Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve…

Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve…

Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve been thinking of tags that can be applied to dangers to reflect their disposition. These tags can be used to paint a picture of what an engagement against that danger would be like: how quickly the PCs get noticed, how the danger reacts, etc. here’s what I have so far, what others could be added?

• Slow: They are relatively easy to run away from.

• Fast: They can outrun an average human, making escape difficult.

• Unorganized: They do not work well together or communicate poorly, and could be dealt with piecemeal.

• Factional: There are factions within the group that don’t always get along, creating opportunities to make alliances or divide and conquer.

• Militaristic: They are disciplined and trained to quickly and aggressively respond to threats.

• Gestalt: They operate as one mind. If one knows something, they all know, and they can coordinate with frightening efficiency.

• Defensive: They act to drive others away from their immediate homes, but not any further.

• Territorial: They pursue threats to their territory, which may be as large as an entire region, and won’t stop until the threat has left the area.

• Vengeful: If you mess with them, they’ll make sure you won’t do it again.

• Proactive: They are actively searching for threats, and will bring the fight to them.

• Vigilant: They have scouts, keen senses, or magical scrying to warn them of approaching danger.

• Stationary: They cannot move from their position.

• Site-Bound: They don’t leave the site where they are found.

• Ranging: Their reach is far and wide, able to cross entire regions.

• Horde: There are hundreds of them, or maybe even thousands.

• Stealthy: They remain hidden from sight until it’s too late. Expect ambushes.

What do you consider a fair “salary” for a PC is?

What do you consider a fair “salary” for a PC is?

What do you consider a fair “salary” for a PC is? If they are going out into the wilderness on a mission on behalf of an organization, how much should they get paid per job, not counting whatever they can loot from the dungeon?

I recently got to thinking about HP loss versus fictional damage.

I recently got to thinking about HP loss versus fictional damage.

I recently got to thinking about HP loss versus fictional damage. Now, HP loss is not traumatic. It’s just a number on a sheet, and fixed by a first level spell or a potion. No big deal. (I like Robert E. Howard’s explanation of how HP works: https://www.reddit.com/r/rpg/comments/5663wv/read_robert_e_howard_if_you_want_to_understand/ )Debilities are significantly worse, since they both give you a penalty to a stat and require downtime to heal. But what about fictional damage? Goblin arrows put out your eye. A razor boar’s tusks cut off your arm. What tools do we have to deal with such things?

Fictionally, the effect is obvious; you’re down an eye or a limb. but what can be done about this type of fictional damage? Does the loss of a limb cause death by exsanguination? (It should, but that’s another argument.) The player might resent that their character has been irrevocably crippled. What tools do you use to represent treatment/healing of a maiming injury like the above? Obviously, it would be preferable for such things to feel dangerous, enough that most PCs would react more cautiously to going into battle against such a foe if they knew there was a good chance they could be maimed. But at the same time, we want to be fans of the characters and see them succeed. Getting maimed shouldn’t feel like spine or a consequence of bad luck. What can be done?

https://www.reddit.com/r/rpg/comments/5663wv/read_robert_e_howard_if_you_want_to_understand/

I found a good site that offers lists of details for dungeons and environments.

I found a good site that offers lists of details for dungeons and environments.

I found a good site that offers lists of details for dungeons and environments. Could be useful for people who want to add a little color to their descriptions.

http://www.ragingswan.com/free-resources/

This is a spinoff of +Gary Chadwick ‘s prior thread.

This is a spinoff of +Gary Chadwick ‘s prior thread.

This is a spinoff of +Gary Chadwick ‘s prior thread.

I would like to use a countdown clock as a measure of ambient threat within a dungeon. The clock is a way to visualize how much noise that the PCs are making, and how alter the dungeon is to the intruders. When the PCs do something that makes a lot of noise or takes a lot of time, a segment of the lock gets filled in. (A good use for moves that “attract unwanted attention” or make a lot of noise.) This is a mostly fictional thing, with the exception of the following move, which I am looking for feedback on:

When you try to Make Camp or otherwise rest for an extended period of time in a dangerous dungeon, roll+filled in Threat clock segments. *On a 10+, choose two. *On a 7-9, choose one.

– The dungeon becomes more alert, advance the Threat clock. You cannot choose this option if the clock is already at 12:00.

– A threat approaches, someone must Take Watch.

– It’s just not safe to stay here, you don’t have enough time to get sufficient rest to do what you wanted. The GM may offer an ugly choice or hard bargain.

*On a 6-, things remain calm, and you can rest safely. No XP is awarded for a 6- on this move.

0:00 The dungeon is calm and quiet, any monsters inside are going about their normal routines, unaware of any threats.

3:00 Some of the more wary foes may become suspicious, but they don’t know exactly what’s going on yet.

6:00 The enemy knows that something hostile to them is present, though details are yet vague. Monsters will not be caught flat-footed, but neither are they actively taking up defensive postures just yet.

9:00 The dungeon is aware of the party, as well as their rough location. The dungeon’s defenses come into play noticeably. Any quick defensive measures that can come into play are activated. The monsters are obviously ready for a fight.

10:00 The opposition steps up their game significantly. Expect cautious patrols designed to flush out the intruders, and the monsters taking on a much more active role in protecting their lairs. Moments of safety for the PCs to regroup and prepare are becoming noticeably harder to come by.

11:00 The party’s location and activity are pinpointed. Any remaining preparation or defenses that can be set up are. The enemy will actively hunt down the PCs, since they know where they are. Contingency plans are coming into play, such as hiding loot or taking escape tunnels out.

12:00 Anything left in the dungeon is now fully armed and mobilized, and the dungeon throws everything it has at the PCs, non-stop. Coordinated attacks, carefully staged defenses, loot spirited away, you name it. The PCs will not have a moment of safety until the dungeon is completely empty of foes or until they are running for their lives.

The goal is to make the dungeon feel more like a living ecology. Monsters will not docilely wait their turn to be slaughtered, nor should the PCs have free reign to recharge their abilities after every fight. It’s a way to combat the “15 minute adventuring day” phenomenon I have seen before in other games with powerful once-a-day abilities. The clock adds a visual reminder that this place is emphatically not safe, and keeps the adventure humming along without letting the stakes drop.

Making Camp isn’t just a move, it’s a classic RPG trope.

Making Camp isn’t just a move, it’s a classic RPG trope.

Making Camp isn’t just a move, it’s a classic RPG trope. But what do you do besides letting the Wizard study their spellbook? What does the Fighter do? The Thief? The Barbarian?

Camp scenes make for a good break in the action. Tell me about your camp scenes and how you make them fictionally interesting and colorful, not just a mechanical pit stop.

By popular demand, here’s the simple versions of all eight basic playbooks, optimized for quick pick up and play…

By popular demand, here’s the simple versions of all eight basic playbooks, optimized for quick pick up and play…

By popular demand, here’s the simple versions of all eight basic playbooks, optimized for quick pick up and play with new players or in convention games. Share and enjoy!

https://drive.google.com/file/d/0BwbHes6iNuGrbVZ2ZDgyMUhCR1U/view?usp=sharing

I’ve been making a couple of passes through some of my old projects, and I decided to try making a simple version of…

I’ve been making a couple of passes through some of my old projects, and I decided to try making a simple version of…

I’ve been making a couple of passes through some of my old projects, and I decided to try making a simple version of the Druid to go with my previous Simple Playbooks project. I decided to limit Shapeshift to just a few different predetermined forms to make it simpler. It’s enough to give a good spread of potential moves while not adding too much burden on coming up with moves and adjucation on the spot. Any requests for more forms? I could go with one or two more.

I tried putting in a GM reference sheet, but honestly, I was just copying the book almost verbatim. Maybe just a cover sheet/rules reference page.

And yes, I did make a Paladin too. It’s almost completely unchanged from RAW.

https://drive.google.com/file/d/0BwbHes6iNuGraFEzTjF0LXJtQkE/view?usp=sharing