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Cut it Like a Pie

Friday, August 21st, 2020

 

Forged in the Dark games tend to have a multi-part meta-structure to play that I am finding very enjoyable. The types of actions and play that take place in each phase of that structure are differentiated from one another and simply utilize variations on the core mechanic.

This started me thinking about how OSR-type games could benefit from this meta-structure, and how I already use a pseudo-structure like this in play: for example, how downtime and travel are separated into mechanically-discrete phases of play when I run a game. I started wondering what this BitD meta-structure would look like for an OSR game, and a quick sketch emerged with around eight phases of varying complexity and length…but that’s a lot of phases, so I went back to ruminating on the issue.

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Make Mine a Challenge

Monday, August 10th, 2020

 

Your players announce the following ideas during play, maybe during Downtime, maybe in the middle of an adventure:

  • “I want to convince the head of the depository to give me a loan!”
  • “The queen is pretty lonely…let’s say I seduce her…I know! Maybe convince her to marry me?”
  • “The texts I need to complete this research are in the grand library in the capital? I want to go there to access them.”
  • “I’m going to punch this guy in the face for lying to me about his qualifications!”

How would you handle each of these ideas from a player?

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Temple of the Night Serpent

Monday, August 3rd, 2020

 

My first map for public consumption drawn by hand using my own map assets. This was meant to be the centerpiece of a battle against yuan-ti cultists, but COVID has delayed my group’s ability to meet. Rather than allow it to languish unused, I’m sharing it.

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