Adventure Design in Short
February 14th, 2020
One of the methods I use to design and run adventures is by using organic situational development based on a pre-existing bare-bones infrastructure, fleshed out in play by both player character actions and by the addition of customized random event lists. Which totally sounds like some kind of crazy corporate jargon — localized variegated synergyzms?
But here is what that actually means and how one would, themselves, go about doing so.
The short version, anyways.
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Oh My Modifiers!
December 28th, 2019
Which is faster, a cheetah or a jaguar?
Which is stronger?
The answers to these questions generally seem obvious, as they note basic biological differences across (even related) species. However, there has been an argument that race-based attribute modifiers in RPGs should be removed for a variety of reasons: they are “unrealistic”, they are “conceptually limiting”, or even that they perpetuate racism. I find none of these positions particularly convincing enough to remove modifiers, but if you do, there may be different ways to approach the issue while hopefully avoiding the perceived pitfalls of the above.
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DC Without a Tire Fire
December 11th, 2019
In our D&D hack, there are no specific skills, no skill points to distribute, and so on. To attempt to use “skills”, players instead roll Attribute checks based on the most logical Attribute involved in what their character is attempting, and receive a bonus to that roll if their Profession or Background applies and/or if they have the appropriate tools or toolkit for the job.
In most games, the success of such skill checks is based on a sliding scale of difficulty–represented by a difficulty class (DC)–that attempts to account for all sorts of various calculated factors. I’ve found setting the difficulty for skill checks in this way, and doing so with consistent fairness, can sometimes be challenging and can simply bog-down play. This was something I felt needed to be simplified, and as such ruled that any difficult task a character attempts requires the a player’s modified roll to reach or exceed a result of 12. So when a player asks what they need to roll when attempting a skill-related task, the response is easy: 12. To the point they no longer need to ask: they already know what succeeds.
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Tick-tock Dungeon Clock
November 23rd, 2019
“Clocks” are a concept from the Blades in the Dark RPG by John Harper. They are circles divided into anywhere from four to twelve sections, which are “ticked” after certain rolls are succeeded or failed. One or multiple sections can be ticked depending on the outcome of the roll. When a clock fills, something happens, something in the game’s fiction changes in some significant manner.
One of the issues I had run into with our D&D game is the concept of “running away” or “chasing down” being wholly reliant on Speed and the differences between those of the pursued and their pursuit. And the few times there were chases, they didn’t feel as fun or engaging as they should–just “I use my Move action, then they use their Move action, then I use my Move action, then they use their Move action, etc.” usually interspersed with some skill checks or ranged attacks.
Then I realized D&D already has something like a clock built-in, and why shouldn’t I add another?
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Carry On, My Wayward Hireling
October 29th, 2019
I was working on some resource rules, inspired by a preview from Dungeon Delvers: the Red Book, and by Blades in the Dark, attempting to simplify and abstract-ify consumable resources and available equipment. I like what I came up with, but realized it ended up much more fiddly than I really want for this particular design. Perhaps someone else will find it of value.
The idea is based around a Supply score, representing a character’s planning and foresight while equipping themselves for an adventure, but without using fine granularity to track certain consumable supplies such as food, clothing, arrows, torches, bandages, and so on. Supplies also affect a character’s Carrying Capacity — how much equipment and treasure they can wear and carry, and vice-versa.
The basic Supply rules rely on a series of ability score-limited checkboxes and rolling a die of decreasing value when supplies are used, potentially removing a checkmark from a box. The total amount of Supply available to a character is based on Intelligence, while a character’s total Carrying Capacity is based on Strength.
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