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  • VideoDesigner Diary: Hispania, or How It Became Roman

    by Migvel

    At the beginning of the second century BCE, the Republic of Rome has just defeated its greatest nightmare, Hannibal. After annexing the Carthaginian possessions on the Mediterranean coast of Hispania, Rome organizes them into the provinces Ulterior and Citerior, then orders the corresponding praetors to complete the conquest of the whole peninsula, which is inhabited by tribes without cohesion — but these Hispaniards turn out to be a formidable enemy...

    This is the introduction that sets you up for my new challenge: Hispania, a co-operative game in which 1-3 players take the role of all the praetors and consuls that Rome sent to Hispania for almost two hundred years, until the first emperor Caesar Augustus culminated the conquest and incorporated Hispania into his brand new empire.

    The Idea

    This game is special to me because it is my first design on request! The idea arose following the great success of my previous game Tetrarchia. Those who don't know it may check my two designer diaries on the original nestorgames version and the reimplementation by Draco Ideas, a Spanish publisher of light wargames, as well as the video covering both diaries. In brief, Tetrarchia was first published in 2015 and went out of print in early 2021...but only for a few days! I immediately signed a new contract with Draco Ideas, which has published two editions so far and is presently printing the third one.

    This partnership is working so well that Draco Ideas asked whether I could consider a new game using a similar engine, but set in the history of Spain. Tetrarchia is a simple co-operative wargame in which 1-4 players handle the four Emperors of Diocletian's Tetrarchy that saved the Roman Empire from the third century crisis. This historical event is very specific and leads naturally to a co-operative game against unpredictable threats, but I could not think of a similar event in Spanish history, and thus my first answer was "No"!

    But no one had ever requested a design from me, so I agreed to consider the case. While reading about the history of Spain, I stopped at the Roman conquest...and not just because Romans were involved! I realized that this was a relatively unknown episode, full of exciting events and characters, in which the Roman armies led by the different praetors and consuls suffered unpredictable threats in their advance inland. My answer became "Why not?" — it deserved a try.

    As you may guess, it did work, and in this diary I will go through the main parts of the process. During the final steps of the design, I covered the game's development in design notes on the game's BGG page:

    Design notes (1): This is not Tetrarchia
    Design notes (2): The map
    Design notes (3): What have the Romans ever done for us?
    Design notes (4): Famous characters

    I am going to summarize these posts below, but if you are curious for more details, you will find them at the links above.

    1. This Is Not Tetrarchia

    Tetrarchia's success was the reason for this new idea, but it was also a handicap. I didn't want to design "Tetrarchia on another map"; it had to feel unique. I needed to change many things anyway because a defensive engine had to become offensive. Would it work, and if so, would it be challenging and fun on its own?

    Tetrarchia has simple rules without values, tables, or cards — only a few wooden meeples and discs, plus two dice. You spend action points on a few basic actions, with all the information needed on the board. However, these actions combine in subtle ways to create a variable and deep challenge. Four parameters can take three values each, leading to 81 difficulty levels! Finally, the game is co-operative with open information, so it can also be played solitaire with exactly the same rules. (The four Emperors are always in play.)

    Starting from those roots, I identified the mechanisms that I could not use, the ones I should modify, and the new ones I would need — and I decided to take advantage of the latter two categories to improve the game system. I removed the (few) exceptions, I simplified the movement and the "bad" pieces (only revolt), and all the rules related to Emperors entering revolt are gone since Roman meeples cannot enter revolt. The result is a game that is (even) easier to learn, with a shorter rulebook.

    Then I replaced the action points with physical coins, which are easy to track and now usable in attacks. This adds tension because you can reinforce a given attack at the price of not being able to do other things. Finally, these coins have entered the difficulty table, so now the combinations are 3 to the power of 5: 243!


    I added Roman roads, which enhanced dynamism when moving through the huge block of land while portraying the progressive Romanization of the peninsula. With only revolts, I needed to find a new dimension of an increasing sense of threat, and I did it literally: height, with you being able to pile up three discs per space! Moreover, revolts are removed by attack, with you needing to roll more than their shield value, so an automatic action in the previous game is now a gamble. Important cities cost more, and you can invest your coins in these sieges, or not. The design has more tension from the decision of effort investment and from the rolls...


    I changed the movement of armies with a more subtle, random mechanism that is better thematically but also mechanically. Then I added mid- and endgame tension by removing a revolt every round, placed the removed revolt on a time scale that added to the historicity, and decided to end the game after the two hundred years that the conquest lasted. Extremely long games are impossible, adding even more tension! Finally, the game is for 1-3 players who always handle the two praetors and the consul. This changes a lot the way in which the Romans co-operate, which they must, even more than in Tetrarchia. You cannot move in couples, so the decisions to see who supports whom represent a real dilemma.


    2. The Map

    Map lovers should click on the corresponding design note above for the details!

    As in Tetrarchia, I wanted a simple map, without distractions, that's readable at a glance and evokes the historical period. First, I sketched the playing area (left picture). There were the two Roman coastal provinces, Ulterior (farther from Rome) and Citerior (closer), and due to the two-dice mechanism the rest should be cut in six areas holding six cities each, thus requiring them to be of similar size. I found the envelope of the whole Hispania in a map of the era (center picture), and I started to distort it towards a more rectangular shape, closer to the board proportions and with a more efficient occupation of space (right picture):


    Now that I had the frame, I "just" needed to find the 6x6 Hispanic cities! I used many sources, but this one-shot picture of a map that had evolved over two hundred years required many (subjective) compromises. Helpfully, once I had placed and named all the board cells, the nature of the links was, as in Tetrarchia, dictated by the geography, an advantage of historical maps — and this is an almost final version that I used for the VASSAL module:


    By the way, you will see that the board (and game) is language independent, with all of the names in Latin — even the game title! If you can read any of the available rulebooks (English, Spanish, and French), you can play the game. This is the back cover of the English rulebook, with a reminder of everything you need to know, variants included!


    3. What Have the Romans Ever Done for Us?

    At an early stage of the design, I went through some ethical doubts. Those who recognize the quote from Monty Python's Life of Brian may already see what I mean, the others should watch this hilarious excerpt!

    Whenever I start designing a wargame, I read books on that war, then try to find links between its global features and game mechanisms. This exploration phase is the part of the design I enjoy the most! In the case of the Roman conquest of Hispania, I had a global knowledge, although somehow indirect and partial due to the few dedicated books. Was this conquest really so uninteresting?

    I started to zoom in. I located the main events in space and time, then searched for details, and finally read Joao Aguiar's novels on Viriatus and Sertorius to infer the feelings that the leading characters might have experienced, something important in my designs. This progressive zoom started to build in me a very cruel picture of the conquest! Of course it was war as conducted two thousand years ago, but the war in Hispania was particularly cruel. Many praetors and consuls came to provoke the local tribes to war for the plunder and the associated triumph — and sometimes war didn't even "officially" start, with the treacherous breaking of treaties leading to the massacre of whole populations. (The corresponding design note above gives examples.) The Romans themselves were horrified and tried some of theirs back in Rome.

    Roman historians estimated the total Hispanic deaths in the millions, and Rome vanquished its greatest enemies, Viriatus and Sertorius, only by bribing officers to assassinate them. At that point, I wasn't willing to design a game in which players would handle those Romans, and being a Spaniard myself did not make things feel any better...

    I explored a radical change, make players handle the Hispaniards, but mechanically it would not work, leading me to consider abandoning the design! But I kept reading and tried to put things into context. In those two hundred years some Romans were capable of terrible things, but most of them were not. In fact, many of them defended the Hispanic tribes and carried their cause to Rome.

    I also learned that extreme cruelty was not only to be found on the Roman side; there were many episodes on the Hispanic side, too. Hispania did not exist as a whole before the Romans came, the peninsula was full of tribes that fought each other in the (cruel) ways of the era, tribes that could hardly unite even to face the Romans. In a sense, the Romans "founded" Hispania, establishing (at a high price) one single first entity on the whole peninsula. For centuries to come, the survivors would stop fighting each other and would live in peace, becoming an important part of the Empire that gave birth to famous Roman characters like Seneca, Trajan, Hadrian, and Theodosius. As Monty Python said:
    — All right, but apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system, and public health, what have the Romans ever done for us?
    — Brought peace?
    — Oh, peace, shut up!

    4. Famous Characters

    The Roman conquest of Hispania is not well-known, but if you enter the game, you will be surprised (as I was) by all the Roman (and Hispanic) strong characters who shaped this piece of history. Many famous Romans, some better known for the things they did elsewhere, spent part of their lives in Hispania. This made me want to include them in the game through variants and historical scenarios. Scipio Africanus himself fought the prelude to the conquest right before his last battle against Hannibal, as depicted in the GameFound bonus scenario. Other famous Roman generals, like Cato the Elder, Scipio Aemilianus or Decimus Junius Brutus, led their main campaigns in Hispania and have their scenario, too.

    On the Hispanic side, Viriatus was "the terror of the Romans", a true nightmare for Rome, and he deserved both a variant (Terror) and a scenario. The Hispano variant that makes the game competitive and opens it up to four players was also inspired by him. Sertorius was half Roman and half Hispano, so I have not included him yet because I want to find a more "sophisticated" (yet not complex) way to reflect this duality. I guess I will write a scenario for him in the future, in a magazine, for example.

    And the two most famous characters are Caesar and Augustus! The former came to Hispania when he was young and yet unknown as a praetor, then he fought some of his civil war battles in Hispania. His impact on the conquest process was thus small, which made me decide to leave him out of a game about the conquest. On the other hand, Augustus concluded the conquest and thus "concludes" the game! His scenario (The new Empire) lets players enjoy the endgame in a shorter way, although still eventful, with special powers and legions.

    The Final Game

    Draco Ideas launched Hispania on Gamefound in April 2024, and the campaign was a great success! The game has now reached most of the backers, is available at Draco Ideas' shop, and soon will be in other shops.

    I am doubly happy because this first edition of Hispania is accompanied by the third edition of Tetrarchia, still popular ten years later. (I was afraid it would become out of print again, possibly for more than a few days.) Draco Ideas has gone over the top, as usual, and for a moderate price they have succeeded in including metal denarii, an A3-sized board that folds twice so that the box is as small as Tetrarchia's (A5), large discs that pile up very well, beautiful meeples, many variants and scenarios...



    The game is being published in both English/Spanish and English/French versions by Draco Ideas, then in German and Italian by two other publishers. (Other versions are being discussed.) As shown above, we also have a VASSAL module that we will make available soon, once the game arrives, and that has been useful for all of the demonstration videos we have recorded. Of course, if you want to get a better idea of the game, go check the rulebooks and other material that we have uploaded to the game page.

    Thanks for reading, and I hope some of you will soon enjoy the game!

    Miguel Marqués

    P.S. Did you know that September, October, November and December are based on the Latin words for seventh, eighth, ninth and tenth, but arrive two months later in the year because of Hispania? The location, that is, not the game.

    The calendar year used to start in March with the campaign season, when praetors and consuls were nominated. (There were twelve months already, with the fifth and sixth still named "Quintilis" and "Sextilis", with February being the twelfth month.) But for the first time, war was conducted far from Italy, and armies arrived too late to Hispania. The consuls asked to shift the nominations and thus the start of the year two months earlier — to January — in order to be already operational in Hispania for the war season. Apparently they were not bothered by the resulting incoherence in the names of the newly last months! Read more »
  • Designer Diary: Dragons Down, or Emergent Story-Telling vs. Story-Hearing

    by Scott DeMers

    Inspiration

    When I first set out to design Dragons Down, I had one burning question: How do you create a game that feels alive?

    Growing up, I had vivid memories of playing Magic Realm, published in 1979. Its thematic immersion and expansive sandbox experience were unmatched, but the game's infamously steep learning curve kept many from truly enjoying it. I wanted to take the magic of that experience — the sense of stepping into a rich, breathing world that told a new story with each gaming session — and bring it to modern gamers in a way that felt both accessible and endlessly engaging.

    The Core Idea

    From the start, I knew Dragons Down needed to be a sandbox game, one in which players could tell their own stories, but unlike games driven by pre-written narratives or heavy flavor text, I wanted the gameplay itself to generate the narrative. The choices players make, the encounters they have, and the paths they forge would all come together to craft a unique story in every game session — like a living, interactive book that has not yet been written.

    Building Blocks of a Hero

    One of the most important elements of the design was hero creation. I wanted players to feel like they were shaping a character with a real identity and purpose. One aspect of this came in the form of lineage and class cards. By combining these two elements, players could create a hero with unique strengths, weaknesses, and playstyles. A human knight and an elf knight, for example, offer vastly different gameplay experiences. The lineage contributes traits tied to the hero's background, while the class delivers the skills and abilities that determine how they survive and thrive in the world. The combination of the two cards creates your hero.


    With 24 classes and six lineages, there are 144 possible hero combinations. This variety ensures that players can experiment with new strategies and approaches every time they play. It's not just about optimizing stats; it's about exploring how different combinations influence the stories that unfold.

    The numerous session reports shared on BoardGameGeek, often written as detailed narratives complete with character names, backstories, and epic tales of adventure, highlight how deeply players connect with their heroes. These stories demonstrate that Dragons Down is more than a game; it's a springboard for creativity in which a player's journey becomes a legend in its own right.

    A Living World

    The map design was another major focus. Inspired by classic sandbox games, I wanted the map to feel organic and dynamic. Players assemble the game board using modular terrain tiles, which allows for a different layout each session. Terrain packs — like the Malevolent Mountains or the Cruel Caves — bring their own unique challenges, treasures, and monsters, ensuring that the environment feels alive and unpredictable. Randomized tokens and treasure sites further add to the sense of discovery, while missions, merchants, and native title cards give players meaningful objectives to pursue. The images below were not created by me. Rather, they are actual maps created by players in their own game sessions — no two are the same.


    To balance this randomness with strategy, I designed the game's systems to reward shrewd gameplay and adaptability. Players need to think critically about how they allocate their actions, which missions they take on, and how they prepare for battles. Success often comes from clever improvisation as much as from meticulous strategy.

    Magic also plays a role in shaping the game world. Heroes can enchant tiles, flipping them to reveal new layouts, or use spells to influence the environment, combat, and the heroes themselves. These magical elements add another layer of dynamism, allowing players to reshape the realm and adapt it to their evolving strategies.


    Multiplayer and Solo Modes

    One of the challenges I faced was ensuring Dragons Down worked equally well for solo and multiplayer play. For multiplayer, I wanted a game that encouraged interaction but didn't force conflict. Players can compete, collaborate, or simply coexist, depending on their group dynamic, including scenario-based play similar to D&D. Solo play was designed to offer a focused, personal challenge while still delivering the thematic richness of a multiplayer session. In both modes, the emergent narrative remains at the heart of the experience.

    Near-Infinite Replayability

    Replayability has always been a key goal. By combining modular components, randomization, and player-driven storytelling, Dragons Down offers a game that tells a new story with every playthrough. In one game, the priests at the sanctuary may be peaceful druids protecting the forests and in the next partners with the evil denizens of the forest seeking to waylay unsuspecting travelers.


    Players can tweak the game's dynamics to suit their preferences (competitive, co-operative, difficulty, creativity, etc.) by leveraging the many included optional rules, and since expansions add new native interactions, native motivations, terrain packs, treasures, and classes, the possibilities only grow.

    To expand on this even further, we launched the Dragons Down: Natives & Legends expansion and reprint campaign on Kickstarter on January 7, 2025. This expansion introduces new natives, lineages, classes, missions, and other content that deepens the connection between heroes and the world they explore. With Natives, players have even more tools to craft unique stories and enrich their gaming experience.

    Lessons Learned

    Designing Dragons Down taught me a lot about the balance between complexity and accessibility. Early prototypes were dense, and I had to strip down systems to their core essence while retaining the thematic depth I wanted. Playtesting was invaluable in finding that balance. Seeing players' imaginations come alive during testing sessions confirmed that the game was achieving its purpose — not to tell a story to players, but to give them the tools to tell their own.

    One key lesson was the importance of allowing space for player creativity. While I initially worried about players needing more guidance, I discovered that too much direction could stifle the emergent storytelling that makes the game unique. By giving players the tools and freedom to craft their own narratives, rather than live mine, I saw how the game truly came alive in ways I couldn't have scripted.

    Another takeaway was learning to embrace unpredictability. Random elements, like treasure locations and monster appearances, were initially seen as potential challenges for balance. However, through testing, I realized these elements added an organic, ever-changing quality to the game's world, keeping players invested and engaged no matter how many times they played.

    Finally, I learned the value of modularity. By designing components that could mix and match seamlessly — from terrain packs to hero classes — Dragons Down is a system that feels fresh with every playthrough. This approach not only enhances replayability, but also allows players to tailor the game to their preferences and playstyles. The terrain packs, in particular, offer great flexibility, allowing players to set up a quick session using a single terrain or dive into an epic adventure by combining all the terrain packs included in the game.

    Looking Ahead

    As Dragons Down makes its way into the hands of more players, I'm excited to see the worlds that their choices create. This game was designed to be a canvas for imagination, a place where adventures come to life not because of the designer's vision, but because of the players' choices. Whether you're a solo adventurer or part of a larger group, I hope Dragons Down becomes a world you can't wait to revisit again and again.

    Scott DeMers

    Read more »
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    DriveThruRPG.com Newest Items

  • Archer Subclass Compilation 1 - 5e and 5.5e Subclasses
    Publisher: The Quicksilver Adventuring League

    The is a compilation of Archer Subclasses for 5e (2014) or 5.5e (2024)

    There is simply not enough love given to range weapons in Dungeons and Dragons. This compilation has all of our current range weapon dedicated subclasses for your enjoyment. I hope you find them as fun as we do!

    The is a Paladin Subclass for 5e (2014) or 5.5e (2024)

    This Subclass is what I believe a Paladin archer would look like and how divine purpose may manifest in such a warrior. I hope you enjoy playing it!

    The is a Ranger Subclass for 5e (2014) or 5.5e (2024)

    I created this subclass for the Ranger and I have a Rogue and Fighter option as well. This Subclass is a hunter/tracker at heart and shows it. I hope you enjoy this one as much as we have.

    The is a Rogue Subclass for 5e (2014) or 5.5e (2024)

    This subclass is a Rogue variant I created to give Rogues an archer option that would fit into their sneaky nature. They excel with missile weapons and are best when lurking on branches, shadowy rooftops or anywhere with a great vantage point.

    The is a Fighter Subclass for 5e (2014) or 5.5e (2024)

    I created this option as another bow dedicated subclass given the Fighter serious range capability. Combined with the Fighters high attacks per round, at higher level, this subclass can inflict serious pain on the battlefield.

    Archer Subclass Compilation 1 - 5e and 5.5e SubclassesPrice: $3.00 Read more »
  • Horror Tables - 100 Antagonists and Villains for Survival and Horror Games
    Publisher: MediaStream Press

    100 Horror Antagonists - Villains from the Dark

    Step into the shadows and face the unimaginable with our 100 Horror Antagonists table. From mundane monsters to supernatural nightmares, this collection is packed with villains to haunt your players and fuel your darkest campaigns.

    Whether you're weaving a story of eerie suspense, cosmic dread, or grotesque terror, you'll find the perfect foe among:

    • The grotesque Flesh Crafter, reshaping victims into monstrosities.
    • The malevolent Choking Fog, swallowing everything in its path.
    • The maniacal Warped Jester, spreading chaos through twisted games.
    • The haunting Veilwalker, slipping between dimensions to claim victims.
    • And 95 others in a system-free set of ideas!

    Designed for GMs and writers alike, this table offers antagonists of every stripe: mysterious, monstrous, and otherworldly. Each entry is a spark of inspiration, ready to bring your nightmares to life.

    Unleash the horror. Make them shiver.

    Horror Tables - 100 Antagonists and Villains for Survival and Horror GamesPrice: $1.00 Read more »
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    Gnome Stew

  • Adventure Design: Supporting and Opposing NPCs

    In any adventure, the party of player characters (PCs) will inevitably encounter other intelligent creatures and people. These are the non-player characters (NPCs) of the world that are largely controlled, run, an enacted by the game master. There are moments (and some systems greatly support these moments) where an NPC will be “taken over” by a fellow player at the table to reduce the load on the GM or to allow for a wider variety of interactions. That topic, however, is an entirely different article.

    The article that I’m presenting to you today is about supporting and opposing NPCs. There can also be neutral NPCs, which I had not considered until I started writing this article, so there will be an addendum at the end to touch on that topic. However, most NPCs will be somewhere on the spectrum of opposition-to-supportive. It truly is a spectrum, and not a binary. Few NPCs are going to risk their lives for the benefit of the PCs. An equally small number of NPCs will drop everything in their lives to hammer down on the PCs’ plans to put a stop to them. Sure, both of those can happen, but for the most part, support and opposition will be measured actions, no absolutes.

    I’m not going to get into how to create effective NPCs on the grand scale. That topic has been covered (in quantity and in quality) via other articles and Gnomecast episodes. However, I’ll touch on a few areas of consideration as it relates to your adventure that you’re designing.

    Overall Traits

     NPCs must have goals and motivations. (Sounds like familiar advice, eh?) 

    Your NPCs need to have a reason to be in the adventure as an opposing or supporting force. This is their motivation for doing what they are doing. Of course, if someone is motivated to take action, odds are they have a goal in mind to apply that motivation to. If you’ve read any of my articles on characters or storytelling, then you know I hammer the drums for “goals and motivations” quite hard and heavy. Creating NPCs for your adventure is no different. They need to have a goal that supports (or opposes) the PCs’ goals. Then the NPC needs to have a deep reason for why they’re going out of their way to help/harm the party.

    Also, by now you’ve determined your Boss (and sub-Bosses, if any). The NPCs in the locales that intersect with the Boss locations should support (or intentionally break) the themes, styles, and tones you’ve set for your Boss and the mooks. This means if you have the party get lost while trekking through a swamp, then a mountain dwarf ranger is probably not the appropriate NPC to show up and help. However, it would be quite humorous for a mountain-based ranger to also be lost in the swamp and team up with the party until the entire group gets oriented. A better alternative to the mountain ranger would be a friendly swamp hag who knows the environment and area. Why would a hag help the party? Perhaps the hag is diametrically opposed to the trolls in the area that the party is hunting. Perhaps the hag lost a sister or parent to the troll’s depravations, but the hag alone is not powerful enough to take down the troll or the Troll Boss.

    Supporting NPCs

     What does the NPC have that they are willing to sacrifice for the PCs? 

    Supporting NPCs need to have a reason to risk something to help the PCs. Sometimes the risk is merely a small percentage of profit at their store by giving the PCs a discount at the local store the NPC owns. Sometimes the risk is to step up, put on armor, grab a weapon, and push into the swamplands alongside the party. There’s an infinite number of choices along the spectrum between the “neutral NPC setting” and the “fanatically supportive NPC setting.” The trick is to adjust that dial to the right place, so the party doesn’t suspicious about the over abundance of assistance or the lack of total support.

    Different NPCs are going to be able to support the party in different ways and to different extents. This entirely depends on the capabilities and motivations of the NPCs. Once you’ve determined ways an NPC can 100% help the PCs, you’ll need to use the NPC’s motivations to determine how close the NPC will push to “100% support.”

    Opposing NPCs

     Why is the NPC opposing the party? How are they doing it? 

    Flipping the coin to the other side, why would an NPC get in the party’s way? That’s usually where I start with opposing NPCs. Once I know the why, I figure out the how. Is is sabotaging the party’s mounts or equipment? Stealing something vital from them? Lying to them and feeding them misleading clues? Directly attacking them? Informing the Boss or mooks of what the party is up to? Simply charging them 110% of an item’s value in the general store to try and sap their funds?

    Once I know the why and how, I determine the “how much” factor of the resources the opposing NPC can throw at the party. Sometimes, the “how much” is trivial (such as charging 110% of items’ values in the general store). Sometimes, the “how much” could be assembling a large strike force to ambush the party on the trail while they make their way to the edge of the swamp.

    One thing to note is that opposing NPCs should not always be “behind the curtain” and unseen. This is just frustrating to the players and makes it appear as if the GM is “cheating” by having the Boss always knowing what the party is up to when there’s no logical way the Boss should know the party’s plans. The mysterious NPC can be spotted in the shadows or glimpsed from afar (or even hidden in plain sight as a villager), but the mystery should be revealed by the end of the adventure of who the major opposition was during the course of the story. This can easily come in the form of a handout or three where there are letters between the NPC and the Boss. (Side note: Why do the bad guys always keep their incriminating notes around? Why not burn them? Alas, those are questions for another day.)

    Neutral NPCs

    Not everyone opposes or supports the PCs.

    Somewhere in the middle-ground of the supporting vs. opposing spectrum lies neutrality. This is where the bulk of the NPCs will start the adventure. These are your townsfolk, other citizens of the city that don’t know the Boss or PCs, merchants, and folks met on the roadways during travel. Each neutral NPC may have something to offer the PCs, but they will not freely offer it up. At the same time, they will not try to hide or keep the offer away from the PCs. This is where the PCs will need to work just a little (or spread some coin) in order to get the NPC to offer up whatever rumors, tales, wares, or advice the NPC has in hand.

    Changing Alignment

    No. I’m not talking about a paladin losing her lawful good alignment and becoming a “mere” fighter in this section. Here, I’m going to talk about shifting an NPC’s outlook toward the PCs based on the party’s actions. In this case, I like to keep it pretty simple. Use a scale of 0-20 with 0 being highly opposed, 20 being highly supportive, and 10 being neutral. After a assign a starting point on the scale, I’ll bump the alignment of the NPC up or down the scale depending on what the PCs do with the NPC. This is purely a gut call and a quick reference. There are no hard-boiled, carved-in-stone rules or mechanics for what a 12 means vs. a 14 on the scale. I just have a note in my document next to each NPC, so I can quickly see if Graynar the Merchant is a 4 or an 18 because that will sway what Graynar is willing to sell to the party and at what percentage of actual value.

    Conclusion

    I hope this article helps you out in solidifying your ideas of which NPCs should oppose or support the party (and why!), and how to approach determining what the NPCs can and are willing to do in order to show that opposition or support. Next month, I’ll be talking about some fun stuff: Clues, Rumors, and Connective Tissue.

    Read more »
  • VideoFive Things I Learned in 2024

    It being that time of the year, I decided to reflect again on my year of gaming and see what lessons I learned. This is the second year I have done this

    Overall, this year I gamed less than 2023. There were two main reasons. The first was that at the start of the year, I had some terrible back issues, which resulted in several months of chronic pain, such that I was not in a place to feel creative or be able to run any games. I am happy to say that I am free of any back pain, and mobile with the help of physical therapy and a professionally monitored workout regimen. 

    The second reason was the end of the year. My November and December became fraught with both work (the day job kind) and a family emergency, those plus the holiday season killed nearly all my gaming from October until now.

    So what did I learn this year? 

    The End of the Campaign May Not Be The Most Memorable Thing About It

    I typically strive to have a large and dramatic climax for my campaign arcs. I think that is pretty natural in terms of how campaigns are structured. I did this for the Children of the Shroud AP that I ran, earlier in the year. The campaign built up to a battle to prevent a new elemental force from being formed. It was the kind of battle that you would see in most TV series or a movie, but it was not the penultimate story of the campaign. 

    That honor went to the third story of the campaign, Smarty Pants, which was recorded the year prior. That story had such emotion and drama that all my memories of the campaign fixate on that story, with the conclusion of the campaign being a distant third. 

    The lesson from this, is that is ok. Your next game does not always have to be better than the one before it. If you are running entertaining games, having fun, doing no harm, etc, you do not have to chase the curve to make every story better than the last one. 

    Also, due to the interactive nature of this hobby, you won’t be able to control which stories or moments are going to have the greatest impact, because what you prep and what happens at the table can be two vastly different things. So don’t sweat it. Keep prepping good material, and let the table do the rest. 

    Some Crunch Can Be Fun

    Over the past decade I have favored games with lighter rule systems, but this year I ran Mutants in the Now, and its combat system is a bit more crunchy than I am used to. For the first few months of the game, I re-read the combat system before every session. While it took more to achieve any kind of mastery, the combat system for that game was tremendous fun. The Focus system was killer-tech for me. 

    …you should stretch, but also adapt and adjust to make the experience a possible success and not a self-fulfilling prophecy.

    My lesson learned from this is kind of an obvious one…which is to sometimes stretch beyond your comfort zone, and to make that more useful, you should stretch, but also adapt and adjust to make the experience a possible success and not a self-fulfilling prophecy. What I mean by that, is that when I chose a more crunchy game I increased my studying of the mechanics, in hopes that I could enjoy my play of it by getting to a level of mastery, and it worked. 

    Gaming With Old Friends Is A Treat

    I am blessed that many of the members of my regular gaming groups have been friends of mine for years, but this year I had the chance to run a game for my high school gaming group. The details of the experience are in my earlier article, but suffice to say it was a great experience and a chance to go back in time, to visit my teenage self. 

    My lesson learned from this, is to do it again. My group is going to plan another gathering in 2026, and I plan to have a game to run for them. 

    The Outside World Can Affect Your Campaign World

    My Mutants in the Now campaign was about mutant animals as a marginalized community, living in a District-9-like environment. The campaign had themes of oppression and marginalization, with the heroes fighting to overcome those things. The campaign was going along quite well until November. 

    After election day, I suddenly could not imagine running a game about oppressing a marginalized community. I asked my players if we could end the campaign after the current story, which did conclude a small arc. 

    I understand Bleed as a player, but this case was one of the first times that Bleed affected me as the GM. The geo-political situation, and the impending struggles of what could come, bled into my campaign and made me unwilling to play a game that could land so close to a possible reality. For me to do a good job running that campaign, I would need to take on the mindset of an oppressor, and that was too uncomfortable.

    My lesson learned from this is that Bleed for a GM is possible and not just as a character, but as the world, setting etc. 

    I Was Not Bold Enough

    Looking back this year, I find myself struggling with something that is not new. I wish I was bolder as a GM. I don’t mean bold, like crushing the characters under opposition, but bolder as in being less casual about my gaming and running things with more energy. 

    Part of this was just the amount of pain I was in at the start of the year, and the amount of stress I had at the end. But in the middle, my own insecurities were the culprit. I am always concerned that I am “too much” and that my natural intensity for things will turn people off. I hide this by trying to be somewhat casual and detached, taking a “no worries” mentality. Often that casual approach is fine, I have run many a successful game and campaign with it, but other times I just want to let “Phil be Phil” (to paraphrase The West Wing). 

    My lesson learned here is that I need to let Phil be Phil and have faith that I won’t be too much or that my group will still like me (and talk to me about it) if I am too much. 

    My Hopes for 2025

    First, with my health improved and with my work and family stress passed, I am hoping that I will be able to run more games. I am feeling pretty confident in that. 

    Second, I think I want to get into Traveller. I have always had an interest in the game, and I have been reading a lot of sci-fi recently. I think I would like to try my hand at a long-form Sci-fi campaign.

    Third, I want to work through my insecurities and really let Phil be Phil. It is something that I can bring to therapy for next year, so that I can do the work. 

    Fourth, I have some ideas about some GMing advice I want to research that could lead to a new GMing book. I am not putting pressure on myself for this, but I like the idea of writing something longer than a blog post. 

    My Wish To You and Your Lessons Learned

    As I finish up this article, and another year of writing GMing advice (my 16th year since being on this site), I wish for you that your 2025 is full of great gaming, in the games you like to play and the ways you like to play them. 

    I am also curious about your lessons learned from this year. What did you learn from gaming in 2024? 

    Read more »
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