Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Tuesday, February 2, 2021

Advice from the Blogosphere 2020

So, last year, I started what I hope will become a tradition for myself by posting about my favorite links from the previous year. I built this collection of links as I saw them throughout the year, with an emphasis on saving posts that gave advice about how to do things.

Last year I also gave my take on the state of the OSR. My current take is that the label OSR seems to mean "small-press D&D-like roleplaying, not 5th Edition, and not Powered by the Apocalypse". If that sounds like it might encompass quite a lot, I think that's because it does. The OSR continues to enlarge and diversify, so much so that I wonder if it can continue to hold together. 

You've still got people playing the retroclone Old School Editions and neo-retroclones like  Dungeon Crawl Classics and The GLOG, but you've also got people playing Mork Borg and Mothership and Troika. You've got a proliferation of unique minigames via itchi.io and ZineQuest. You've got people fully committing to abandoning written rules in favor of ad-hoc rulings in the FKR, as well as more people than in past years (that I'm aware of, anyway) trying their hand at actual wargaming. 

Ultimately, the question of how well any of this holds together as a scene will be answered by many people cross boundaries and play more than one game. Everyone who sticks to just one thing builds up their circle, but also makes it more distinct. Everyone who splits their time between two or three or more circles builds bridges between them and brings them closer together into a more unified scene. It's an open question how many people are acting as bridges and will continue to do so, especially if we add any more distinctions into common circulation.

As with last year, please feel free to share links to posts that you thought were helpful from the past year in the comment section.
 
 
"Initial Sketch" by Luka Rejec
 
Luka Rejec, who in addition to authoring and illustrating his own books, is also an artist who sometimes works on commission, has a guide explaining How to Commission Art, which strikes me as a very useful guide for those of who might like to author a book but don't plan to illustrate it ourselves.
 

Thriftomancer from Dice in the North has advice about Writing Coherent Session Notes. You'll notice that this will be something of a mini-theme among the posts below. Either this was on a lot of people's minds so they wrote about it more than usual, or it was on my mind so I noticed more than usual. Thriftomancer also provides a nice Kilodungeon Definition for creating a space for delving that's much larger than a single-page dungeon, but much more manageable to design and explore than a full-on megadungeon.


Jason Tocci from Pretendo Games has advice from Pretendo's First 4 Months Self-Publishing on Itch.io. Jason talks about how he got started, and kindly pops the hood to see how much he'd made at that point from each of his minigames, both from payments and "tips". Since then, he's written the 24XX System Reference Document for science fiction games, which seems like his most popular game to date.


After years of writing and illustrating great, isometric, two-page spread mini-adventures, and giving them away free, Michael Prescott from Trilemma Adventures launched a successful Kickstarter to fund a hardcover print edition. Afterward, he wrote up My Kickstarter Task List to help other first-time publishers get their project funded successfully. 


I liked this year's piece of advice by Trey Causey over at From the Sorcerer's Skull so much that I actually wrote about it once already. Trey encourages us that Setting History Should do Something, and provides us both with three goals to reach and three pitfalls to avoid. It might seem obvious to observe that it's not helpful for setting history to "describe events that have little to no impact on the present" or "describe events that are repetitive in nature or easy to confuse" ... until you think about just how often setting history falls into exactly those traps. This was also a good year for Trey's writing about planetary and space adventures, and I was particularly glad to see his first Pulp Solar System Anthology and the follow-up about Pulp Uranus and its Moons.


This year, I most often find myself reading Jack Guignol at Tales of the Grotesque & Dungeonesque for interesting book recommendations and Gothic actual play reports, but he did have one advice-y post early on about his recommendations for a possible 6th Edition Dungeons & Dragons. You can probably find a lot of people opining about what they'd do differently next time, but I appreciated that Jack's premise for a hypothetical 6th edition was basically "the good parts of 5th edition, but more so", while at the same time leaning into some useful simplifying mechanics.


I mostly stop by Stone Drunk Wizard to see his art, and I have to admit, this is not his original post, but something he re-tumbled. This is where I saw it though, and I find the genealogical process of tracking down the history of a Tumblr post to be at or past the limits of my internet skill, especially since there was a nice testimonial appended to this version of the post that I wanted to hold onto. Anyway, this advice originally comes from an artist called Xuu, who tells us How to Draw Anything.


RJD20 has advice for How to Build a Unique Culture for D&D, which he demonstrates by planning some yeti-taming glacier goblins. 


Advice for how to run traps is evergreen, but I thought Paul Hughes from Blog of Holding had good advice in How the "Odd Detail" Can Make D&D Traps Way More Fun. An "odd detail" is a clue, something to catch the players' attention, alert them that there's something to investigate, and a puzzle that possibly communicates the nature of the trap. This advice is especially pitched at 5e gamemasters, and Paul does a good job for explaining his rationale for rejecting the alternate advice that "traps are most effective when their presence comes as a surprise."


Also speaking to 5e gamemasters, DM David has advice for Using Experience Points to Make Your D&D Game More Compelling. David recommends using the recommended XP for non-combat challenges as an alternative to the standard monster XP. He identifies a few advantages. This reduces the XP award for fighting monsters (which has other advantages he discusses), makes calculating the awards simpler, and makes it easier for lower-level characters to "catch up" to the other members of their party. The non-combat XP system is technically optional, but I've had success using it for traps and other challenges when I've run 5e.
  
"How to Draw Anything: Step Six" found on Stone Drunk Wizard

John Bell from The Retired Adventurer has roleplaying advice for portraying a character whose actions will seem consistent, sensible, and thus predictable to other players. In Roleplaying, Decisions, Intelligibility, John argues against characterization via "quirks", which show up sporadically and don't necessarily convey a lot of information, and in favor of simple and clear motivations, which can be deployed again and again to create a character that the other players can easily understand.


In a year when all of us did almost all out gaming online, David Schirduan from Technical Grimoire has a great primer of advice for Playing RPGs on Discord.


Anxiety Wizard wrote Half-Organized Thoughts About Monsters, which lays out an approach to presenting information about monsters, both the way information about them is written on the page for the benefit of the gamemaster, and the way that it's spoken during the game for the benefit of the players. He recommends a way of writing up physical details, rumors , and encounters. He suggests an encounter roll that doesn't just produce the number of enemies, but also what they're doing when the players meet them. The full process is a bit labor intensive, so it's probably most worth it in an ongoing campaign, and for like, one of a handful of common recurring monster types.


Chris McDowall from Bastionland spent a lot of the year developing his own minimalist wargame rules. I liked his advice for Cheap Tricks a gamemaster can use to create particular emotional effects in the players, whether that's showing the impact of their characters' success or failure, or trying to get them to laugh or feel (momentarily) frightened. Chris calls these "cheap tricks", but we can also think of them as simple effective storytelling tools.


Daniel from Detect Magic offers a contrarian opinion in Dungeons are Irrelevant. Look closer though, and its also an argument about character motivation, what kinds of in-game events are impactful for players, and an argument about how best to spend gamemaster preparation time in light of those ideas.


Paul Beakley from the Indie Game Reading Club had a couple of pieces I really liked this year. In Whadday Know?, Paul lays out the different ways to decide what the characters know about their world, which turns out to be one way of thinking about how the gamemaster and the players are dividing up worldbuilding authority. In The Cudgel and the Contract, he compares rolling dice (the cudgel) versus coming to an agreement (the contract) as a way of resolving conflict between two players with different goals. I think you could also read this as a comparison of "rules" versus "rulings". What I like here is that Paul identifies several positive points and downsides for both methods, and talks about each way of doing things's vulnerability to bad faith.


Alex Chalk from To Distant Lands has some thoughts about gamemaster preparation, and the difficulty of prepping appropriately for a sandbox style game, which he shares in GM Anxiety and the West Marches. The heart of this post is a story about a time when he prepped 100 hexes for crawling, and his players spent their entire 2 ½ hour session trying to cross a single river. I really appreciate when people share stories of GMing gone wrong, and Alex is thoughtful about how a certain ideal vision of what good GMing looks like can easily lead to misadventures like the one he describes.
 

Arnold K over at Goblin Punch wrote something called Advice for OSR DMs, but really he lists out concrete advice for both gamemasters and players interested in trying out OSR-style dungeoneering.


Gabor Lux from Beyond Fomalhaut has an interesting method for looking at The Anatomy of a Dungeon Map. He turns all the hallways into straight lines, ignores all the rooms that don't have a second exit, and thus creates a diagram showing the routes around the dungeon. The idea is to be able to see the most basic pathways that will define how characters are able to move around, free from the any other set dressing that ordinarily obscures that view. Gabor also released Castle Xyntillan this year, which I've noticed showing up in several other bloggers' actual play posts.


Alex Schroeder also had some thoughts about session reports. Looking at the date just now, this is clearly an older post, but somehow I only saw it this year. (Perhaps it was linked somewhere?) In Session Reports are Read Just Once, If at All, Alex suggests writing session reports for your own benefit, without expecting a larger audience, and has advice for keeping them short and useful. Throughout the year, Alex has been posting about his Hex Describe, Text Mapper, and Gridmapper projects.
   
"Dungeon Graph" by Beyond Fomalhaut

Alcoops at Make a New Cult Every Day posted images of handwritten session prep notes, complete with hand-drawn maps, and invites the rest of us to do the same, asking How Do You Do Session Notes?


Jim Parkin from d66 Classless Kobolds posted back to back Simple and Universal Referee Advice and Simple and Universal Player Advice. Jim's referee advice is about how to communicate information that will be helpful to players, especially about the dangers their characters' face, the choices they have available, and the difficulty of each option. For players, Jim advises a mix of curiosity and caution.


Otspill from BAATAG introduces The Grand d666 as a way to quickly generate setting elements. They recommend filling a d66 or d666 table with the kinds of things you want to be in your campaign setting. Factions, species of monster, but also things like themes, moods. Then whenever you need help starting to write some piece of the setting - such as "what's in this dungeon room?" or "what's in that wilderness hex?" - you roll two or three times and combine the results to serve as your inspiration.


Rodongo from antiknez has written about How to Sandbox, with advice focusing on creating factions, setting them in relation to one another, and finding an entrypoint for your players into that situation.


Gundobad Games wrote On a Method for Handling Secret Doors in Dungeons, that I really liked. Gundobad suggests that players should be allowed to detect the presence of a secret door automatically, so that game time can be spent on trying to figure out how to open the door, rather than trying to figure out if it exists or not. It's one of those proposals - like I2TO eliminating the to-hit roll in combat - that feels radical at first, but also promises to speed up the game and refocus on the most interesting parts of the game.


Artist Donato Giancola (yes, that one) writes the Dweller of the Forbidden City blog, and honestly, this is a real unsung treasure trove for good GMing advice. In Running D&D Games - The Role of the Ref, Donato lays out what he thinks a gamemaster's job is, as well as what he thinks it is not. The three main pillars are creating the game world, deciding how the inhabitants of the game world react to the player characters' actions, and serving as an adjudicator whenever the rules alone aren't enough to decide how to do something or what its consequences are. In Randomization - It's Not What You Think, Donato offers a defense of letting the dice decide elements of the game, from monster hp and NPC reactions to individual initiative and the rewards found in a treasure chest. 


Gus L, now operating out of All Dead Generations, has some advice about One Page Dungeon Design. Gus identifies a few key dilemmas and recommends solutions. Obviously you need to write succinctly to fit on one page, but you also need to avoid saying so little that your dungeon is incomprehensible because you were unable to describe anything, or boring and generic because nothing needed to be described. Evocative imagery, both drawn and written, is your ally here. This year, Gus also started publishing small dungeons again.


Psionic Blast from the Past has a suggestion for Designing Content with a Hierarchical Graph in Sandbox / Hexcrawls. His basic argument is that you can build the sandbox as you go as long as you take some time to figure out what you players are able to reach in the next session and what they're likely to need several sessions to get to. Since in a hexcrawl you can't know exactly which path your players will take, he argues against over-preparing areas that might never be visited. Also, despite the title, he doesn't actually recommend making a graph to decide these things.


Rook from Foreign Planets has a set of tables for procedurally generating a dungeon, quickly at the table. Adrenaline and Spark Tables: Dungeon Generation During Play suggests coming up with some simple elements of set-dressing, common active elements, and common passive elements. Then in each new room, roll the dice and take inspiration from the tables. Sundered Shields and Silver Shillings was also inspired by this post to give some of their own advice for jotting down a quick coherent dungeon.


Ben L from Mazirian's Garden started the year with So You Want to Make a Zine: Printing, which goes over the pros and cons of using a photocopier, a home printer, hiring a print shop, and hiring an online printer. He ended with some thoughts about different approaches to writing and using notes about what happens in each session in Barker's Rolodex: Record Keeping for a Long Campaign. In between, he also had a nice series of posts about character downtime between adventures.
 
"Session Notes, page 1" by Make a New Cult Every Day
  

Sunday, November 1, 2020

Tips for the New Blogger Interface

Blogger recently updated their user interface. In the process, a few default settings changed in ways that are worth being aware of.

Let's take a look at a few of these options.
 
 
 
Normal Text

One of the changes I noticed first was a change to the default text style. Blogger now defaults to Paragraph style. This introduces automatic breaks between paragraphs, and possibly a few other quirks. Personally, I like to decide on my own spacing, so I prefer to use Normal style text.

You can see the dropdown menu to make the change in the rather meta image above.

  
  

 
Published Date

In the past, Blogger defaulted to an Automatic "published on" date and time. Basically, whenever you clicked the Published button, that's it when it was time-stamped.

Now, Blogger defaults to the Set Date and Time option for time-stamping your post. And the selected date and time defaults to whenever you last revised the post before your current writing session.

If you write your post in one go, and relatively quickly, this change won't affect you much. But if you write a post in a few drafts, or spend several hours between when you open the post and when you publish it, then your blog post will be incorrectly time-stamped ... which means that your newly published post will show up somewhere down in the middle of others' blog rolls, rather than up at the top where your new work belongs (until someone else hits publish and supplants you!)

You can see how to change this in the image above. I first started writing this post on September 29th and finished editing that night a little after 7:30 pm. And as you can see, that's still what time Blogger wants to use for the time-stamp. Get the correct timestamp by switching to Automatic.
 
 
  
 
Navigating Your Archive

This last issue doesn't have to do with writing and publishing posts, but it does affect how easy they are to find after you finish them. My blog's archive is set up so that each post gets its own entry, organized by month and year. You can easily click the arrow next to a year to reveal all the months I wrote posts, and click the arrow next to a month to reveal the titles of all the posts I wrote.

Recently, I've started seeing blogs where the archive only lists the months. There's no way to see a list of the post titles. The only way to navigate is to click on a month and then scroll through the posts themselves. That's not a very good option. If you'd like people to find your older posts, please change Blogger's archive setting to make it easier on your readers.

Here's what to do. On your behind-the-scenes page, click the layout button on the right. Find your Blog Archive Gadget and click the Edit button. The Flat List option makes it too difficult to navigate, so switch over to Hierarchy. Make sure to click that box to Show Post Titles - otherwise you'll defeat the purpose of this configuration. I also prefer to archive the posts Monthly, and I recommend it for you, too.
 
 
If anyone else is thinking of writing a post like this one, I'd love to see someone graphic design experience talk about Blogger's aesthetic options. There are a couple blogs I follow that are rendered almost unreadable by the writer's graphic design choices. I think we'd all like to know how to make sure our own blogs aren't made illegible by a few poor graphic options.

Monday, May 11, 2020

Advice on Campaign Mysteries from From the Sorcerer's Skull

A little while back, Trey from From the Sorcerer's Skull wrote about how he builds mysteries into his campaign settings, in response to a question I asked him. Ever since, I've been meaning to collect and share some of Trey's other advice about building a mystery-filled campaign.


I first noticed that From the Sorcerer's Skull had advice on campaign mysteries when Trey posted a list of six unknowns in his Land of Azurth campaign, and then a follow-up to check-in on how many his players had solved.

In The Cultivating and Care of Campaign Mysteries, Trey lays out five pieces of concrete advice for creating a mystery-filled campaign:

- Embed the mysteries at the time of setting creation
- Don't decide on all the answers
- Create recurring NPCs to encourage player interest
- Create treasures that connect to the mysteries
- Build on player ideas

The first bit of advice here seems obvious, but probably is worth pointing out explicitly. You need to decide on some secrets early in your setting design process, so that you'll be able to decide on hints and clues to get your players interested. "If you want the players interested in the mysterious background of your setting, it has to be there."

His second piece of advice seems to contradict the first, but I think the idea is that you should decide on questions, but shouldn't decide on all the answers. Some questions your players might never investigate, and so might never need an answer. Other questions, an answer better than what you might have originally thought of could emerge as a logical conclusion during play.

I feel like this relates to the advice to build on player ideas. By that, Trey means trying to connect the player character backstories to the campaign mysteries - giving the characters a stake in the mystery, or using elements of their backstory as clues. But I think building on player ideas can also mean building ideas that they propose while they're investigating. When they describe what they've learned so far, and what conclusion they draw from it, that might sound more correct than what you originally thought of, and that's okay.

Trey's other two recommendations here are to use NPCs and treasures to help get the players involved in the mysteries. NPCs who act suspiciously might suggest themselves as suspects. The search for a famous treasure might reveal clues that illuminate the setting's history. And both NPCs and treasures are things that players want to interact with and learn more about, making them a source for clues that players will want to learn.



This piece ties in well with some of Trey's other advice about campaign setting creation. Adventure Time and Campaign Construction is a defense and explanation of making some of it up as you go along, rather than making it all up in advance. Setting History Should Do Something is a more general discussion of what kind of setting material is most (and least!) useful to make up, regardless of when you do it.

Trey explains his reasoning for not creating too much of your setting in advance:
- The campaign should start simple to make it accessible
- Seeing what the players like and respond to can help guide your setting creation
- The setting should only be revealed a little a time, in ways that connect to the adventure

A lot of the idea here is to slow down the pace at which you invent setting details to help enforce a slower pace of revelation. You don't want to overwhelm your players with too much detail before they even start playing, and if you haven't written the details yet, then you can't over-share them.

In addition to your players proposing ideas and theories at the table, what they're interested in (and what they're not) can help guide you to only create the things they want and you need. Again, you don't want to reveal too much detail during each gaming session; leaving things undecided prevents you from revealing more than you should.

And again, Trey suggests using monsters, NPCs, and treasures as like "hooks" to try to attract player interest and to show you what they care about. When they start tugging on a string, it's time for you to start fleshing out whatever's at the end of it.

The idea here isn't that you make it all up along the way, but rather, you start with a strong foundation and build it as you go, rather than starting with the entire edifice (or starting with nothing!)

When you are writing some backstory for your campaign, Trey recommends that backstory should:
- Reinforce the themes, flavor, or mood of the setting
- Establish constraints or parameters for adventures
- Provide obstacles for players overcome or toys for them to play with
- Avoid describing events that are repetitive or don't directly impact the present day setting

One way to think about this advice is to not write setting material that isn't actually important to your setting; another is to make sure to let your players interact with whatever is important.

Eberron is a bit guilty of violating Trey's suggestions here, with its ten-thousand year backstory, its series of highly similar apocalyptic invasions by varieties of reality-warping demons, and its setting-defining war that's finished before the campaign starts. Carcosa suffers from this too - there are psychic powers you'll never roll high enough to receive, cool alien artifacts you can't use, rituals you're (supposedly) not supposed to perform, and even a titular city that isn't really even there to visit.

Even the core rulebooks of most editions of D&D are guilty of this is in a way - playing the way the rules suggest, by starting at 1st level and likely dying multiple times while trying to level up, the books are filled with class features you'll never receive, spells you'll never be high enough level to cast, monsters you'll never have enough hp to fight, and artifacts you'll never find as treasure. That's not just because there's too much stuff to include it all, but because so much of the coolest stuff is explicitly walled off where most players will never get to it without breaking the rules. (Plus NPCs who sound suspiciously like Gary and his friends - they're more powerful than any PC, and either you'll never meet them, or they'll totally overshadow you if your paths ever cross.)

The way I interpret Trey's advice here is, basically, don't do that. Whether you're laying the foundation for your setting before the first game or adding details mid-campaign, figure out what's supposed to be important, and give the players the opportunity to encounter it right away. Whether that's as clues they keep running into, rumors they keep hearing - or as monsters, treasures, NPCs, or adventuring sites they actually get to see - give them the good stuff. (Because if you don't, a corollary of this idea is that whatever you DO give them is what your campaign is actually about - no matter what you intended.)

In a mystery campaign, presumably that means foregrounding the mysteries, the hints that lead you to wonder about them, and the clues that help you solve them. If you built mysteries into the backstory of your campaign, but the players never learn about, or find any evidence to help unravel them, then they're essentially dormant, and whatever your campaign's actually about, it isn't about solving those (unknown, unrealized) mysteries.



Azurth isn't a sandbox, it's got an episodic, mission-based campaign structure that gives Trey a bit more control over which part of the setting his players are interacting with each session. But he does have some ideas for building a setting where they player are more free to wander around looking for secrets. In The Weird Town: Investigative Sandbox, he offers some ideas for creating a compact setting where almost every major site holds a mystery.

- The town has many distinct secrets to investigate
- The town itself is weird and mysterious (not just a neutral site where crime coincidentally occurs)
- The player characters might be outsiders, but have a connection to town that gives the investigation some urgency



Finally, Trey also has some concrete advice for GMs to use to keep their players' investigations moving along. In The Simple Art of Mystery, he offers seven tips for GMs so they can facilitate (rather than hindering) their players' attempts to solve mysteries:

- Make sure the players want to solve a mystery
- Have a plan but leave some things open
- Always let the players find the most important clues
- Repeated interactions with the same NPCs always reveals new information
- If the players reach an impasse, an NPC will always react to their investigation so far
- Every NPC has a secret
- The players can solve mysteries without being Sherlock Holmes

The first piece of advice here is another bit that seems obvious but bears mentioning, which seems to be Trey's hallmark for starting off these pieces. Make sure your players know they're solving mysteries, and make sure they're on board to do that.

The next piece of advice here is another hallmark, you need a strong foundation in order to leave meaningful clues, but don't fill in every single detail in advance. Your players' guesses about what's going on might supply ideas worth including in the canon, and their actions during the game might cause you to invent details you couldn't have planned to include. When this works, it creates a sense that the players have discovered something true that even the gamemaster didn't realize before. But for that to work, these discoveries probably shouldn't contradict information you planned but never revealed.

Trey places a lot of importance on NPC interactions, which feels appropriate. Your players can search a room and find all the physical objects in it (and if any of those objects are clues, Trey recommends letting them find the object, rather than risking failure with a skill check) - but figuring out the meaning of those objects is probably going to require talking to NPCs. Just like every building in the mystery town houses its own weirdness, every NPC has their own secret. In addition to solving your main mystery, you can also make progress by figuring out what each person is hiding.

You probably learn as much from a clue-object directly as you're going to learn the first time you look closely at it (at least within the game!) - but you can always learn new information by talking to NPCs, even the same NPCs you talked to last time. If you have new questions, they have new answers. If you don't have new questions, because you've hit some kind of impasse, then it's time for an NPC to do something that generates new information. The mystery shouldn't exactly solve itself with no input from the players - remember, they're supposed to want to be here doing this - but it's a classic trope of the genre that having nosy kids start poking around spooks the villain into reacting. Canny investigators sometimes do things simply to provoke a reaction that will reveal a vital clue. Arguably, in fact, those villain reactions should happen with some regularity, even before the players have exhausted all their current leads. Just make sure that however the villain reacts, it actually does generate new questions to ask, new NPCs to talk to, or new places to look for clues.

Which is why Sherlock Holmes is probably a poor model for mystery solving in RPGs. In the popular imagination at least, Holmes is a guy who finds some ash from pipe tobacco on the ground, tastes the ashes, then calls on his voluminous memory of varieties of tobacco and where each type is sold across town and combines that with his vast experience with licking ashtrays to produce a list of tobacconist shops the villain must be a regular at. His shtick is that stuff that you'd normally need a crime lab for, he can do in his head.

But that's not how mystery solving goes at the RPG table. For obvious reasons, the players can't analyze the clues that way in their own heads. What they can do is ask the gamemaster "hey, would my character know which shop sold the tobacco that produced this ash?" But that's not nearly as interesting as getting the same answer by finding the genius perfumer who can discern the tasting notes by sniffing the ashes, then taking their findings to the blustering and self-important tobacco sommelier who knows all the shops in the city. In both cases, the players ask the gamemaster a question and get an answer, but it's so much more interesting if the answer comes out of the mouth of a fascinating NPC than if the GM simply states "sure, your character's a chain-smoker with pica, here's the address." In a game that's not about solving mysteries, maybe it makes sense to do a skill check, get the information, and move on, but if your purpose for being there at the game table is to enjoy the process of the investigation, then I think Trey's right, Holmes isn't a very good model for how that should go.

Friday, January 3, 2020

Advice from the Blogosphere

In the past year, the Old School Renaissance, or New School Revolution, or whatever you want to call the sprawling, vaguely defined, slightly overlapping set of family resemblances that make up the online tabletop roleplaying scene, has entered a third age. (The first age, arguably, was the pre-GooglePlus blog scene, and the second age was inextricable from G+ as a platform for sociability.)

In the wake of these changes, I really missed the hole left by the retirement of Sophia from Die Heart and the passing of James from Dreams of Mythic Fantasy. I also kept thinking about Aaron's from Twisted Cities advice about how to get more art by re-blogging and link-sharing.

Fortunately, there are a few people already doing the work of scene-making. Frothsof from Thought Eater has weekly Blog-O-Rama posts, Sohinfo from Alone in the Labyrinth has started weekly Five on Friday posts, and Ynas Midgard has bimonthly Excellence from the Blogsphere posts. I also think I'd be remiss if I didn't mention Alex Schroeder and the tools he's made for connecting the blogosphere, his Links to Wisdom and his RPG Planet, as well as Nick LS Whalen and his ongoing Blogs on Tape project.

I felt inspired by their example, and I wanted to start collecting blogposts I like from time to time. Based on what I've collected for this first outing, apparently what I really like right now is advice for how to do things.



At Throne of Salt, Dan's love for Mothership continues to inspire some of his best writing.


Jack from Tales of the Grotesque and Dungeonesque had a couple posts I really liked. In It Feels Good to Have Made Something, he walks us through the process of home-printing a zine, and talks about the costs involved at each step. In Nine Assumptions in Game Design, he identifies some of what he calls the "unspoken and unconsidered assumptions that influence the design of role-playing games."


Richard's Dystopian Pokeverse has a nice post about Karst Cave Systems explaining where caves come from and how they could work differently than built dungeons.


Dan from Redtoof finished a long-running open-table sandbox game, and offers advice for running your own in Lessons from the Unbroken Lands. He offers lessons on downtime, campaign pacing, and treasure.


Vulpinoid from Observations of the Fox has a really helpful page of Map Tutorials.


Over at Melancholies and Mirth, Lungfungus wrote Wheels within Wheels, which walks us through the process of building a dungeon out of loops instead of straight lines, and shows just how quickly the number of possible routes starts growing once even a few loops intersect.


Ben from Mazirian's Garden also had a couple posts I particularly enjoyed. So You Want to Make a Zine has more advice for printing and assembling your own zines. In Check Out These Character Sheets, Ben also shows off some really good-looking character sheets and talks about what makes them both attractive and functional.


Evlyn at Le Chaudron Chromatique returned to the scene this year, and gave us PDF Versions of My Zines, among others.


Paul at the Indie Game Reading Club offers us 50 Lessons About Roleplaying, starting with the observation that "you can’t fix real-world problems between players in your make-believe space," and continuing from there.


Hmmm Marquis wrote Magic User Spells Based Off Egyptian, Mesopotamian, and Grecian Magic.


Trey at From the Sorcerer's Skull does so much interesting worldbuilding it's hard for me to pick my favorites. I especially liked his Solar Trek reimagining of Star Trek set entirely in our solar system, his Omniverse reinterpretation of a combined Marvel and DC universe pegged to actual American history, and his transhuman cyberpunk Planescape of Gyre. The fictive history of Armchair Planet Comics is also worth checking out.


Over at Failure Tolerated, Sean gives us A Crash Course on Marketing Your Indie RPG, which includes some nice advice about how to figure out who might be interested in your game and how to bring your game to their attention.


Paul from Dragons Never Forget has summaries and reviews of over 400 roleplaying blogs in The 2019 Great Blog Roll Call, which is an impressive bit of curation.


Skerples from Coins and Scrolls has a three-part series on RPG publishing. First How I Plan and Write RPG Books, second How to Become a Hundredaire on DriveThruRPG, and third How to do Reasonably Well on Kickstarter. There's always a danger of self-mythologizing when you write this sort of thing, so I appreciate a focus on practical advice borne from recent real-world experience.


Cavegirls' Game Stuff has two recent posts thinking about how roleplaying games work - Diegetic vs Non-Diegetic, and Why We Have Dice Rolls, Game Mechanics, and Stats. Both these posts are useful for thinking about what game mechanics are and what they're good for.


Paul from Blog of Holding has two very different bits of advice. To fit the 5e Monster Manual on a Business Card, he uses the same kind of statistics I learned in grad school to create very simple guidelines for creating new monsters, using Challenge Rating instead of Hit Dice as the defining characteristic. If you want to write 5e monsters and don't want to reskin, this might be the way to go. How Big Does a Random Generator Have to Be? uses statistics again, and talks about how often repeated results are likely to appear on any random table, and how to avoid too many repeats.


Bearded Devil took a break from the usual highly-entertaining play reports to tell us How I Run a Citycrawl Campaign, and I have to say, he makes Baroque Maximalism sound pretty appealing.


Finally, at The Alexandrian, Justin gives us another defense of game mechanics in System Matters. He also takes on a fun worldbuilding exercise by retelling the history of Greece and Europe in The Nation in History.



You can expect this series to be highly ir-regular. Feel free to post your own favorite blogpost links in the comments.


Monday, December 9, 2019

Roguelike Advice for Tabletop Games from @Play and Golden Krone Hotel

John Harris of the @Play blog and @Play column writes about "rougelike" videogames. Since I am somewhat interested in procedural generation in tabletop gaming, there are a few of his columns that I particularly like. There are also a couple contrarian pieces from Jeremiah Reed of Golden Krone Hotel, and some ASCII art I like from Uncaring Cosmos and Imminent Demon Engine, and some links at the end for resources for making ASCII and pixel art.

image by Uncaring Cosmos

image by Uncaring Cosmos

Purposes for Randomness in Game Design is about reasons to use procedural generation instead of "set" content in a videogame.

- to make multiple playthroughs of the same game interesting
- to offer a game some resistance against "spoilers"
- to challenge players' skills by asking them to deduce things about the gameworld
- to create emergent narratives that wouldn't arise any other way
- and to create emergent complexity by randomly combining basic elements

In tabletop gaming, I would add the reason that it allows the gamemaster to discover the world at the same time as the players. I would also add that one of the challenges of procedural generation at the tabletop is that proc gen makes it harder to offer players a meaningful, clue-filled environment where they can successfully deduce what's around each corner - so it's quite interesting to me that he lists that as a strength.


Eight Rules of Roguelike Design is kind of a manifesto for rougelike gaming. Most of these seem like good advice for any dungeon, and a few at the end are especially relevant for resource-management, exploration-style gaming. It's worth remembering that if you want your players to interact with the mysteries of the dungeon, they'll be more inclined to do so if those mysteries aren't usually harmful, and if even the harmful ones aren't instantly lethal.

Some of the advice about unidentified items initially struck me as being kind of narrow and genre-specific, until I remembered that item identification is a kind of mini-game inside Numenera and Mutant Crawl Classics, among others.

- no player character should be immediately killed by a single monster attack
- no player character should be immediately killed by testing an unidentified item
- magic items should require testing to identify, even for players with a lot of system knowledge
- each magic item type should have enough potential effects that testing it during combat is potentially beneficial but also potentially harmful
- magic items should have both benefits and penalties (or at least limitations) so that they present interesting choices
- because magic items have both upsides and downsides, no item should ever be completely useless
- exploring the dungeon should use up a resource so that players aren't able to explore indefinitely
- as you explore deeper into the dungeon, monsters should become more dangerous a little faster than player characters become stronger (so that magic items become more important over time)


Towards Building a Better Dungeon is all about the things tabletop games still do better than computer games. There are a number of experiences and mechanics that I've noticed work better for single players than they do for groups, or that work better when a computer is handling the numbers than when humans are, so it's nice to see someone from the other side praising what works better in our world.

It's also interesting to see which aspects of of D&D he admires. It's many of the same things you see praised on OSR blogs, for example. Although the staircase thing seems like it's an artifact of the way rougelike games randomly generate their maps - it seems so common-sensical to me that I struggled to even write the one sentence summary, but apparently it's an issue for them. There are other elements of old-school D&D that would be difficult to replicate, such as factions of monsters that want to recruit you into their internecine conflicts, but what he focuses on are mostly the elements that would enrich solo play.

- D&D has varied, interesting that are placed deliberately rather than randomly
- monsters in D&D come in different sizes, from small to large
- old-school D&D requires narrative searching to find secret doors
- on multi-level D&D maps, staircases are placed consistently in relation to one another
- despite its difficulty magic item identification is actually easier than in Gygaxian D&D (I suspect roguelike games also don't contain Gygax's, uh, rogue's gallery of look-alike monsters that exist solely to punish his players for adopting the very same playstyle he pushed on them. Also wait, someone is envious of this?!)
- you can't play roguelike games with your friends the way you can with D&D


Meanwhile over at Golden Krone Hotel, we get Things I Hate Sbout Rougelikes: Bog Standard Dungeons, which is, at least kind of, an argument against continuing to imitate D&D and Lord of the Rings in new games. My reading of this isn't that he's criticizing vanilla fantasy per say, but rather, that he's calling for more new games to employ a strong consistent theme that's not the same vanilla fantasy you see everywhere else. Of course, new games like Torchbearer, Dungeon World, and Forbidden Lands all developed large followings by selling "vanilla fantasy but with different rules" - so what's good artistic advice and what's sound marketing strategy might differ here.

There are three parts to his complaint:
- high fantasy is vanilla, and more importantly, it's overdone
- kitchen-sink bestiaries end up full of monsters that feel inappropriate or out of place
- a few "goofy" elements will quickly make an entire setting feel goofy (Which might be an argument in favor of going full-on gonzo. One joke monster just spoils the mood, dozens of joke monsters actually become the mood.)

I actually kept thinking about Jack Guignol's In Defense of Vanilla Fantasy while I was reading this. Because they initially seem like they're going to be in disagreement, but in some ways, I feel like they're two sides of the same argument. After all, when Jack says "they make vanilla so we don't have to", the argument here seems to be "they already HAVE made vanilla, so why do we keep making it too?" James David Nicoll has an ironic version of this plea, when he begs his readers to please, please "give the Tékumel and Gormenghast costumes a rest." Of course, Jack has a rejoinder to that, "vanilla might just be what people actually want" - like I said, there might be sound business reasons why so many game-makers keep making new vanilla games.

Even the Old School Renaissance has only one really weird megadungeon in its top five - Anomalous Subsurface Environment. Three of the others are high fantasy - Stonehell, Dwimmermount, and Castle of the Mad Archmage - and they all start out vanilla at the top and really only end up getting strange near their final levels. Barrowmaze is built out of basically vanilla components, but it has a narrow, consistent theme, and fills up its space by offering variations on that theme rather than a funhouse of new ideas. The biggest change as you go deeper is the slow shift from undead to demons.

Settings with a lot of novelty can run into the problem that "when everything is weird, nothing is weird." But the call here isn't for random weirdness, it's for a consistent theme that's simply a different theme than vanilla high fantasy. If it feels like you have a "kitchen-sink" full of monsters, if a handful of your monsters feel inappropriately "goofy," then the problem isn't that you have too much weirdness, it's that you don't have a consistently applied theme. Real weirdness is weird precisely because it stands out against its background - whatever that background happens to be. You can still have real weirdness even in a setting where everything is (initially) strange, but it will require using only a few stand-out elements (not a sinkful) and making them at least somewhat unique, not "goofy" and not just imported from another well-known genre.

So what games does he like? Unreal World, Cogmind, Hieroglyphika, Sproggiwood, Haque, Sil, Binding of Isaac, Nuclear Throne, Spelunky, and Caves of Qud. And presumably he likes his own game, Golden Krone Hotel.
  
image by Imminent Demon Engine
 
image by Imminent Demon Engine

In Item Design: Potions and Scrolls, we return to @Play to look at good design for these single-use items. Remember, half the criteria for good rougelike gaming are based on good magic items. He argues that magic items are so important for roguelike gaming because exploring the dungeons and fighting the monsters are not, by themselves, enjoyable enough to sustain interest in the game, only the items can do that over the long term.

In both rougelikes and old-school D&D, your character is adventuring for basically the same reason you're playing the game - for enjoyment. Your character explores dungeons and fights monsters to find money and cool stuff. Money (via XP) unlocks cool level-up abilities. Money lets you buy more cool stuff. Cool abilities and cool stuff in turn let you ... uh ... explore more dungeons and fight more monsters. So these things had better be enjoyable, because enjoying using them pretty much IS the entire purpose of the game - and if your game doesn't include any level-up abilities, then the cool stuff had better be especially cool!

He feels pretty strongly that single-use items should be unidentified until they're used, and even then, only if their effect is something that the characters could notice. So if you drank a potion of monster detection for example, and there were no monsters around to detect, the potion would seem to have no effect. There are also potions and scrolls that really do have no effect, just to keep you on your toes! While apparently one of the key pleasures of solo roguelike computer gaming, I think this kind of thing probably gets tedious very quickly in a tabletop game. (Apparently the only way to get Gygax to volunteer what your magic item did was to let a Rust Monster or Disenchanter destroy it. He was happy to tell you what you just lost! Otherwise you had to go into town, hope you could find a sage with the right expertise, and then hope the sage made their skill check. Tedious!)

There are a couple elements of roguelike potions and scrolls that don't show up much in D&D, and might be interesting to try including. The first is alchemy rules that reward you for mixing potions. Unless I'm misremembering, the "potion miscibility table" in D&D basically just says, "don't mix potions, or one of these twenty bad things will ruin your day!" The second element is scrolls that let you enchant your own weapons and armor. I've never heard of someone's campaign where players routinely turn their own mundane equipment into homemade magic items. It might happen occasionally, but it sounds like a common occurrence in roguelike games.

There is one element of D&D that he points out never makes it into the roguelikes - cursed items that are look-alikes for specific magic items. In a rougelike game, you're never going to successfully identify a Bowl of Commanding Water Elementals only to try using it and discover it was actually a Bowl of Watery Death, whereas basically all of D&D's cursed items function like that.


In Objects of Collection, he lays out a whole taxonomy of items that characters can find in the dungeon:

- basic one-use item, such as food rations
- one-use unidentified magic items, such as potions and scrolls
- wearable, always-on unidentified magic items, such as rings and amulets
- multi-use unidentified magic items, such as wands
- basic equipment, such as weapons and armor
- unidentified magic equipment

He notes a few other details about each type that are interesting to me, again primarily because they're a bit different from D&D. One-use unidentified items can also include special food rations that bestow some kind of benefit in addition to fending off hunger.

Wearable unidentified items typically have a very minor effect to compensate for the fact that they're always turned on - without the computer there to remember for you, these sound tailor-made to be forgotten about during play. They can also impose an additional cost in exhaustion and food consumption. A minor increase is too finicky to consider, but I wonder if needing to eat double or triple rations would be a meaningful cost in a resource-management game?

"Basic" equipment has a random component, too. Every sword or piece of armor you can find in a rougelike game will have a secret bonus, just like the simplest magic swords in D&D, which makes deducing each item's bonus another tedious fun mini-game within roguelike play, but again, I wonder how well this would transfer to in-person play.

One thing I think is kind of neat is that unidentified magic equipment always has a predictable mundane use as well. So no matter which random magic power your magic snow boots have, they also always help walk through snow.


His final article in this series Rouge's Item ID In Too Much Yet Not Enough Detail isn't just a description of how magic item identification works in roguelike games, it's also a defense of the gameplay value of having unidentified magic items in the game to begin with. One really important thing to note, in case I haven't been clear enough about it yet, is that these unidentified items all come from a larger list, and you can find multiple copies of the same item during your game. So once you can identify an item, you don't just know "what was that thing I just used?" you also know "what will these other identical things do in the future?" The value he sees in having unidentified magic items would be considerably diminished in a game like Numenera, where theoretically every item is unique, rather than something you expect to find multiples of.

I get the sense that John Harris and other roguelike computer gamers would get along well with some portions of the OSR. He has a deep admiration for Gary Gygax and the original AD&D Dungeon Master's Guide, and he praises a number of design decisions in 5e.

So what does he thinks makes identifying unknown magic items a good part of roguelike play?
- it should be possible to use the item without identifying it first
- there should be some bad items so that using unknown items is a little risky
- sages and spells that identify an item without needing to use it should be rare
- the game needs to be difficult enough that players have to risk using unidentified items. they can't afford to wait until they achieve perfect safety to start unknown items out.
- items shouldn't be automatically identified when you use the. you only find out for sure what it is if it does something unambiguous under the present conditions.
- some item effects should be contingent on the character's status at the time of use
- bad items should have some positive use, even if it's just throwing them at monsters
- it should be possible to deduce what some items do without using them
- there should be more items in the game than can be found in one playthrough


For a contrary view, we once again return to Golden Crone Hotel for Things I Hate About Roguelikes: Identification, where Jeremiah Reed proposes a solution that's oddly reminiscent of his last one - to solve the problem by reducing its complexity. Previously, he argued we could "fix" funhouse dungeons by applying a theme to limit what kinds of monsters can appear. Here, he suggests that we can fix magic item identification by reducing the number of possible types that any particular unidentified item could be. I'll come back to that in a second.

His critique of roguelike identification is probably not that hard to guess, but let's look at it briefly anyway. He starts with a series of examples showing the many ways a player can die while using an unidentified magic item, either because the item was directly harmful, or because it provided no help in a dangerous situation.

- Outcomes like that are especially punishing on novice players. Experienced players should be rewarded for their accumulated system-knowledge, but it shouldn't be impossible for someone without that knowledge to play the game.

- It encourages item-hoarding (more on THIS in a second, too) which both makes the game more boring and makes it harder to survive.

- It makes using unidentified items feel like a trap, even though it's not supposed to be. (There's a similar problem in negadungeons, although there it feels like everything's deadly because truly everything IS deadly and will kill you if you interact with it.)

- And for all that, there are enough meta-game tricks that sufficiently system-knowledgeable players can accurately guess what most items are with in-game identifying them. Which seemingly defeats the purpose of making them unidentified in the first place.

So as a solution, he proposes that unidentified potions come in groups of three - each potion is recognizable enough that it could be one of three different things. As an example, he shows a character considering drinking a potion that might be a ration of honey, an antidote to poison, or teleportation in a bottle. The idea here is to encourage players to take more risks with their characters by limiting the scope of their choices. You still don't know exactly which effect you'll get, but it won't just be a dice roll on a d100 table - it'll be one of three things, and importantly, you'll know the worst thing that could happen when you make your choice.

I genuinely like this idea, and I feel like it could have other applications. You see a monster at the end of the hallway. It's a skeleton, and your cleric is certain its one of three possible undead creatures. Or you find a scroll in an unknown language. Even before you translate, your wizard thinks it could have one of three possible effects. Or you enter a room know that you've just stepped on a pressure plate. Before you lift your foot, your rogue tells you the three possible traps you might just have triggered. I particularly like the thought of applying this approach to Zonal anomalies.

There are only two difficulties with putting this idea into action in D&D. The first is that it would take a bit of preparation to add in this extra potential information into an adventure that didn't already include it. The second difficulty is that without a computer to do the hard work for you, it would really take some preparation to re-randomize these associations after each playthrough. Having DM aids that are essentially worksheets you fill out in advance (like the ones Signs in the Wilderness makes) would certainly help.


Finally, all this talk about single-use items got me thinking about Razbuten's video Consumable Items (And Why I Barely Use Them). After all this talk about identifying items, it's worth thinking about what makes you want to use them. The "barely use them" problem is definitely me walking around with a full complement of missiles that I never fire in Super Metroid, or accumulating dozens of Mushrooms and Tanuki Leaves in Mario 3. Razbuten divides single-use items into two categories - "reactive" items that restore hit points or eliminate status injuries (like poison or blindness), and "active" items that proactively affect the world. He argues that most players will use "reactive" items whenever they need to, but end up saving (and forgetting!) their "active" items.

One reason he thinks this happens is that players can often pretty easily win fights and beat the game without using any items. He notes that he uses more items on harder difficulty settings, where the extra boost is the only way he's able to win fights that he can simply hack and slash through at normal difficulty. I think this goes to @Play's earlier point that roguelike games ought to get harder faster than the hero character gets stronger, which will make equipment more important over the course of the game. Having a few monsters that are much stronger than the others can encourage you to use your items to win those fights in particular - although possibly at a cost of wanting to "save up" for those fights.

Making ALL equipment temporary might also encourage players to use single-use items more freely. Instead of using a permanent item to preserve your single-use items, you might be tempted to use up a single-use item to prolong the lifespan of some of your other equipment. Legend of Zelda: Breath of the Wild does this, as does the old SNES game Brandish. This could be a little hard to track in a game where a computer isn't counting your sword-strokes, but of course you can make the attack roll do the work for you. If even the best items break on a natural 1 (and less durable items break on a wider range) then nothing is permanent, and you need to keep finding new weapons and new armor throughout the game. (That one might be a hard sell for your players though. A bronze age or stone age setting could make it more palatable.)

Making new items easy to find is another suggestion for getting people to use them instead of hoarding them. There's no reason to try to save up your items if you can be pretty sure you'll keep finding more. Perhaps you could combine that with an encumbrance system that does't LET you build up a large supply, which is more or less what Numenera does - its single use items are plentiful and most characters can only carry 3 at a time early in the game, so you have a strong incentive to use them, and little reason to save them, even though each one is unique. You might also just have to accept that most players WON'T use "special" items under "ordinary" circumstances. The key to encouraging their use, then, would be to increase the number of "extraordinary" situations where item use becomes more likely.

Having non-combat puzzles to solve can encourage experimentation, which is a point that Joseph Manola has made before. It's also consistent with my own behavior in using the slightly-harder-to-replenish "boss power" weapons in Mega Man X. When faced with a problem that has no really obvious straightforward solution, I'm more likely to start experimenting with my equipment. Probably this is true of other players as well. Breath of the Wild includes areas that you can only reach by drinking certain potions to increase your abilities, and of course Super Metroid has its various lock-and-key puzzles where specific equipment items open up whole new areas on the map that are otherwise inaccessible. Puzzles and hard monsters, then, present a pair of difficult situations where players will "dig deep" to stay alive and overcome the challenge, and so they're both perfect times to use special items.
 
 
FINALLY finally, if looking at the ASCII and pixel art from earlier got you interested in making your own, here are a few links to free tools. When I posted about ASCII art once before, several people suggested resources to me, and I wanted to share them now. Each of these was recommended by at least one person who seemed to be in a position to know.

advASCIIdraw is a free program for drawing your own ASCII dungeon maps (and presumably anything else you'd like to draw using ASCII characters?)

Oryx Design Lab is not free, but they do sell packages of pixel-art images that you can use in your own games, including ones you plan to sell. Their prices are $25-$35 for an entire collection, and one of their collections is a rougelike tileset, which I believe is what Uncaring Cosmos used for their graphics.

Open Game Art is a repository for free, open-source, and Creative Commons pixel art. All of the art is free to download and free to use, although some artists may have licenses that only allow their art to be used in free products, while others will also allow their art to be re-used in something you're selling.

Lospec has a number of resources for making pixel art. They have a nifty list of artist-submitted color palettes, sorted by popularity, and with a number of search options. They have a free in-browser pixel art program, and a whole list of resources for for making pixel art, finding software, or locating communities of other pixel artists.

Playscii is another free program for making ASCII art. This one can make still images, animation, and can be used to make playable games.