Wednesday, September 30, 2020

Under Hill, By Water - Form Fillable Character Sheet and Village Map

Everybody has been very kind about Under Hill, By Water. Thanks so much! 

I made form-fillable sheets for the character sheet and the village map. Download them or save them to your own Google Drive to access their form-fillable-ness. 




Also, during the process of creating the game, I talked to my friends and playtesters about what the skills should be named. Chris at Wayspell pitched a particular suite of skills. I ended up not going in that direction, but I did make an alternate character sheet just for him. 

Wayspell Version of the Under Hill, By Water Character Sheet


Honestly, creating these character sheets was a stretch for me. Would love feedback. But in the meantime, hope these are helpful! 



Friday, September 25, 2020

Under Hill, By Water - a real game that I made

Adventures? No thank you.

The OSR is pretty metal. And metal rules. But it’s fairly far away from the source material of Tolkien and the eclectic, rustic, anachronistic little British gentry that were the center of his stories. 

This is an OSR(ish) game that’s about living in the cozy under-hill homes of the halflings.

What do you do in Under Hill, By Water?

  • This game is about capturing your aunt’s escaped ornery goat. 
  • This game is about growing the biggest turnip for the Harvest Festival.
  • This game is about gathering rare ingredients for a birthday feast. 
  • This game is about being simple and silly. 

What's the game like?

The book is split into three parts:

    • Chapter 1 covers the basics of being a tiny little gentle person. Players use this chapter to create their characters and GMs use this chapter to create the characters’ home village.
    • Chapter 2 covers the rules for ambling around the countryside, getting into nasty business, and cozying up to your fire at the end of the day. GMs and players use this chapter to understand the basic mechanics of the game. 
    • Chapter 3 details the flow of the four seasons and the random events that trouble your peaceful pastoral life. The GM uses this chapter to randomly create scenarios for the players.

    Wait, this sounds familiar

    You might remember that about three years ago I made a series of posts of a LotFP hack about playing a halfling in a peaceful, pastoral, quiet land called the Commonwealth. It was essentially a what-if game about what fantasy RPGs would be about if Bilbo had stuck to his guns and said, "Get out, you stupid dwarves, and take this conjurer of cheap tricks with you!" 

    During quarantine this year, I blew the dust off of this project and gussied it up real nice. It's no longer a hack but a standalone game. Its parts and procedures should be familiar to fans of old-school TTRPGs. It's explicitly a game about the quiet pastoral life of halflings so a lot of fat from dragons and/or dungeons has been trimmed off. There are tons of flavorful randomizers to make sure your halfling's life is quiet, but never boring. Additionally, Evlyn Moreau and Isaac Podyma very generously donated the use of their art to the project. 

    2020 Special

    2020 has put a lot of people in a tough place. Playing games can be a breath of fresh air, but you might be hesitant to spend money on them. If this is the case for you, please feel free to reach out for a complimentary copy.


     

    If you have enjoyed my content in the past or would like to buy me a beer, I very much hope you'll check it out!

    Tuesday, September 8, 2020

    Wizards Wagons Taverns & Flagons: An Actual Play Podcast

    One of my friends had never played RPGs. We finally convinced him to play, but he had a (bizarre but true) caveat: he wanted to leverage his hobby of sound design and playing music while we did it. So we made a podcast. 


    By my estimation, we're the very first D&D podcast ever and the first one to have a "WTF" acronym in our podcast title. 

    What else do we have going for us?

    • Hotsprings Island Actual Play: Hotsprings Island is an amazing adventure by Jacob Hurst et al that hands the players an in-character gazetteer. We're having a lot of fun with it. Check out our actual play before you run it yourself. 
    • A Range of Experience: The podcast features players who have been playing 20+ years and players who literally are sitting down for their first session. 
    • An Actual Bard: Our bard takes his job very, very seriously. There's all sorts of musical numbers. 
    Plus you can hear how I put a lot of the RPG theory I talk about on this blog into practice. It's messy, but we're having genuine fun. 

    I hope you'll check it out! If you do, leave me your adoring praise. 





    Monday, July 20, 2020

    Soft Skills in Running a Game

    I was writing the chapter on GMing my homebrew game, His Majesty the Worm, and I got to a section where I felt conflicted. The thing I wanted to say ("Jesus, just be fucking nice and learn how to read a room") felt unhelpful and insulting. I'm not sure Wil Wheaton ever really helped anybody with his oft quoted maxim. 


    Roleplaying games have been compared to sex. You usually do it with friends. Sometimes you pay someone to be your dungeon master. Sometimes safe words help. Sometimes you don’t need them. Ultimately, it’s important that everybody involved enthusiastically consents to the stuff that’s going on and everybody has fun.


    I've read a lot of project management books as part of my professional development. I've used a ton of these techniques in my gaming hobby. I thought I might write them down here in case they are helpful for anybody else. 


    Caveat: I am the sort of guy who sometimes makes scripts to follow before I make a phone call, so take from that what you will. I find tools or procedures sometimes make me more comfortable when handling social situations.


    Finding people to play with

    I have a consistent gaming group. I feel blessed. They are friendly, tractable, open to new experiences, enthusiastic about the rules, funny, welcoming. They're great. 


    I got this group by looking for games in my local area. I used a LFG website. I joined a D&D game and found a few people who were nice, and after I got to know them I invited them to join my own game. (I continued to play with them in their own games; I wasn't just pretending to join to find fodder for my own interests.)


    Once you have nerd friends, you find other nerd friends. Breaking into a new friend group can be daunting, but it is doable. 


    When I had an established game, I had the ability to invite new players into the hobby. Honestly, this is the best source for good players: they're free of gaming prejudices, force you to actually learn the rules when they ask you questions you don't expect, and have incredible insights into the peripheries of running table top games. I've found new players to be some of the most enthusiastic and talented role-players I've ever had the pleasure to game with. Invite new people and teach them many different games. 


    Running a game

    The number one rule for running a game is consistency. Play at the same time. Don't skip sessions. A skipped game starts a chain reaction where players (and the GM!) begin to think "Wow, this game isn't that important, I guess." 


    That said, the real world always takes precedence over the fake world. If bad luck necessitates several players missing a session, it's not the end of the world (or the game). Don't try and cobble together a game night with just two people. Cancel that session and try again next week.


    If a player is inconsistent in attendance, talk to them as soon as the pattern develops. Have an honest conversation about how much they want to play and how they're enjoying the game. If there's a problem in the game's content you can solve, try and solve it. If they are a player with poor time management skills, they might not be a good fit for your game. (Consistent attendance is one of the things that is important for me as the GM.)


    I credit consistent play to my fairly good record of "completed campaigns" vs "abandoned games." 


    Sensitive subjects

    I am not currently using explicit consent tools in my normal weekly game. I usually game with friends. I'm explicit about the game's content up front. The game's content is mostly vanilla. This feels like it's appropriate for this particular table and this particular campaign. 


    I use a session 0 to talk about the table rules for my game, set expectations, and get a sense of each player's boundaries. I use the Same Page Tool when running my session 0.


    This is an important opportunity to make sure that sensitive subjects are treated with the respect that they deserve. If you plan on including difficult themes in your game, make this apparent up front. For example, if you’re intending to deal with themes of slavery, just say so upfront. Roleplaying games can be opportunities to confront important real world issues. They can also be the opportunity to escape these and not think about them at all.


    Be respectful when listening to player’s reactions. Don’t put players on the spot (e.g., “Do you have any triggering subjects that we should avoid?”). This can be well intentioned but can make some players uncomfortable. Rather, ask open-ended questions that allow for honest feedback. 


    Once the game has started, I check in regularly with the table. If someone looks uncomfortable, I will either check in verbally ("Hey, is this going into weird territory? We can pull a veil over this and move on,") or check in after the session if it seems more appropriate to be discrete ("Hey, I could tell that the group was sort of making a lot of jokes about your character this session. I'm confident they were doing it as a goof, but I wanted to check in to see how you were feeling about tonight's session"). 


    Work together to find out what subjects are and are not appropriate for your friends.


    Inviting new players to join a running game

    If I invite a new player to join the game, I ask them to meet me downtown for a drink. I then essentially run a session 0 just for them--I explain the rules of the game, ask for buy-in about the subject matter, and ask gentle, open-ended questions that help me understand what subjects need to be handled with care.


    For every new player, I try to tell them that not every game is for every person. You can like TV and not like every show. You can enjoy RPGs and not enjoy every game. That's fine. I tell them that if my game isn't their cup of tea, I would love to hear how I could improve it--or give them a chance to bow out gracefully. 


    Dealing with problems

    You are doing hard work by GMing. I assume you want to do this hard work because you want your friends to have fun. If they are not having fun, you will want to know (I assume). This is done by asking honestly for feedback and providing a safe and discrete space to receive the feedback.


    The first one informs the second. Some people say they want feedback, but you can tell that you're just hurting their feelings when you give it to them. If you're serious about wanting feedback, people will be able to tell.


    If someone is having a problem, you should feel goddamn grateful they were brave enough to tell you about it and excited about solving it with them. 


    You solve problems by talking. This might seem obvious, but maybe it's not. When someone brings up a problem, thank them for bringing it up. Tell them you're sorry they had this problem. Don't make excuses. 


    Sometimes, just talking is enough to solve the problem. After a chat, you both feel good and can continue playing.


    Sometimes, you'll need to adjust content in your game in response to player feedback. That's fine: if you value your friends' fun, you can make adjustments to accommodate them. Apologize and correct the course. 


    Sometimes the problem is with another player. If the player who had the problem is comfortable with it, you can discreetly talk to the other player. Or, you can all grab a drink together and talk it out. You're adults. Be kind to each other.


    Asking for feedback and then respectfully listening to your players is the best tool you have to deal with problems in your game. 


    Mistakes at the game table

    You're going to make mistakes as a GM. At the beginning of just about every session, I say something sort of like this:
    "Hey, I made the wrong call last week. I said that it should be a free action to get something from your belt, but I thought about it and decided that it'd be better if you actually had to use a move action to do that. I get this might make your potions a little harder to use in combat, but I think it will be better for the game. Let's try this rule for a little while and we'll check back in after a week or two, okay?"


    Literally every session, I feel as if I could have done one or two things a little better. Instead of feeling guilty about it, I just publicly apologize. 95% of the time, this conciliation of the mistake is enough; you can move on. Sometimes, you'll need to apologize to a specific player privately and then publicly acknowledge the mistake and what you'll be doing in the future instead. 


    In conclusion

    Running a game is a collection of a bunch of soft skills. You're going to make mistakes and social missteps. That's okay. If you feel as if you've hurt someone's feelings, apologize and take responsibility. You are going to get better at gaming as you continue to do it, including the chores of running the game.

    Wednesday, July 1, 2020

    Spell Formatting Questionnaire

    I'm sure all three of my followers will be riveted by this topic...

    I'm not yet at the layout stage of His Majesty the Worm, but I am editing and clarifying the appendices. That means I'm messing with the formatting of the spell lists. 

    I have basically two options for the spells layout. Which of these do you like better, humble reader?

    OPTION A (no bullet points)

    Brainfever 
    Component: A pouch of powder made from wild marjoram, thyme, verbena, and myrtle leaves 
    The sorcerer takes a pinch of the component powder and blows it towards the target of this spell. The target creature enters a rage. Attack actions they make gain favor, but they must always play the lowest value card they draw for their Initiative. 
    Creatures immune to anger (such as non-sentient constructs) are not affected by this spell. 
    This spell must be maintained with concentration. 

    Command Undead 
    Component: Poppet woven of branches and tied with grass picked from a graveyard on the night of the new moon
    This spell allows the sorcerer to exert control over an undead creature. The target undead suffers the Control effect. The sorcerer’s order can be a number of words equal to their Wands attribute. Longer commands may be issued by spending multiple Resolve on this spell—each additional Resolve grants [Wands] more words. 

    This spell lasts until the order is fulfilled. The Resolve spent on casting this spell can never refresh as long as this spell is active.


    OPTION B (bullet points)

    Brainfever
    Component: A pouch of powder made from wild marjoram, thyme, verbena, and myrtle leaves
    The sorcerer takes a pinch of the component powder and blows it towards the target of this spell. The target creature enters a rage.
    ·         Attack actions the target makes gain favor, but they must always play the lowest value card they draw for their Initiative.
    ·         Creatures immune to anger (such as non-sentient constructs) are not affected by this spell.
    This spell must be maintained with concentration.

    Command Undead
    Component: Poppet woven of branches and tied with grass picked from a graveyard on the night of the new moon
    This spell allows the sorcerer to exert control over an undead creature.
    ·         The target undead suffers the Control effect.
    ·         The sorcerer’s order can be a number of words equal to their Wands attribute.
    o   Longer commands may be issued by spending multiple Resolve on this spell—each additional Resolve grants [Wands] more words.

    This spell lasts until the order is fulfilled. The Resolve spent on casting this spell can never refresh as long as this spell is active.

    ---

    Does the prose section feel cluttered? Do the bullet points feel too much?

    I'm sure that actual design geeks would laugh at the simplicity of this question, so please mock me in the comments. Thoughts? Opinions?

    Sunday, June 21, 2020

    Conflict of Space: A Voidheist Hack (Hack of a Hack)

    My friends and I have been playing Edge of the Empire recently. I complained about the game's writing on Twitter, but my buddy running it is a really good GM so I'm still having a really good time. But it got me thinking about the sort of Star Wars game I'd like to run.

    Chris McDowall is like, such a super smart guy. I love the way he writes about his game design for Into the Odd and Electric Bastionland. He recently hacked together two games (Blades in the Dark and MOTHERSHIP) to make a sci-fi horror game called Voidheist. When I was reading it, I thought "Damn, this is actually the sci-fi game I want to play."

    So I made a hack of the hack. I wrote "Conflict of Space" at the top, so I guess that's its name. It is not a real game. I just renamed and recolored some things.

    I did this as an exercise to make myself feel good this week. I didn't have anything else to do with it, so I'm putting it here.

    Exegesis

    A sci-fi horror game is pretty different from the science fantasy cinema of Star Wars. Why hack this into a Star Wars game?

    Well, I thought Voidheist's bones were good would provide a good chassis. Here are big differences I tinkered with:


    • If you strike me down, I shall become more powerful than you can possibly imagine: Voidheist is a game of horror. It's dangerous and deadly. Star Wars heroes get beaten, battered, and left gasping--but only die on their own terms. First, I changed what happened at 6 Harm - players choose to be taken out or to die heroically. Second, I changed the Hull Gauge to the Shields Gauge for star ship combat. You tick down Shields before you start actually blasting out systems and doing damage to the ship. 
    • May the Force be with you: The most interesting part about Star Wars is the space wizards. The Print Gauge was Voidheist's attempt to rationalize the story-game-esque doublethink of Blade's flashback mechanic. It is replaced with The Way Gauge, which lets everybody at the table dabble in having flashes of insight and calling on space-magic. It changes the central fulcrum of the game's bennie system--not doing retroactive prep, not creative item crafting, but asking the GM questions.
    • Made the Kessel Run in less than twelve parsecs: MOTHERSHIP had some dope space ship building rules. I added those back in. Space ship creation is fun and I like to do it. I actually really like the space ship rules I've made here. Not crunchy, not chewy--my sweet spot. 
    Anyway, this was just a dumb thing I did this week. 



    Tuesday, May 26, 2020

    Rolemaster-esque Critical Tables, or, "No more hit points"

    There was something very diagetic about the MERP critical tables. Sometimes they did something lame like, "Blow to the leg, +5 hits," but sometimes they were like "Solid blow to the chest. Ribs crushed. Lungs collapse. Will die in 6 rounds." The critical tables sidestep the hit point attrition. Sometimes they'd blast your kneecaps out, or puncture your eye (unless you were lucky enough to be wearing a helm), or whatever. No fiddling with hit points--just "this happens now."

    I think MERP can absolutely be lumped into the category of "combat as a fail state." Way more than giving your starting magic-user 4 HP. 

    Anyway, here's a subsystem for D&D-like games to ignore HP. Each wound sucks, unless you have armor. 


    I Have No HP (And I Must Scream)

    After you successfully hit a target, don't roll damage. Instead, roll a d20 and consult the appropriate wound table. 

    The d20 pops. If you roll a 20, roll again and add the result. 

    If you roll a critical success on your attack roll, add +10 to your wound roll.

    Rolls of 40+ are treated as 40. Rolls of 1 or less are treated as 1. (I imagine all sorts of damage bonuses or penalties can be applied to the wound roll.)

    If you are struck, you can choose to sacrifice a piece of armor you are wearing for -10 to the wound roll. This must be done before the wound roll is made.

    Bleeding Rules: Several wounds cause bleeding. If you are bleeding, you spend your action to a) make a Wisdom check to bandage yourself or b) use an herbal poultice to stop the bleeding automatically. If you take any action other than "sitting and trying to stymie the bleeding," you must make a Constitution check at the beginning of your action. Take a penalty to your check equal to the number of open bleeding wounds you have. If you fail, you are stunned and lose your action. If you fail three times, you fall unconscious from blood loss. You can bind your friend's wounds, too, of course.


    Then, through the black smoke, he spotted the huge shadow of his ...

    Here are the tables. Open them up for that Google Spreadsheet goodness. 

    The counter fulcrum to this is that the healing/recovery system needs to be equally diagenic. There needs to be long lists of tables of herbs that "heal lung damage" or "are good for sprained muscles." In a pinch, rest 1 week to recover from most of these effects.


    Reflections

    I spent probably too long rewriting MERP criticals into this format. I think this is, like, an "okay" pass, but would probably really be messy at the table. Too much stuff to track. I have -2 to all actions, -1 to AC, and if I run I'll start bleeding? Ugh how much writing do I want players to do? (Answer: Almost none.) 

    Anyway, I just thought I'd throw the idea out there to see what stuck. Would you use this at your table? How would you make HP and wounds more "diagenic"? How could we finally kill HP once and for all?