Sandboxes tend to imply factions, but faction play is sometimes a boogeyman for open world games. Should it be subtle, just a thought? Should it be a tracked rubric of needs and wants, like a private rumor table with bonuses? Should it be a complex system of rolls and resources, like a solitaire Matrix game the referee plays behind the screen on off-hours? Well, it ought to be something if merely to add some variability to whatever sociopolitical forces prop up the flavor of the setting.
The original poster has a long history of considering randomless group storytelling to be a game.
Thursday, October 28, 2021
Wednesday, July 14, 2021
Ponderings on Any Planet Is Earth v2
At the time of writing this, I've sold just over 400 copies of Any Planet Is Earth (with about 4,800 downloads). That's small beans, to be sure, in the world of publishing, even in the indie/niche corner of the RPG hobby, but I only ever wanted to release it because it's what I want to run. That said, I am warmed by it's name popping up from time to time on reviews or threads or discussions, and getting messages from strangers and close peers alike who like it a lot and have riffed about with it on their own time. That's neat.
I've had a "second edition" in mind for a while now since it's original release back in June of 2020. My original timeline was a release earlier this year before the arrival of Spring 2021, but then I had another kid and bought a house. There goes 6+ months of so-called free time. C'est la vie.
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Jeff Woodman |
Friday, April 9, 2021
Twenty Quick Settings/Games for Immediate Use
About three weeks ago, I posed a simple design challenge to the scene writ large:
- Pick a genre, setting, or time period
- Write one or two paragraphs on context
- Produce one page of random tables
- Give advice on tropes and how to use them
Wednesday, March 17, 2021
Play Worlds, Not Rules: Design Challenge
I find that I love the free kriegsspiel model not because it is simple (though that is a large plus) but because it all is about intuition and honesty with subject matter. In general, storygames and mainstream modern RPGs and even a swath of the old school community don't appeal to me because portions of the experience are deliberately gamified when they could just be role-played. I've said elsewhere that an adventure game needs little more than interesting choices regarding interesting people amidst interesting locales.
You've met a person, right? How do you talk to them? Now talk to a person inside of a game in the same way. Context, motivation, and the assumptions of the setting guide your actions and approach, not mechanization. I appreciate arguments made that certain rules and precedures help to emulate genre or setting, but my counter is that those methods are redundant, as even with passing communal knowledge of the setting at the table, everyone can reasonably play anything with imagination and conversation. Rules can be helpful as a framework, but they are not necessary for play. All you need is a world in which to act.
My challenge for you all is thus:
- Pick a genre, setting, or time period
- Write one or two paragraphs on context
- Produce one page of random tables
- Give advice on tropes and how to use them
Friday, January 1, 2021
My Approach to NPCs
I'm not a good player. Or rather, I am not an invested player. I've learned that I find it hard to remain invested in piloting a single character, and ended up vastly preferring the referee's role over the years due in no small part to my enjoyment of playing through a myriad of non-player characters. Making the mundane come alive, and sprucing up the set dressing of the game world--that's the stuff. It's the world-building I enjoy most of all, but not through arduous campaign planning... it's through the needs, desires, and machinations of NPCs and their related random tables.
After coming across Joel Haver's short films about a year or so ago, I've enjoyed them greatly, and recently, he's put out several animated bits that resonate with my approach to NPCs a great deal. Let's watch them and see what we can gather.
Thursday, December 17, 2020
UNIRONIC KRIEGSSPIEL SHITPOST
An adventure game needs little more than interesting choices regarding interesting people amidst interesting locales.
Friday, September 11, 2020
Weird North is LIVE
When Eclectic Bastion Jam was announced back in July, I decided I wanted to try my hand at writing a full-scale RPG hack based on Into the Odd. I'm all for pulpy fantasy like Conan the Cimmerian, Fahfrd and the Gray Mouser, and Dying Earth, so I set to work putting together a proper Sword & Sorcery hack of the Bastionland family of games.
At forty-five total pages, Weird North is a stripped down ruleset which is easy to learn, use, and adapt.
- A simple but punishing inventory and encumbrance rubric forcing tough choices about treasure and lackeys.
- Corrupting magic with a chance to turn your players into snake people, demons, and eldritch pillars of otherworldly strangeness.
- More than a dozen generators for dungeons, warbands, pocket realms, NPC problems, and occult rites.
- Six archetypes for players to delve into the flavor of the world, such as the grave-robbing Sepluchrite, the weapon-mastering Contender, and the rat-controlling Dirtfriend.
Thursday, September 10, 2020
Galaxy Far Away: Star Wars - This Is The (Ultralight) Way
I love Star Wars. I always have. I always will. Arguments about which bit of the canon (or non-canon!) is best is moot. Every segment of the whole has its flaws--lackluster moments, inconsistencies, cringe-inducers, and poor realization etc--but the saga is greater than the sum of its parts. I digress. This isn't an agenda post, it's my attempt to slim down Star Wars roleplaying into a bite-sized game while maintaining grit, tropes, and high stakes.
Ever since I read around about FKR stuff I thought about the "worlds, not rules" adage, and what worlds I'd like to translate to an ultralight model. My son made that decision for me after he asked me to run a Star Wars game for him. I have WEG Star Wars d6 handy, but thats an awful lot of dice and still a bit too crunchy for a five-year-old to play. I've opted to take concepts from Landshut, Adventure Hour, Revenant's Hack, and Primeval d6 and fire them all into the thermal exhaust vent of the Death Star to see what happens.
Monday, August 3, 2020
(hopefully) Simple and (possibly) Universal Referee Advice
Tuesday, June 23, 2020
Any Planet Is Earth is LIVE
Welp, after several months of writing, refinement, and relentless editing for concision, my little sci-fi game, Any Planet Is Earth, is live and available for sale at DTRPG and itch.io! To say I am pleased with it is an understatement. I am pumped! I want to give a big thank you to those who provided excellent feedback, playtesting, and inspiration to the project, and a special shout-out to Jeff Woodman who put together the evocative and brilliantly simple cover art (the little ship is my fave).
Thursday, May 21, 2020
An Example Crew
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Pardon my coffee table (janky). |
Wednesday, May 20, 2020
Any Planet Is Earth: Character Generation
Thursday, May 14, 2020
Any Planet Is Earth: Core Rules Draft
Thursday, April 23, 2020
The Sci-Fi Encounter Die
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The illustrious A. Shipwright. |
Monday, April 13, 2020
Three Alt-Mesozoic Fantasy Dinosaur Archetypes
For this year’s bonus Secret Jackalope, I present Lexi with dinosaurs from a different, fantastical Mesozoic era.
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AD&D Allosaurus, looking a bit bent. |
Tuesday, January 28, 2020
Runes and Rune Words
Friday, January 17, 2020
Talents: Divine and Weird
Monday, December 30, 2019
Talents: Survivalist and Arcane
Tuesday, December 17, 2019
Inventory, Exploration, and Resting
At present, all PCs start with fourteen inventory slots. Additional slots are awarded if their strength, constitution, or intelligence scores exceed 15. This can happen three times as a result. If all three of these scores are above 18 (which takes a while to accrue in any campaign), they're awarded with another bonus trio of slots. That is to say that any PC will only ever have between fourteen and twenty slots. No less, no more (well, unless some wonky magic item or godling's blessing shows up, of course). In this framework, most things take up one slot (like a mace, spellbook, or small golden idol), while a handful of other items can be bundled together to conserve space (such as pitons, ball bearings, or coins), and many others require anywhere from two to four slots apiece (including platemail, a big shield, or an impressionist masterpiece). If PCs fail to eat/drink/rest they gain fatigue, which eats up inventory slots until resting for a while in a haven location (ie, not the wilderness). Inventory is cramped, basically. It's meant to be.
Tuesday, December 10, 2019
Talents: Martial and Specialist
As a result, the immediate oh, let's hack this element to Knave is formatting some sort of class-analogue structure to the otherwise-class-less rules system. Among the various Discord channels this structure has come to be known as Knacks, mainly because Knack and Knave sound so canny together. Check out Laughing Leviathan's excellent Knave-Knacks and A Man With A Hammer's Knacks for Knaves for other posted variables on the formula. More are floating around, currently unpublished in various ways and means, and I highly recommend you check them out as you find them.