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  • Trek Into The Unknown, Reload Bolt Action, and Revive Rackham

    by W. Eric Martin

    • U.S. publisher WizKids is bringing Star Trek to game tables once again, but instead of a design that focuses solely on combat, as with Star Trek: Attack Wing, the game attempts to cover more aspects of the Star Trek universe.

    Here's an overview of the 2-6 player game Star Trek: Into The Unknown – Federation vs. Dominion Core Set, which is designed by Max Brooke and Michael Gernes and due out in July 2024:
    Teleport to the bridge of the most legendary starships from Star Trek as you launch an epic adventure across the galaxy!

    Star Trek: Into the Unknown features the most detailed Star Trek ship models in tabletop gaming, all designed to scale. Large ships like the U.S.S. Enterprise or the Jem'Hadar Battle Cruiser will tower over the smaller ships, and all come pre-painted to an incredible amount of detail.

    Miniature on display at GAMA Expo 2024
    Traverse headlong into the unknown where you'll negotiate and fight alongside iconic characters using your quick wit and tactical maneuvering to overcome complications and challenges. True to Star Trek, research and diplomatic actions and not just combat have lasting impacts on the game, causing missions to evolve in surprising ways.

    Choose your officer, deploy your crew, explore the galaxy, navigate anomalies, position your ships to strike, or negotiate terms with the enemy. Players will instantly immerse themselves as the egalitarian Starfleet or as the oppressive Vorta and Jem'Hadar as they decide how to handle tense mission objectives and unexpected complications.

    Preview kit on the table at GAMA Expo 2024
    Embark on a journey to remember through an extensive campaign narrative. Your decisions matter, and they affect the outcomes of your unique story. With upcoming expansion featuring new missions and new ships to command, Star Trek: Into the Unknown is dedicated to delivering an expansive universe to your doorstep.

    Warlord Games and Osprey Games have announced a third edition of Bolt Action from designers Alessio Cavatore and Rick Priestley for release in September 2024. Here's an overview of this miniature game system, which has more than three dozen expansions to date:
    Bring the great battles of World War II to your tabletop with Bolt Action. Strike out from the beaches of Normandy towards Germany. Sweep across the deserts of North Africa in lightning raids. Battle the enemy and the sweltering heat in the jungles of Asia and on the islands of the Pacific. Fight doggedly from street to street in Arnhem, Stalingrad, and Berlin.


    Whatever your preferred style of play or your historical interests, the diverse army and scenario options will allow you to build a force that fits. Field everything from standard rifle platoons to heavily armored tank forces, fast-moving reconnaissance patrols, and even artillery units.


    This third edition features refined and updated rules and starter army lists to get new players straight into the action. Seasoned veterans, meanwhile, will find new tactical depth in the detailed force composition mechanics and a wide variety of fresh challenges in the scenario generation system. Rally your forces, study the terrain, and prepare for battle — the fight continues!

    • French publisher Monolith Board Games — which has released several miniature-heavy games since its founding in 2016, such as Conan, Mythic Battles: Pantheon, and Batman: Gotham City Chronicles — has acquired all of defunct publisher Rackham's assets, announcing this development as follows:
    2024 is a year of rebirth for many universes, from the forces of Light, Fate and Darkness readying their forces anew in the seething kingdom of Arklash, to the struggles at the galactic fringes of another universe, warring in Ava and Damocles.

    We are absolutely delighted to announce that we have acquired all the universes developed by the late Rackham. These universes have been by our sides for a long time — and will now be with us for many years to come, complete with new adventures!

    Read more »
  • Designer Diary: Evil Corp.

    by Jérémy Ducret

    1. The General Idea

    February 2021: My game Daimyo: Rebirth of the Empire comes out in stores, which paradoxically leaves me with a big gap in my schedule. I need to quickly find a project that excites me to occupy my free time. Unfortunately, no old prototype seems worthy of interest to me now.

    Starting from a blank sheet, I'm going to try to make the game I want to play:

    Idea 1: Deck-building with alternating activation.

    I want to offer confrontational deck-building (Star Realms-style) but more strategic in the way of playing the cards. I don't want to "empty" my hand every turn, but the order of play of the cards has great importance and is strongly influenced by the actions of my opponent. This naturally results in the idea of creating an alternating action system in which after drawing five cards, each player plays one card alternately until their hand is exhausted before drawing again and starting a turn again. This should bring about the desired action/reaction feeling.

    Idea 2: A very tactical game in which each action is a strong dilemma.

    I want to get closer to the feeling of the Legend of the Five Rings-style confrontation TCGs, one of my best gaming memories. I try to remember what I liked so much about this game: a constant tension that came from managing timing and priorities. I want a game in which timing is essential, in which we will delay an action in order not to be countered, a game in which we will try to offer a target to an opponent to make them play actions that could counter us in order to be able to play our showpiece quietly. Also, I would like us to be able to use the cards in different ways to offer choice and dilemma. The card will necessarily be of interest for its power, but it must be able to be used in other ways at the same time. I don't know yet how...

    Idea 3: Not a deck-building game, but bag-building.

    One day, I ordered some coin capsules, thinking it would make interesting hardware for a game. I wondered whether this hardware would be relevant for this new prototype. What is initially a material desire quickly influences the game design because using round 2cm tokens allows me to quickly consider having a board and different locations that take up little space. I wrap this concept up quite quickly with the previous idea: these locations could offer an action or a bonus, a bit like a worker-placement game. I am therefore going with the idea of having several colors of tokens (in place the cards), colors that will mainly be used to define on which location they can be played. It’s taking shape...

    Well, I don't have a game, but I know precisely where I want to go and the main idea is very clear:
    confrontational bag-building with alternate activation, timing management, and priority management.

    2. From the Idea to the First Tests

    I gave birth to a first prototype quite quickly. I'm going with a space opera atmosphere. (Who knows why? It's not at all a theme that fascinates me.) The goal will be to conquer planets (plateaus) to dominate the galaxy. The planets will have to be conquered over several turns to create the feeling of "I lost the battle but not the war", while allowing players to abandon positions for a while, then return to them later. To take the planets, I will use a tug-of-war mechanism. Whoever has the most strength at the end of the turn wins the effect of the planet, then advances the conquest marker, and at a certain level, the planet is definitively mine and a new planet opens. There must always be several battlefields simultaneously.

    I'm going on the principle of having three types of ships (tokens/cards). Each color has a specialization: combat, technology, and purchase. That's good as it comes full circle with the idea of locations that allow effects to be triggered, and it allows strategies to be combined.

    I grind it all out and get a first prototype:

    First test at the end of May 2021
    I am excited about the test! The feeling I want is already quite present...

    ...but everything is heavy/complex, there are lots of useless powers, the development part is poorly integrated into the game, and the balance is obviously very random. Also, my partner hates the theme — a bit like me in the end! I do a huge cleansing and switch to a classic medium/fan theme, which is important to be able to put the design through the dozens of tests to come.

    Second test on June 1, 2021
    The test is super conclusive. There are obviously plenty of flaws, but what I'm trying to check at this moment is the overall feeling, the feeling of how it plays and the interest in the game — and on these points, I am more than satisfied. If only all my prototypes were like that...

    At this level, we will say that 80% of the game's mechanisms are present: The bag-building, the four different locations, the tug of war, and the deploy/activate/recruit action triptych. The game now needs to have better balancing to start seeing the flaws more deeply. In any case, we're already having a lot of fun playing it.

    3. The "Improbable" Signature and the Final Edition

    It turns out that at the end of June 2021 I have to see Benoit from La Boîte de Jeu, publisher of Daimyo. I'm curious to show him this work-in-progress to get his feelings, to know whether I'm imagining things or I actually have something promising. As a Magic player, his advice will be invaluable. At this moment, I'm not thinking about publishing; I'm just happy to have a project that motivates me.

    Anyway, at the time, I knew almost no one else in the gaming world. The fact is that the day before seeing Benoit, after a few balancing tweaks and a pretty cool last game, my brain said: "And if he likes it?"

    The presentation to Benoit at the end of June 2021
    We test the game, and as it progresses, I think I can see interest in Benoit's attitude. We don't finish the game for some reason, so we play it again the next day. Quite a good sign to want to play again...

    After the second playing, Benoit shows a real interest in the game, editorially speaking. We talk a lot about the design, how it could be published, the possible artistic directions, and (obviously) the points to work on. There is no commitment, but we still went very far in the discussion.

    A few weeks later, La Boîte de Jeu comes back to me to validate this interest and offer me a contract. I am very satisfied to be setting out again on an editorial adventure with a team for whom I have a lot of respect, both personally and professionally.

    We found the artistic direction of the game early after deciding to reverse the roles. We will play the "bad guy", and our goal will be to terrorize human villages, with a little quirky side. It takes around three months of intensive work to complete the game's development. During this period, I was able to benefit from the expertise of the publisher to remove all the blocking points in the game. Changes will mainly occur on three major points:

    • The beginnings of turns are too often identical => We add the chests to loot and the power stone. This allows for more varied openings and adds tension and rhythm between the players.

    • Magic poses a lot of balancing problems => Its management was personal, so we implant the demons to stabilize the balancing and once again bring tension thanks to a "race" effect on their activation.

    • The game's increase in power is too slow => We go to eight monsters in the bag (instead of ten), and we reduce the purchase cost of all the monsters to make the game more explosive from turn one.

    Most problems are therefore resolved within three months. Game balancing and micro adjustments will then be made throughout the edition, which will last more than a year. I would like to take this opportunity to thank La Boîte de Jeu, who did some crazy editorial work — and a big thank you to Djib and Olivier Derouetteau, who brought the game to life with superb graphic work!

    A very striking anecdote: Evil Corp. was the strict opposite of Daimyo on all points. Daimyo took seven years between the idea and its release, whereas Evil Corp. was signed three months after the idea in a version quite close to what the game is today. In short, day and night...


    Now It's up to You!

    I hope you like the game. From now on, the game is in your hands; it no longer belongs to me. How will you welcome it? In which configuration will you play it the most?

    In any case, for my part, it is a satisfying feeling to be able to offer you a game which is the exact feeling of what I had in mind on the first day.

    Jérémy Ducret Read more »
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    DriveThruRPG.com Newest Items

  • Breath of Life - The Beguiler
    Publisher: Orphaned Bookworm Productions LLC

    Breath of Life: The Beguiler is our fifth product both in the Breath of Life product line. It harkens back to the sneaky spellcasting class of the same name in the 3.5 edition of a very popular table-top roleplaying system, though it is not a copy-paste update. No, this is a re-imagining of the class using new mechanics and systems to make it more fun and focused than other the other full spellcasters available in the Pathfinder Roleplaying Game. The book has the  following:

    • An all-new, 1-20 level spellcasting class focused on sneaking, trickery, and legerdemain. This includes a plethora of talents to fit your playstyle. 
    • Ten archetype options to further tailor your beguiler further. 
    • Eleven archetypes to bring sneaky and mystical abilities to other classes like the ghostly assassin archetype for the slayer.
    • Five other class options to add charming options to existing classes like the force mastery wizard subschool.
    • 13 new feats.
    • 70+ new spells focusing on illusions, enchantments and words of power, 
    • New equipment, alchemical equipment, and weapons.
    • New magic rings, rods, staves and wondrous items
    • New magic weapon properties
    • An example NPC that uses the class mechanics you can use as a guide or as an NPC to interact with your players. 

    These options are guaranteed to bring subterfuge and trickery to your tabletop.

    Breath of Life - The BeguilerPrice: $17.00 Read more »
  • Spare Parts Form Fillable Character Sheet
    Publisher: Cogsworther's Workshop

    Attention Organics:

    The attached document is a character sheet for the TTRPG: Spare Parts. It can be printed out on standard 8.5 X 11 office paper, or it can be used in its naturally superior digital manifestation as a form-fillable PDF.

    Downloads will be monitored by the Census & Calculation Meta-Intelligence. Thank you for your cooperation

    Spare Parts Form Fillable Character SheetPrice: $0.00 Read more »
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    Gnome Stew

  • 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 mash up. 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 deal 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 Genre’s Together – Largest Step

    Third, try and look at how the genre’s 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 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 anime’s 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 Veil 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 who helped maintain the veil and investigated and prosecuted those who sought to expose the veil or use magic in a way that would harm the veil. 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 clicks to highlight the high school school side of play. We called them Roles. This is a feature of Cortex prime. Our Roles trait sets is Emo, Geek, Jock, Popular, 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 genre’s 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 oked as part of the initial situation. Silas had his girlfriend Meseme’s essence bound to his soul and was dealing with the fall out 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 veil, and our magic ritual rules all touched on the genre’s 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:

    • Starting 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)
    • Putting 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)
    • Picking 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 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 Throton, 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. (Swashbucking – Perilous Relationship) I told Phil my character was really tight with Morris and Morris is 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 in the taking of peoples 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 comes 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 to whatever might be the next logical step in your genre mash up.

    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 genre’s mean to each person? 
    • Where do the Genre’s 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 mash up? 
    • 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 if 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 and 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 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, and 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 genre’s 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 up 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 »
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    Sly Flourish

  • VideoRunning Adventures – Mashups and the Undefined

    Over the past couple of months I've written articles defining adventure types – how we prep them, how we run them, what pitfalls we might run into, and how to mitigate those pitfalls. These articles include:

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    Know the Rules then Break the Rules

    Now that we've defined adventure types, it's time to throw them away.

    You see, these adventure types often don't line up with the actual adventures we run at our table. Our adventures might span across multiple types, or they might not be defined by any adventure type at all.

    Our romp through Ironfang Keep might feel like a dungeon crawl, a heist, or an investigation. Our traversal across the ghoul city of Vandekhul might feel like travel or intrigue. Our battle against Camazotz might start as a major combat session but turn into roleplaying.

    Adventures just don't fit cleanly into any given adventure type.

    So why did you bother to read all those articles? Why did I bother to write them?

    Because understanding adventure types can still help us run awesome games.

    Actual adventures and sessions might not fit perfectly into one specific adventure type, but when we break down the elements of these adventure types, they give us a possible framework to build off of. They help us identify pitfalls and mitigation strategies for the elements of our game that do fit.

    Which Adventure Type Best Fits?

    When preparing or running our game, try to identify which adventure type or types best fit our game and use the preparation, execution framework, and tips for pitfall mitigations that make sense for the adventure you're running. Dungeon crawls, heists, defense, roleplaying, and combat situations can all come up during our campaigns or even in the middle of a session. The type tell us how we might switch modes and run that style of game.

    If we're not sure what we need when prepping our game, we can ask ourselves which adventure type best fits what we're looking at and aim our prep around that type. Sometimes finding a suitable adventure type means taking a fuzzy concept and defining it within the bounds of the adventure type. "This situation at the castle feels like both defense and intrigue – let me look at those adventure types."

    Absorb Adventure Types, Then Let Them Go

    The more proficient we are running adventures, the more we can absorb the concepts for these adventure types and then set them aside when we're running adventures outside the bounds of any one adventure type.

    Adventure types help identify different modes of play in our fantasy tabletop roleplaying games. Like many generalities, they often break down when you apply them to the actual games we run at our table.

    Yet we don't have to throw away the underlying adventure type concepts in how we prep, how we run, the pitfalls we might face, and how to mitigate those pitfalls. Those concepts hold up even if the defined shapes of an adventure type doesn't perfectly fit the adventure we run.

    Build Your Own Frameworks

    These articles offer one perspective on adventure types. Through your own experiences you might find other adventure types or choose to redefine them yourself. Your own steps for preparing, running, identifying pitfalls, and mitigating pitfalls might be far more useful to you than the advice in this series of articles. That's fine. That's awesome. Define your own adventure types. Ask yourself what you need to prep, what you need to run them, what pitfalls you often run into, and how you can mitigate those pitfalls.

    Find the adventure types that best fit your actual adventures and use the tools within to run awesome games.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos on Using the 8 Lazy DM Steps at the Table and Swamp King Fronk – Lazy RPG Prep.

    Last Week's Lazy RPG Talk Show Topics

    Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with time stamped links to the YouTube video:

    Patreon Questions and Answers

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

    RPG Tips

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

    • Give characters and players a warning when they’re facing a foe beyond their capabilities.
    • Use rolls for distance and motivation to change up random encounters.
    • Improvise connections between random encounters and the larger story through secrets and clues.
    • Build your own 5e from the sources that bring you the coolest options for your game.
    • Clarify options and choices.
    • Print maps and write down one- or two-word descriptions right on the map.
    • Build encounters, secrets, NPCs, monsters, and treasure from the characters outward.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

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

    Read more »
  • VideoRunning Combat-Focused Adventures

    This article is one in a series where we look at types of adventures and examine

    • how we prepare them.
    • how we run them.
    • what pitfalls we might run into.
    • how we avoid these pitfalls.

    These articles include:

    Your own adventure types and how you run them may differ from mine. That's totally fine. There are many right ways to enjoy this game.

    Robin Laws's book Adventure Crucible – Building Stronger Scenarios for any RPG inspired my thoughts on this topic.

    For a far more in-depth look at running monsters in combat encounters, please check out Forge of Foes, our book on building and running fantastic monsters for your 5e games.

    Understanding Combat Adventures

    Good fantasy RPG sessions most often include mixtures of exploration, roleplay, and combat. Adventures or sessions focusing on only one pillar of play may bypass players' preferences for the other elements.

    But, on occasion, we find ourselves with a session focused almost exclusively on combat.

    Completely combat-focused sessions may occur when characters face a big battle at the beginning of the session and we know this battle is going to take up most of the session. Other combat-focused sessions might happen when the characters face a gauntlet of battles, one right after the other, whether they're exploring a dangerous dungeon, defending a location, or otherwise find themselves with a series of battles staged in sequence.

    Combat-focused sessions should be rare. The best sessions include scenes and situations with opportunities for roleplaying, exploration, and combat. We want situations where the characters make meaningful decisions to move the story forward.

    But combat-focused sessions do happen and thus are worth examining.

    Preparing Combat Sessions

    During prep, GMs can prepare combat sessions by

    • understanding how these combat encounters begin and where they occur.
    • deciding on a style for combat. Are you going to run it in the theater of the mind, on a combat battle mat, or run abstract combat?
    • choosing a goal for the combat encounter. Sometimes the battle isn't all about killing the monsters but achieving another outcome.
    • selecting monsters for each combat encounter. Rich combat encounters often include two or more different monster types with some synergies between them – big brutes up front and nasty ranged attackers in the back for example.
    • choosing the environment surrounding the encounter. What larger environmental effects might be in play in the combat arena?
    • selecting interesting terrain features the characters and monsters might use (see Anatomy of an Environmental Effect – Chernobog's Well)
    • planning potential shifts in the encounter. What events might change the course of the battle?
    • outlining the transitions between each combat encounter. What takes the characters from battle A to battle B to battle C?
    • building out, drawing, or preparing your battle map – either digital or physical.
    • gathering miniatures, tokens, or digital assets if you're playing online.

    Running Combat Sessions

    For 5e games and other fantasy d20 games, combat tends to be the most well-articulated and refined style of gameplay. For combat-focused sessions, GMs need only start the session and get into the first battle. Between combat encounters ensure the sinew is there to connect one battle to the next. The rest falls on the rules of combat for our chosen system.

    Depending on the complexity of the encounters, the number of characters, and their level, combat encounters may be easy or difficult to run. The higher level the characters – the more power and capability they bring to the battlefield – the trickier it can be to maintain a consistent challenge. The dials of monster difficulty can help balance such a challenge.

    When running combat, continue to draw the players into the fiction of the world. Describe the situation from the point of view of the characters. Describe what attacks and hits look like. Ask players to do the same. Reveal secrets and clues when appropriate. Include opportunities for roleplaying with NPCs and enemies before, during, and after the battle. Avoid getting lost in the mechanics of combat and remember the story going on in the world.

    Pitfalls of Combat Sessions

    Here are several potential pitfalls when running combat-focused adventures and sessions:

    • Too many hard combat encounters becomes repetitive and tiresome.
    • Combat goals aren't clear. Players don't know why they're fighting.
    • Combat focuses exclusively on the mechanics with little focus on the story or fiction.
    • Combat encounters are tactically boring.
    • Players resent encounters built to contradict their characters' capabilities.
    • Battles take too long. Players who enjoy roleplaying and exploration miss out.
    • It's easy to forget important monster mechanical details when running lots of monsters, more complicated monsters, or both.

    Mitigating Pitfalls

    GMs can help mitigate these pitfalls by

    • mixing up easy and hard encounters or waves within a single encounter. Let the characters shine while fighting weaker foes as stronger ones come on later.
    • clarifying encounter goals. Tell players how things work in the encounter so they know what they need to do.
    • continually describe what's happening in the fiction of the game. Ask players to describe their actions including attacks and killing blows.
    • include different monster types and terrain features to keep encounter tactics interesting.
    • include lightning rods – monsters intended to show off the powerful capabilities of the characters.
    • include elements of roleplaying and exploration during combat. What do the villains say? What do the characters discover about the world and situation as they fight for their lives?
    • read over monster stat blocks before play and run simpler monsters for those who don't really matter, saving mechanically crunchy monsters for bosses and lieutenants.

    An Uncommon Adventure Type

    Combat-focused sessions are best held for big battles against boss monsters. Other session types in this series of articles offer a better balance of exploration, roleplaying, and combat. Combat-focused sessions are prevalent enough, however, for us to internalize what makes them fun and what we can do to avoid common pitfalls.

    Build fantastic and intricate combat encounters and let the characters shine.

    More Sly Flourish Stuff

    Last week I posted a couple of YouTube videos including Build Your Own 5e and Add Black Flag's Luck to your 5e Games.

    RPG Tips

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

    • Offer opportunities for roleplaying even in the depths of the darkest dungeons.
    • Mix up battles with several smaller foes and fewer large foes.
    • Build encounters first from the fiction. What makes sense?
    • Add motivation and distance rolls to random encounters for unique experiences.
    • Include interactive monuments in bigger battles.
    • Write down connections between the characters and the next session you’re running.
    • Single monsters are at a significant disadvantage against a group of characters. This disadvantage gets worse the higher level the characters are.

    Related Articles

    Get More from Sly Flourish

    Buy Sly Flourish's Books

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

    Read more »

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