don’t have a lot of canon surrounding them, meaning that the PCs actions can have greater effect. The downside is that in many cases, the reason they are in the path of these events is very thin. In several cases, Paul issues an imperial decree for the PCs to go to a place, where they may work against his agents, and the next time they see Paul, “he sees something in their future that keeps him from acting against them,” and then they can go somewhere else and either discreetly or overtly defy him.

    The culmination of the entire adventure/campaign is that a House that has long been associated with the PCs’ House is accused of treason. The PCs can find out what is going on, disassociate themselves from their allies or exonerate them, and determine who to screw over and who to align themselves with to keep one of Paul’s lieutenants from declaring their House as an enemy of the throne.

    Mechanical Resolution

    An aspect of the adventure that I really enjoy is that it leans into the 2d20 concept of creating traits. If you aren’t familiar with traits in a 2d20 game (which have slightly different names depending on the 2d20 game in question), they function in a manner similar to Fate aspects. They are a broad description of something that is true. Depending on the narrative, traits either grant narrative permission to do something that wouldn’t be possible if the trait weren’t active, or it adds or subtracts from the difficulty of a task if it is relevant to that task.

    Depending on how the PCs resolve different scenes in the adventure, they may acquire different traits, which will be available for use either by the PCs or the GM if they are still active. For example, in many cases, PCs that ally with a house will gain a trait that denotes that they are “Ally of House X,” and any time that’s relevant, it might make a check either more or less difficult. They may also gain traits that reflect their reputation; for example, if they resolve a scene by hiding, they may get a “Cowardice” trait, which might come into play whenever dealing with characters that are proud of their martial accomplishments.

    There are also events that remove traits. For example, early in the adventure, it’s a lot easier for the PCs to pick up the “Ally to House Harkonnen” trait, which they may end up shedding if, later in the adventure, they advocate for the emperor to strip them of their rights to Arrakis.

    Like Star Trek Adventures, Dune: Adventures in the Imperium makes provisions for a player running characters other than their primary character, usually in circumstances where the PCs wouldn’t want to personally be involved in the activities they are directing. This is separate from, but adjacent to, Architect play, where PCs can say they are using resources from a distance to manipulate events, making checks for broad actions they are taking, to influence events.

    A figure stands in front of a window that has an intricate windowpane pattern throughout. They are looking out, with their back facing the room. There is a wall at the far side of the room, and behind the wall is a figure in a hood, with their face covered, holding a knife in one hand, peeking around the corner at the figure looking out the window.For example, if a character has troops as one of their resources, and there have been smugglers raiding their holdings, they could use Architect mode to send troops to take care of the smugglers without ever going to that location, rolling to see how well their orders are carried out versus the difficulty of the outcome they want. The downside to Architect play being that it’s hard to get specific granular results. In the example above, you might be able to get rid of the smugglers, but the GM may tell you that unless you show up yourself, you can’t expect your troops to capture a smuggler alive for interrogation.

    There are a few places in the adventure where broader goals are mentioned as something the PCs might attempt with Architect mode, usually in the periphery of events that surround the political maneuvering in Act II. There are also a few brief mentions of using supporting characters during certain events, especially if the player character in question isn’t a particularly martial specimen, and they tackle a mission like killing Rabban.

    Because these are excellent tools, I wish the adventure had spent more time expanding how they could be used to greater effect in various scenes. While I don’t think any scene where the PCs have most of their agency removed is going to be fun to sit through, I could see several of the “you must go this direction” encounters being easier to swallow if those scenes were expressly meant to be carried out by secondary character operatives. I suspect that this wasn’t done in part because the adventure wants your primary PCs to be present at these major events, not just a character you are playing.

    Having a few lines referencing, “they could get X, likely through Architect play,” isn’t nearly as satisfying as a more detailed list of resources or events that the PCs could undertake that had a direct effect on the narrative and the position of their house in each act.

    Aftermath

    When I first saw there was a section on Adventures in the Era of Muad’Dib, I was thinking something along the lines of the one-page mission briefs from Star Trek Adventures. This is, more precisely, tools and mechanics available to reflect the differences in the galaxy after Paul’s ascension to the throne and the spread of his religion. It introduces the faction template for the Qizarate, as well as six new talents that are either tied to that faction or involve interaction with Paul directly.

    While there aren’t “mission brief” style adventures, there are sections on what resistance to the throne looks like in this era, some of the espionage that might be going on, and a few adventure seeds surrounding interacting with Paul, the adherents of his faith, and the changing allegiances in the Imperium. These are generally short, one paragraph long descriptions.

     I feel like you’re either going to have some frustrating moments as written, or you’re going to be reworking some key scenes so that the PCs have actual agency in those moments 

    The Mystery of Life Isn’t a Problem to Solve, But A Reality to Experience

    I really appreciate the ambition of this adventure. It really shines in Act II, and a bit in Act IV, where the PCs have lots of options available to them, and the main thing that is determined by canon are the stakes they are navigating. I absolutely love the Night of Slow blades section of the adventure, because it hits that sweet spot of “this is tailored for your PCs” and “this feels like exactly what would happen in the novels.” There are also some other scenes across various acts that shine. While not everyone may take the road that leads to this, I really liked the details of negotiating with Baron Harkonnen, as well as the scenes where the PCs can debate with other agents of the Landsraad houses in court with the emperor.

    An Animal Caught in A Trap Will Gnaw Off Its Own Leg to Escape. What Will You Do?

    I wish that when the adventure pushes the PCs into “witness” mode, there was more for them to do than observe and make a few checks to see if they pick up a new trait or asset for themselves or their house. There are some brushes with canon events early on that feel especially frustrating. You may get into a fight with Rabban the night of the Atreides attack, but he’s got plot armor. You might see Jessica and Paul being herded onto an ornithopter in the distance, but you’re too far away to do anything about it. The absolute worse example of this is being present for Leto II’s death. I don’t expect the adventure to give you the opportunity to stop this from happening–it’s a pretty pivotal story beat. But I don’t know that my desire to witness the noteworthy events of Dune included helplessly traveling with the people that murder Paul’s infant son.

    Tenuous Recommendation–The product has positive aspects, but buyers may want to make sure the positive aspects align with their tastes before moving this up their list of what to purchase next.

    I don’t want to be too brutal. I think that if you are a fan of Dune (and I’m not sure why you would be buying Dune RPG material if you weren’t) you will find some use for this adventure. On the other hand, I feel like you’re either going to have some frustrating moments as written, or you’re going to be reworking some key scenes so that the PCs have actual agency in those moments. That’s a shame, because there are some wonderful moments in the adventure that tie the PCs and their house to events with a little more room to breathe, that would be great to see attached to an adventure that didn’t funnel you back into your front row seats for a show you can’t really affect.

    Read more »
  • mp3VideoGnomecast 186 – Mixing Genres

    Ang, Chris and Josh chat about mixing up genres in our RPGs and as a result touch on what genre is, and why we can and should mash it all up together!

    Links:

    D&D Lego!

    The Nebula Awards

    Daggerheart Playtest

    Read more »
  • The Carousel: Why I Believe Roleplayers Should Swing

    Try all the options

    We are all familiar with the trope of a regular gaming group. You know, the one who meets on regular days in the regular gaming location. And while the particularities of the imagined group differ, the factors of time and space stay constant, but so too does the cast. Although we all know how wonderful a regular gaming group can be, I am here to suggest that there’s several benefits of regularly shifting up the cast around your gaming table as well. I will discuss the pros of this, and of course mention some of the cons while suggesting how they can be remedied or at least reduced. I might even suggest that shifting up your regular gaming group will just mean you’ll have a regular gaming circle, but that’s getting ahead of myself. I’ll discuss the benefits of not having a regular group first.

    Scheduling

    People’s lives change, along with their calendars, interests and priorities, and unfortunately also health and postal codes. Having a steady group is all well and good, but sometimes scheduling games will take a lot of effort. For a lot of us that’s where the real issue of burnout comes from, with a tedious and complicated scheduling matrix, and the accompanying cancellations. I find that it’s much easier to fit people to dates I’m available instead of finding people first and then looking at the calendars. I’d rather play shorter campaigns for six months or so, than risk having campaigns end in scheduling limbo, due to peoples changing lives and priorities. It’s much easier to find a date that works for all if the group is brought together on the same premise and not just out of habit. If everyone assembled for your Weird Western-game is really wanting to play weird western and have all cleared the same date in the week, you are more certain that they will attend game nights than if they’re just your friends, have other hobbies and are really just wanting you all to go back to playing a Fantasy or a Cyberpunk game again. Sure, people will still have emergencies, or just family or work commitments, but if you have a robust group bound together on a mission, you might at least get to finish the campaign together, at the very least experience a somewhat satisfactory ending, even if things keep happening. Oh, and as a bonus, you also have at least one friend who is eagerly awaiting the start of the next Fantasy or Cyberpunk campaign!

    Different Experiences

    While monogamy has its virtues, I find that gaming with a richer and more varied crowd brings a lot of benefits to myself, the other individuals and the group as a whole, while also benefiting a larger circle of people. We avoid the rut that a steady group will sometimes attain, and variations in cast give different players the chance to try out different roles/functions/classes that some players tend to monopolize. Like the players who will “always” play “The Face” character, but the GM knows that one of the shyer players has talked about playing one for a long time. This might also include the one who will always play the lone magical talent or the baddest of the baddest combatant as well. Also, I believe new blood opens up for new perspectives, ideas and challenges, and that the table dynamics won’t get stale. New players also mean new approaches, new words and maybe something different that people can add to their repertoire. This goes double if your gaming table carousel includes different GMs as well as players, and I’ll add that your great tricks will reach more roleplayers as well.

    Polygamery

    Not all players will play all types of games and genres, and my experience is that some groups tend to be quite selective in what they enjoy to play. Not only can you finally play that heart-(and other body parts-)wrenching game of Monsterhearts, but you can do it without the sighs of those who would rather rob the Megacorps of Night City or kill the inhabitants of the Caverns of Chaos and take their stuff. Changing up your groups opens up for bringing your Sun Tzus and butt-kickers to one game and your Elisabeth Bennets to another; for optimization of enjoyment. A wrong player might weaken the right game, but the synergies of players who truly “sing” together is a beautiful experience. Playing lots of different games means that you might even get your non-roleplaying friends to attend, because they’re so into the Russian Women’s Piloting World War II efforts or Dinosaur Princesses, bringing more people into our lovely hobby and maybe having even more intimate friendships?

    Network

    If you treat your table or living room as a carousel, I believe it will in time give you access to more players, multiple GMs for those burnout periods, and, as mentioned, a roster for different play experiences. A larger pool also means that your games will be less vulnerable to people relocating or otherwise becoming unavailable for play, and if you game online you might meet those friends at conventions and maybe even get to do some couch surfing? I recently had a friend lend me a proper bed and feline company for a faraway convention. Since we had experience gaming online together, I was also certain their games would give me some good gaming experiences. While I believe the benefits to yourself are clear, I also believe you’ll be doing other people a favor, introducing them both to other people and other games, and perhaps even other playstyles than they’re used to. Maybe you can help spawn new groups as well as new friendships?

    Note: Friendships will endure even if a game is paused! Playing with someone else doesn’t mean you can’t do other stuff or even play one-shots with friends, and I also believe that you don’t need to game with all your gaming friends, especially if your playstyles and game interests don’t really match up that well.

    Cons

    Changing up the group all the time means regularly (re)establishing group lingo, forming-storming-and-norming-before-performing (optimally) and the flip-side of the new perspectives and shaking up the dynamics-coin. Safety? Not everyone will be comfortable meeting new people at their places or even bringing them home, and just needing to go to another neighbourhood or taking another bus route might be an issue, even if the group is safe itself. There’s also the dreaded FOMO (Fear Of Missing Out), which I myself consider an old friend. I can honestly say that not only will it get better, but you’ll learn to be happy when your friends get to play, even when it’s without you. I understand that it can be difficult, especially if you’re not actively gaming yourself at the time. Sometimes it’s really easy to think that you’re being excluded, even though your friends have a full gaming table of people who are much more interested in the particular genre/game than you, but you’ll recognize that the sting of perception isn’t real. If you regularly change up the makeup of your own gaming table, it’s easier to understand that this is the case when you yourself aren’t asked first to that genre you don’t really like. In time you’ll learn to be happy when your friends get to play, even if you yourself are devoid of game time; because you know that soon your big roster of gaming buddies will invite you. Sometimes you and your best friend play parallel games that aren’t for each other, but that doesn’t mean you can’t meet up and talk about the different games and revel in your friend’s happiness of being in a game you wouldn’t have liked anyway.

    Conclusion

    I truly believe that treating your gaming table as a carousel that regulates its cast to the different experiences, both in number of players and temperament suited to different gaming experiences, will benefit both you and the other players. Maybe someone will even take up the GM mantle, since they can’t rely on you always bringing them along for the ride? Yes, it’s easier to enforce this idea if you’re always the GM, but it’s not like you couldn’t invite different GMs to GM different games either. I guess a lot of GMs would be happy to not have to deal with scheduling, and to be assured of enthusiastic and consenting players for that particular game. I also believe that if it is known that you regularly change up the cast around your table people will make more of an effort when they’re there, and others might even want to pursue a chair around your table, by inviting you to their game first.

    Even though I advocate changing the cast around everyone’s gaming tables, I’ll gladly admit that my three current groups are all talking about doing another campaign after our current one ends. So am I hypocritical? Well, probably, but in this case I find it a natural development of having played with a lot of different people. You get the aforementioned roster, and you will naturally gravitate to players who like games you like and want to play more with them, and vice versa. Not only that, but you’ll also get to learn player skills, table habits and GM techniques from a lot of people, enabling yourself to become a really popular and crafty GM or player. Every now and then someone’s other life elements will leave them out of a campaign or two, or their interest just isn’t there for a project, and that’s when you’ll be happy for your big roster.

    Read more »
  • The Crusty Old Gnome: Tips for New Game Masters

    Pass it along…

    Face to face, out in the heat, hanging tough, staying hungry…

                                                                                                                                                 — Survivor, “Eye of the Tiger”

    In a proud GM Dad moment, my eldest daughter just ran her first RPG session as a Game Master! I let her be, but stayed close enough to answer the occasional question, and by all accounts and an enthusiastic reception from her players she did a great job!

    While preparing for her first session, she asked me a lot of questions. I answered them as best I could and thought that incorporating that advice into a single primer might help. Unfortunately, I didn’t get a chance to finish this before she started running, but I thought I’d finish it anyway and put it here in the hopes that someone reading this might find it useful.

    In terms of background, I’m coming at this from the POV of a Call of Cthulhu Keeper (GM), as that is what my daughter was running. Thus, my headspace was focused on investigative adventures, but I’ve tried to make the advice universally applicable.

    So, without further ado…

    Trust your group.

    This is a big one and I think should be stated first. Unless you are running a convention game, you are probably playing with your friends, friends who understand that this is your first time taking the chair. They know that it’s a big responsibility and they’ll be willing to cut you a lot of slack. They’re happy that you’re willing to run a game for them. So, relax and don’t worry about being judged!

    Note that this holds true for convention games, too. Believe it or not, many attendees who join convention games are home GMs who are happy to be players for a while. In any event, most of your players are getting used to playing with each other as much as you, so don’t think that a quiet table is an unhappy table. Everyone needs a little time to feel things out.

    Expect to make mistakes.

    You’re going to make mistakes, probably lots of them. But that’s okay. As a new GM, you’ve got a lot to keep track of and a responsibility to guide the session. You’re going to get tripped up here and there. Your players know that, and they’ll be fine with it. Again, they’re happy that you’re trying your hand at running!

    And here’s a dirty little secret (or not so secret): we veteran GMs make mistakes too! The best advice I can give is not to hide it when you mess up. Nothing eases the stress on you like admitting that you made a mistake. If it’s something that didn’t derail the adventure, then just note the mistake and keep going. If it adversely affected the players, then compensate them and move on.

    Be fair in your rulings.

    While your players are going to give you their trust, it is up to you to keep it. A good way to do that is to be fair in your rulings. Note that “rulings” aren’t “rules,” they are how you run the game and apply the rules. As long as your decisions feel rational and you apply your rulings fairly, you should maintain the trust of your group.

    It’s okay to take advice from your players regarding rules or rulings, but don’t let things get bogged down if a quick ruling keeps things moving. Ultimately, the rules are simply there to help you make decisions. Just make a decision for now and look up the rule after the session. You can apply the rule in the future.

    Only appeal to chance when it matters.

    Players generally want their characters to be competent. They don’t want to create a martial arts expert that gets easily clubbed unconscious by a purse-wielding senior or a scientist that doesn’t know basic chemistry. An easy way to do this is to simply assume competence when the act ultimately doesn’t matter or when the task seems too easy to fail. On the flip side, you can also say “no” when a character tries to do something that is obviously beyond their capabilities.

    This is especially important if you’re running an investigative adventure. If your characters are investigating a crime scene, then they should be able to find any obvious clues as well as clues that they would know to look for. Nothing kills an adventure dead like the players not being able to follow leads because their character missed a skill roll to find a necessary piece of evidence!

    There may be times when you’ll want the players to roll but you also need them to succeed. Keep in mind that you don’t have to make the roll a pass-fail test. It may be that if they fail, then they still succeed but draw some sort of complication. For example, if a character fails a roll on an internet search, then you may rule that they found the information only after wasting all night surfing and now they’re exhausted the next day.

    Roll in the open.

    This one isn’t truly necessary, as there is a long tradition of GMs rolling dice behind screens, but rolling in the open does two things. First, it fosters trust between you and your players that you are keeping things fair. Second, if you know that you’ll be rolling in the open, then you’ll also make sure that you’re only calling for rolls when you can accept the result. If you can’t, then why are you leaving it to chance?

    Know the basic beats of your adventure.

    Hopefully, you’ve done your prep work on your adventure. If you designed it yourself, then you’ve already internalized it. If you are using an adventure that you didn’t create, then you’ll want to read it at least twice (three is better!).

    After reading the adventure, make a quick flowchart that follows the basic beats of the adventure and note where player choice matters. This flowchart doesn’t have to be very detailed, just enough to remind you of where the adventure is heading and how to guide the players back if they take their characters too far afield.

    If the players need to meet a key NPC, find a crucial clue, or otherwise need a McGuffin to get to the next part of the adventure, then you’ll want to note that on the flowchart as well. That way, the flowchart will remind you of the important things you need to introduce along the way.

    Keep things moving…

    One of the worst things that you can do as a GM, new or veteran, is to allow the players to be stumped for too long. Sometimes what is obvious to you isn’t obvious to them, or they’ve simply discarded a clue that’s important because it doesn’t fit their theories. This can lead to unnecessary frustration.

    Don’t be afraid to offer guidance. Sometimes, you can simply remind them of what they’ve found or offer suggestions to follow leads. A gentle reminder that they never visited the business on the matchbook they found, or they never thought to check the hills for the goblin encampment may be enough to get them moving without feeling like you handed it to them.

    Also, don’t be afraid to end an encounter early if the conclusion is obvious. If the player characters are wiping the floor with kobolds, then you can simply say that they’ve finished them off without having to waste another 15 minutes. If an NPC isn’t going to give the players the information they want, then you don’t need to wait 10 minutes while the players keep asking questions.

    …But don’t railroad.

    If you’ve played RPGs for any length of time, then you’ve probably heard about the dreaded “railroad.” Simply put, railroading is whenever you take agency away from the players in situations where they believe that they should have agency. If the players are going to follow the adventure, it should be because it feels logical, or at least rational, for them to do so.

    A good way to counter this is to always offer an open-ended option whenever you offer suggestions. “So, do you want to go to the business on the matchbook, follow up on Mr. Tanner’s interrogation, or do something else?” reminds the players of leads they haven’t followed but also tells them that you’re willing to go with whatever they decide.

    Simplify the rules and internalize them.

    Note that while I think most GMs get intimidated by the rules, I’ve made rules the lowest on the list of priorities. That’s because rules are the responsibility of everyone around the table, especially given that most out-of-game arguments during play tend to be about rules.

    You don’t need to commit an entire rulebook to memory, but you should internalize the basic mechanic. Don’t worry about side cases. You can always make rulings until you’re more familiar with those rules. Just remember that point above about being fair!

    In Dungeons & Dragons, for example, most tests involve rolling a d20 and adding modifiers to meet or exceed a target number. That, along with granting advantage or disadvantage, is enough for you to run a session with little trouble.

    You’re supposed to be having fun, too!

    This is not so much a guideline but a reminder. As a GM, you aren’t supposed to sacrifice fun; you are simply trading one type of fun for another. You get to see all the behind-the-scenes plotting, enjoy having the players interact with your adventure and make creative (and sometimes bone-headed!) decisions, play a bunch of NPCs, and overall control the flow of the adventure. It can be a blast!

    Your players have a responsibility to ensure that you’re having fun, too. While there will certainly be times that a player doesn’t agree with you, they should respect your ultimate decisions. If things become too aggravating or frustrating, then it’s better to take a break or even shut down a campaign until those issues are resolved.

    Wrapping Up

    While taking the GM Chair can seem intimidating and even overwhelming, it doesn’t have to be. Hopefully, the advice above is helpful in showing you that it’s possible to ease into GMing and, hopefully, lead to your guiding friends through many new adventures!

    And as a final (and most important) reminder, GMing is not something to be tolerated, it is meant to be enjoyed!

    Read more »

Begin typing your search above and press return to search. Press Esc to cancel.