Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Monday, March 23, 2020

Actual Play - I2TO Kansas City - French District

My partner and I spent the week at home - working remotely, self isolating, and social distancing. To cheer ourselves up a little in the face of the grim realities of life in the early stages of a global pandemic, we decided to start a campaign using Chris McDowell's Electric Bastionland.

My partner mostly just wanted to play D&D and was pretty open about the rules and the setting. I thought that we would both be more engaged with the game, and distracted from the bad news outside, if we created the campaign collaboratively, rather than if I tried to make everything up beforehand to just tell her at the table.

Emily had already decided that her characters, whoever they were, would be named Jack Kelly and Spot Conlon after a couple characters from Newsies. I decided I would try to draw on whatever I could remember from the French Dispatch trailer as additional inspiration, since it's also about a newspaper.

So far, we've had a short session to roll up her characters, a session to make a borough map, and a few sessions of actual play that I'll detail in a later post. We're setting the game in a fictional Kansas City, and the starting borough is the French District.


My cat was also interested in playing D&D

Jack Kelly is a charismatic failed Under-Laborer. He knows the secret of whistling to discomfit underground vermin, and wears a pair of tinted goggles due to his sensitivity to sunlight.

Spot Conlon is a dexterous failed Science Mystic. She believes that Truth is hidden in magnetism and she has Foreseen that there is power in the human mind.

The two friends owe a $10 thousand debt to Mr Howitzer, a newspaper publisher and arms dealer who badly wants to start a war that he thinks will be good for both his businesses. He's also a literal cannon with arms and legs who wears a business suit, sash, monocle and barrister wig.

The debt is for the sale of an antique non-electric printing press to Jack and Spot. It's housed in the Barbeque Bottoms district one borough over. Mr Howitzer won't consider even turning over the keys to the building until they've paid down their debt some, but eventually, they should be able to take control of it and start hand-printing their own newspaper.

The pair also has a rival Denton, a failed Newspaper Intern, who now leads a detachment called The Snoozies whose motto is "No news is good news!" and who sell comforting fictions about the state of the world printed on broadsheets once a day. The Snoozies don't like the idea of Jack and Spot printing their own newspaper, but they're also opposed to Mr Howitzer and his sensational warmongering.

Jack and Spot have a couple leads on treasure. First, La Petite Patisserie has noticed some rival sweet stores connected to the Chocolate Factory setting up shop and muscling in on their turf, and Jack and Spot have a tip that they'll pay $1000 to anyone who can manufacture a crime spree to help scare off their rivals. Second, a wealthy shut-in living in the Thundercloud Estate Apartments recently died without naming any heirs. The apartment is locked up pending a visit from the probate court and an estate sale, so there's time to pull off a burglary before the authorities get there.

After considering her options, Emily decided that Jack and Spot would try to scare off the rival sweets shops, starting with the Chocolate Fondue Shoppe. I'll post about those adventures later, but for now, here's the borough map we came up with, following the advice in Electric Bastionland.
 


Routes
___   streetcar line
- - -   bicycle route
......   pedestrian footpath
~~~   dirigible rides

Landmarks
1   Chocolate Factory
2   Weather Observatory
3   Thundercloud Estate Apartments
4   Howitzer Tower
5   La Petite Patisserie
6   River Landing
7   Turtle Fountain
8   Le Tabac Fumée
9   Steamboat Crash Site

Complications
A   chocolate marsh!
B   foggy with a chance of pickpockets!
C   weird weather!
D   over-critical fashionistas!
E   too many tourists!
F   talkative elderly turtles!
G   protesting pacifists!
H   ongoing construction!

 
Emily and I took turns deciding on the different landmarks and inventing potential complications. Almost everything needs more detail before it'll be very usable at the table, several of these elements are barely more than a name right now. But it was enjoyable to make these decisions together, build off each other's suggestions, and create something quite different than I might have come up with on my own.

I've also been trying to use Chris McDowell's advice, about information and choices, about offering Sophie's choices (pick one to save or risk losing both, the same dilemma we confront in triage), about filling the city with people. I've also been thinking of Richard G's advice about how to structure serial adventures for social climbers, and in terms of the travel complications, of Signs in the Wilderness's concept of defining places by their dangers.

One area where I've already "messed up" is in mapping the borough, where CMcD recommends drawing circuits rather than straight lines for the main paths. C'est la vie, it's probably not an over consequential "mistake", and at least I think the current set up feels reasonably like a sprawling American city. I also want to start taking more care to apply the triple rule (that people, places, and objects should have an original purpose, a current purpose, and something unexpected on the side) - I think that will contribute a more distinctive feel as I start laying on details.

Sunday, June 2, 2019

Overland Maps - Gridcrawl, Chromatic, Mars

Lately I find myself wishing my campaigns were set someplace a little better defined. For awhile now I've been running a very episodic campaign that started in one town, then relocated to another, and then another. I have no idea where those town are in relation to each other, no idea what other towns might be nearby, no idea what terrain lies between or around them.

And this has sort of worked okay so far, but lately it's also got me feeling like I want more definition from my setting. I want the "sense of place" that comes from knowing where you are and knowing what's around you. I want the opportunities that come from having a sandbox for my players to traverse and explore. I want an overland map.

Let's look at a few examples of overland maps I've seen recently that I've liked.

First, and most recent is the unnamed map Edward Kann posted to the Forbidden Lair of the OSR MeWe group. He calls it "wilderness map done in gridcrawl style". I like it. It's simple, hand-drawn, unconventional for being on a grid instead of a hexmap, and something about it captures my imagination. It pleasantly reminds me of the maps from the old Legend of Zelda games, and other 8-bit overworlds.
 
Wilderness Gridmap by Edward Kahn
 
Legend of Zelda map from NES Maps

Next are a couple maps by Evlyn Moreau of Le Chaudron Chromatique. Evlyn has a couple maps I want to show off. Her most recent is a keyed map of a lake and its surrounding environs. I particularly love the way the black-circle numbers break through the edge lines as they lead you on a meandering tour around the lake. It reminds me, for some reason, of Tom Gauld's map of his home.
 
Lacustres Map by Evlyn Moreau
 
Map of the Area Surrounding Our Holiday Home by Tom Gauld
 
The other map of Evlyn's that I find really inspiring right now is her Doodle Map. This one is more colorful and more whimsical, with more obvious landmarks. Again, it's a pointcrawl, rather than being tied to a grid or a hexmap. This one feels more like something that might accompany a Mario game from the 16-bit, SNES era. It's full of skulls and snails and mushroom houses, and other interesting details. I should point out that if you go to the sidebar of Evyln's blog, she's got a link to free PDFs of Lacustres and Doodle Map as well as her other books, as well as a link to her Lulu storefront.
 
Doodle Map by Evlyn Moreau
Super Mario World Map from Mario Universe
 
Finally, I like Aos from Metal Earth's map of the Bad Canyon region from his forthcoming B/X Mars book. Compared to the Wilderness Gridmap and the Doodle Map, this is much smaller in scale, much closer to the Lacustres Map in terms of the geography covered. Like Evyln's second map though, Aos has included a number of interesting landmarks to draw the players' attention. The canyon setting is also a neat way to put literal walls around the sandbox setting, rather than making it an island, or requiring informal agreement to stay within the bounds of the map.
 
Bad Canyon Map by Aos
 

Sunday, February 24, 2019

Kyle Marquis's Dungeon I Want to Explore - The Sea of Vipers

Kyle Marquis is a game designers who tweets at @HexADay. His ongoing project is tweeting out hexmaps at a rate of, well, you can probably guess. Anyway, he's completely finished one so far - The Sea of Vipers. It looks pretty cool!
 
Sea of Vipers by Kyle Marquis
 
The general feel here is that particular gonzo blend of Stone Age meets Sorcery meets Saturday Morning Cartoons meets Super Science that I associate with the Anomalous Subsurface Environment or with Operation Unfathomable.

The world is ruled by a wizard called the Technogogic Implementer and administered by a bevy of vice-potentates, The Enthroned. Among the gods who rule this world are Ootoon, the Flowing One, the god/goddess of slime. Other NPCs and factions sound nearly as cool.

The individual entries are just as good, with that special blend of creative imagery, evocative names, and terse prose (imposed here by Twitter's character limit) that people love to see in their RPG writing.

I've picked out a handful that I enjoy, really just the first five that were too good to not write down. All these samples are from the left-hand side of that first island, because that's how quickly I got to five. I think Hex 0622 is my personal favorite so far. I really want to see those fish, kill that aboleth, and steal that treasure!

One thing you can't tell from this sample is that there seem to be a lot of interconnections between the hexes, as well as a lot of NPCs with agendas that the player characters could choose to become involved in. For example, one hex has a dragon searching for crystal shards from a half-dozen other hexes in order to assemble them into a weapon to go murder a wizard. If the players like that idea, they could easily spend a session or several tracking down the missing shards and pitching in to un-throne the potentate ... or they could just as easily try to defeat the dragon and earn the wizard's favor.


Hex 0416 "Werewoses. Cavemen bites shift your mind back to a prehistoric simian body when the moon rises, as your body runs amok in this time."

Hex 0622 "Beneath a long-dry riverbed: ancient aboleth mummy guarded by skeletal flying fish. In its treasure hoard: the TRILOBITE OF HOURS."

Hex 0723 "Rock troll vampire that couldn't reach its lair before dawn. It simultaneously burns and petrifies, forever, but can say 1 word/day."

Hex 0728 "Unicorn graveyard. Magically hidden until recently; anyone finding and speaking of it will trigger a horrible magic-horn gold rush."

Hex 1007 "Coast patrolled by mermaid pirates in upside-down catamarans. The captain has a lobster on her shoulder that says 'Yar!' "


Anyway, if that interests you, check it out on Kyle Marquis' website.

Tuesday, February 19, 2019

Laughing Panjandrum's ASCII Dungeons I Want to Explore - The Imminent Church Engine

I have no idea who Imminent Church Engine is, and I can't remember how I initially found a link to their website, but I'm glad I saved a copy. They've created two quite-beautiful dungeon maps using only colorful ASCII text characters, and I'm hopeful that they'll eventually create more.

Church of the Ailing Flower by Imminent Church Engine

Tomb of King Oraine by Imminent Church Engine

The first is the Church of the Ailing Flower. I think it may technically be the larger of the two, though that's in part because of the large exterior space. In all, there's fewer rooms and less going on in here. The small square rooms on the right-hand side are also meant to be stocked using a small random table during play.

The second in the Tomb of King Oraine (also called the Tomb of Cursed Glass on that index page I linked to.) This one has more rooms, more interesting paths and loops, and more going on. There's more treasure and a few different factions for the player characters to interact with. Personally, I also find this one prettier. There's more contrast, and even areas with a lot of similar-colored tiles have a bit of variation that breaks the possible monotone up nicely. The pink numbers also look good against all those cool colors. I think the only way I could like it more would be if the background were dark blue instead of black. I definitely feel an urge to try copying this visual style.

I would categorize both these adventures as "horror," since both involve exploring a creepy abandoned space, piecing together clues about what awful thing happened here in the past, and then potentially fighting a single large and extremely dangerous monster at the climax. Which isn't to say there aren't a number of small monsters in each dungeon, but the "boss" of each area is much more dangerous than anything else in the place. (Although by this argument, Mega Man is also a horror game, so my definition might be flawed.)

The writing here is pretty terse, but manages to pack in a lot of visual detail, and in both cases, the dungeons are fairly tightly themed. The Church has a lot of floral and, well, church imagery, while the Tomb is full of machines and glass. Here's an example that really highlights the visual imagery of the writing, from the entryway to the Tomb:

"1 Entrance - Tomb door is shut but unlocked, overgrown with vines. Hall also overgrown with lichen and flowers. Sunlight shines through cracks in the ceiling."

The monsters and treasures are all unique here. The monsters are written up in a way that's rules-light and is basically universally compatible. You get the number of hit dice, how they attack, and how they defend themselves. A couple monsters have special considerations, like the fact that if a Creeping Thing kills someone, it'll "begin to ravenously devour the victim, ignoring all else." Again, the writing here is brief, but I think gives you enough to work with so you're not grasping at straws. The treasure is similar, brief descriptions of the objects, followed by a price, denominated in silver.

There's something so fascinating seeing something like these two dungeons. The art is an aesthetic I've seen before, but not often, and not recently, outside of roguelike video-gaming. There's a spark of vital creativity, yet the text also has the hallmarks of someone who's well familiar with the evaluative standards that Bryce Lynch of Ten Foot Pole, for example, applies to adventure writing. But who is the author, what are their views, have they used these at the table, do they have a blog? Who knows. Instead they just sit there, deprived of context, not even a diamond in the rough - a diamond in the void.

Be sure to check Imminent Church Engine's page again in the future to see if they post any more of these images.

Update: After posting this, Laughing Panjandrum, the creator of these images, reached out to me and shared their blog link. You can find them at Imminent Demon Engine, where they're currently writing about a Dark Sun -esque setting!

Monday, January 14, 2019

Additional Actual Plays

In my first post about other bloggers' actual play reports, I asked my readers to nominate any play reports they knew about that I might have missed. I also put up the call on Google+ and MeWe. I've also kept my eyes open for people talking about play reports, and I've watched for new blogs posting play reports. This exercise also jogged my memory about a few that I knew about but had forgotten. The links below are in the order I received, found, or remembered them.
 
 
FM Geist recommended the sex, drug, and ultraviolence-filled urban adventures over at Last Gasp.
 
 
 
Jack Shear recommended the Blades in the Dark play reports over at Fictive Fantasies. That link should take you to a campaign overview page, where you can first find links to all the worldbuilding done in support of the campaigns, and then links to play reports from six separate campaigns set in the same world.
 
 
David Wilke recommended the session reports over on his own Anxiety Wizard blog. It looks like he's sent his players through a variety of LotFP adventures, including World of the Lost, Deep Carbon Observatory, and Red and Pleasant Land.
 
 
Michael Bacon suggested the play reports collected in the Thursdays in Thracia campaign over on the Bad Wrong Fun blog. Unsurprisingly, this is a campaign exploring Jenelle Jaquays' Caverns of Thracia megadungeon, apparently using Necrotic Gnomes' B/X Essentials rulebooks at the table.
 
   
 
Doug M recommended his own Smouldering Wizard play reports. That link goes to a master list of campaigns, each with their own set of reports: exploring the Endless Tunnels of Elandin using Holmes' Basic, visiting Larm using Labyrinth Lord, a campaign in the Ruined Hamlet of Blixter using Mutant Future, and OD&D campaign on a Quest for the Dwarven Mine, and another OD&D campaign collecting the Chronicles of Nolenor, a one-shot Witches of the Dark Moon game using Swords & Wizardry, and another Swords & Wizardry game set in Ravendale.
 
   
   
Andreas Habicher recommended Papier und Spiele, where he led a four-part play-by-poll game exploring The Spider Pit, using Maze Rats rules. Unfortunately, these posts aren't tagged, but Papier und Spiele is a new blog, so these are the only reports on there right now.
 
 
Seeing that play-by-poll campaign reminded me of some other things I'd forgotten before. I mentioned Blog of Holding last time, but I forgot to mention the Mearls campaign widget he has in his sidebar. Hereticwerks also used reader surveys as the basis of their long-running Bujili campaign. In addition, Hereticwerks has a few other actual play reports that I forgot completely when I was writing my first list.
 
 
 
John recommended his own Wandering Gamist play reports for his Adventurer Conqueror King campaign. John's reports put a statistical overview of the session right up front. These have traditional categories like XP and treasure, but also how long he spent playing the session and prepping beforehand, and exactly how much within-game time elapsed inside the dungeon. More traditional narrative summaries, anecdotes, and post-mortem thoughts follow after all this.
 
 
Bryan recommended Olde School Wizardry which ran a Dwimmermount campaign. Of special note is that many sessions in this campaign (which have their own tag!) were run with middle-schoolers as the players.
 
 
Aos has restarted his Metal Earth blog after a bit of a hiatus, and he's posted reports about session 2 and session 3 of a B/X campaign set on Mars. Currently these aren't tagged. If you like his art, you can also check out his Cosmic Tales comic. Tales of the Grotesque & Dungeonesque also has a few reports of from his time playing in Aos' Mars campaign.
 
 
 
The impending demise of Google+ has encouraged people to resume blogging after a hiatus, post more on their blogs, and even start new blogs. For the record, I think all this is great, but it probably can't take the place of a centralized location for aggregating commentary on blog posts, gaming discussion, and friendly non-gaming conversations among the small number of people who have gaming blogs and the much, much larger number of people who read them. That said, you can find a list of OSR blogs here, a list of non-OSR gaming blogs here, and Ramanan S of Save vs Total Party Kill has put together a file that you can load into an RSS reader for an instant OSR blog feed. (I don't know who started the OSR one, Jack Shear started the non-OSR list.)
 
Anyway, as a result of all this activity, I noticed or took a second look at some blogs I either didn't know about last time, or didn't realize were posting play reports.
 
 
Weird & Wonderful Worlds ran a Shieldbreaker campaign. He also has a few reports from his time as a player in Throne of Salt's Danscape games.
 
 
I don't know where I first saw everyone on this list, but I do know where I first saw Underground Adventures. Wizard Lizard was posting play reports directly into MeWe's Into the Odd community, and I suggested he should start a blog, and he did. He's using Into the Odd's rules to run his players through the Barrowmaze.
   
 
 
Tales of the Rambling Bumblers has an old Elves & Espers campaign that seems to be set in a fantasy Victorian city using Savage Worlds rules. You also have to love anyone who uses old Lego mini-figures both as miniatures and as the photo for the blog header.
 
 
Michael (who recommended "Thursday with Thracia") didn't recommend his own blog, Buildings are People, but I did notice that he's running a Formalhaut campaign using Gabor Lux's Echoes from Formalhaut zine.
 
 
 
I noticed that Fallen Empires is running a campaign that visited the Maze of the Blue Medusa and the Gardens of Ynn. (Ynn seems to be a pretty popular destination these days!) Isaak is using a list-of-accomplishments format similar to the Wandering Gamist. I'll confess it can be a little difficult for me to tell what actually happened in most of these sessions.
 
Carapace King has a couple campaigns worth of reports. Dikes Fall Everyone Dies takes place in a horrible, Hieronymus Bosch-ian Holland, while his new Ben-Dagra campaign sounds reminiscent of Yoon-Suin.
 
 
How on earth did I forget Judge James' Living 4 Crits blog? He doesn't tag his posts, but almost the entire blog is play reports, most of them using Dungeon Crawl Classics. James also does a great job linking to the previous reports in each series at the beginning of each post and to reports from other campaigns at the end of each one.
 
 
I also remembered that Superhero Necromancer a couple of campaigns in his own Rainy City setting. The Rainy City exists at the end of the world, where it's always raining because the wall separating the Prime Material Plane from the Elemental Plane of Water has sprung a leak, and so the world is slowly flooding. Literally every spell, monster, and magic item that exists is unique, and in the first campaign, the players are wizard thieves trying to get the good stuff while the getting's good. In the second campaign, the players are all parliamentarians in some kind of wizard's parliament.
 
 
Dennis Laffey from What a Horrible Night to Have a Curse both runs his own games and blogs about being a player. He's running his own campaign based on Ars Ludi's West Marches ideal. He's also played for several years in another GM's Vaults of Ur campaign (where he plays a Sleestak, no less!)
 
 
In retrospect, it should have been obvious to me why it's mostly Game Masters who post play reports online - it's because it's mostly Game Masters who keep blogs. Chris P is actually a rare counter-example (I think) because as far as I know, he only plays in online games, never runs them, but he does keep a blog where he sometimes talks about it. I've actually played alongside Chris is like three different open-table games; he's a very canny player who, to me, exemplifies what people are talking about when they write paeans to the wily players of yesteryear. In one memorable session, his character wore a treasure chest as a backpack - and eventually revealed that it was a cursed or magically trapped chest, which he opened to unleash the curse on an attacking monster. The chest had some kind of treasure in it which he had never recovered, because it was more valuable to him as a magic beam weapon. Among the play reports, you can also find a link to a lengthy Google Doc that describes his sessions exploring the Colossal Wastes of Zahar.
 
 
Chris Wilson of Journey into the Weird ran a game that ended in a (near) TPK, and wrote about it. So far this is his only play report, there could be more to come.
 
 
Roger suggested his own blog, A Life Full of Adventure. He's mostly been running Warhammer Fantasy Roleplay, but appears to have recently started a 5e game.
 
 
Beloch Shrike is back! You may recall that my previous post started with me being inspired by Beloch posting some play reports. Unfortunately, almost immediately after that, the Papers & Pencils blog went away for awhile because it got hacked. Fortunately, it's back, and Beloch has continued his series of posts looking back at his old Dungeon Moon campaign. He's also written a post-mortem for his just-retired Fuck the King of Space campaign. I find his insights about what worked well and what he would do differently in the future very valuable.
 
 
Nate Treme from Highland Paranormal Society has a couple play reports and player art associated his own In the Light of a Ghost Star campaign.
 
 
 
My friend Peter posted about a game of John Stater's Tales of the Space Princess he ran for his family. So far, I think this is the only play report on his blog, but it sounds like it was fun.
 
 
Finally, and most recently, Kyrinn S Eis found the Dragon's Breakfast blog, which turns out to have play reports for a hundred-session-long nautical campaign set in his own Far Isles setting. It looks like he's also gearing up to start a Classic Traveller campaign, which certainly has enough material to go a hundred more.
 
 
I'm sure there are more blogs out there that host play reports, but I'm willing to call an end to my part in this little experiment. It was fun hearing from so many people about actual plays that they like, and interesting to rediscover parts of my own sidebar that I'd forgotten.
 
I recently had a friend start playing D&D 5e with an apparently terrible GM and she nearly quit the game after a few sessions of torture. I shared some of my favorite 5e play reports with her, some imaginative, weird, artistic games, and the next time I talked to her, she said she was quitting her GM but not quitting the game. She wants to play good D&D more than ever.
 
I'll leave off with a call-to-arms from Ben L of Mazarin's Garden (another one I forgot last time), who wants us all to remember the games we played on Google Plus and Google Hangouts:
 
"For the love of God, if you have a community on G+ for your game, even if that game ended long ago, please export the community so some record will remain of your shared play. So many worlds are about to be extinguished, and along with them the memories recorded in countless session reports, downtime threads, scheming plans, posted maps, ephemera, funeral threads celebrating dead PCs. Don’t let it just disappear into the void."

Thursday, November 15, 2018

Descend into Brimstone - Shrine to Hezzemuth Dungeon Map

The players in my current Black Powder, Black Magic game for DCC have finally visited the demon shrine I generated for level 1 of the Maw ... and they probably won't be coming back to it anytime soon. Now that it's been used at the table, I can post it here for everyone. You might remember the first room of this place, because it had a bear trap the characters skillfully avoided, and a giant soldier ant they less-skillfully didn't.
 
I generated this map using Mad Monks of Kwantoom. It felt a little small, and the pool of water in the first room was randomly assigned the magical property of teleportation, so I decided that diving into the pool teleports you to an alternate dimension, where the shrine is present but slightly different, and where the air is filled with sulfurous yellow fog. My players' explorations didn't reveal that detail at the table, but you might have a different experience.
 
I used the Black Powder, Black Magic vol. 4 zine to fill out the contents of the shrine. "Hezzemuth the Painmistress" is the demon associated with level 1 in the Maw. She's described as having 4 arms and the lower body of a bullet ant. Her shrine is supposed to have traps (random selection led to bear traps this time), and desecrating the shrine has consequences (random selection led to living statues). Rather than having only a chance of a "rare opportunity", I decided there definitely would be one, and I picked (and combined) "A chance to interrupt a human sacrifice." and "A chance to interrupt a demon summoning." rather than rolling randomly. My initial plan was that whenever the characters arrived, they'd have the chance to interrupt the sacrifice, although after they got a direct invitation, if they'd gone to do something else, the sacrifice would have happened in their absence.
 
Download here

Sunday, November 4, 2018

Descend into Brimstone - Giant Ant Colony Dungeon Map

In my current Black Powder, Black Magic DCC campaign, my players recently decided they'd had enough of giant ants. Their current plan is to go explore other small mine-dungeons around town. If they return to the mine-megadungeon underneath town, they're likely to go to 2nd level or deeper.
 
Which means that the point of interest I made for the 1st level isn't very likely to be explored. Since I no longer need to worry about spoiling my players, I'm posting it here.
 
This is my map for a Giant Ant Colony dungeon. I made it using Ruins of the Undercity. It's an abandoned mine (within the larger Maw) that's been taken over by a colony of giant ants, and a few of the original Yellow Jacket Mining Company workers are still trapped inside.
 
Download here

Thursday, October 11, 2018

Links to Play Reports

Not that long ago, Papers & Pencils posted an introduction to a new batch of "actual play" or "play report" posts, and it got me thinking about all the excellent play reports I've read in the OSR blogosphere over the years.

In my efforts to collect the links below, I've also come up with a couple recommendations about writing play reports.

First, it really helps if you tag/label your posts.

Ideally, tag your posts both with whichever "actual play" synonym you're using, as well as a second tag with the name of the campaign. Sometimes it's nice to see all of someone's play reports together, and sometimes it's nice to see the play reports for one campaign interwoven with posts laying out setting materials for it. Without tagging, it's very difficult for anyone to find your old reports. At best, they can try to expand all the month and year folders in your archive, and look for post titles that sound like they might be actual play. The gold standard, if you feel up to it, seems to be to create a static page of links to all the reports in a single campaign, so that people can easily read them in order.

On my own blog, the games where I'm the referee are tagged as session reports, and the games I play in are tagged as play reports.

Second, narratives are easier to read than transcripts. If you want to quote yourself or your players directly, be warned that a little goes a long way, and a lot is probably too much.

Third, practice every good writing skill you know. Some of these reports I like much more than others. Another time I might try to understand what separates my favorites from the ones I like least. For now, let's say that it's probably best to go with a conversational style. Some people can write within-fiction accounts well, either fictional news report from within the campaign world or fictional first-person narratives allegedly written by player characters - but it's my impression that those are more difficult to do well than talking through it in plain language. Frequent paragraph breaks are your friend; a wall of text is not. The right amount of detail is a balancing act, but it's probably better to highlight a few amusing anecdotes and summarize things that happened in a straightforward fashion. Personally, I also enjoy hearing from other referees how they made certain decisions and rulings as a kind of post-mortem, but the absence of that analysis also won't doom you.


Jeff's Gameblog
Probably the first "actual play" reports I ever read were written by Jeff Reints. As far as I know, the first campaign he blogged about was his Cinder campaign. A few years ago, he probably would have been most famous for his Wessex campaign, also known as "The Caves of Myrrdin". More recently, you might have heard of his Vaults of Vyzor campaign. I really love the fake old first-person dungeon crawler CRPG graphics he put together for his Vyzor posts. You can see an example below. (Jeff's players also create a lot of maps and art, and he posts a lot of it in the session reports. It livens them up even more.) Jeff doesn't tag his play reports separately, but he does tag them with the names of his campaigns, so you'll see the reports alongside all the things he creates for them. It was much shorter lived, but he also ran a few sessions of Doom of the Jaredites, a hexcrawl based on the Mormon myths about the lost tribes of Israel settling in the American southwest.
   
   
Roles, Rules, & Rolls
Roger ran at least two campaigns that I'm aware of. One was to send players into the Castle of the Mad Archmage megadungeon. The other was his Trossley campaign. Roger tags the campaigns, but not the play reports. Over the course of those two campaigns, he wrote his own Cellar of the Castle Ruins dungeon level, that I believe fits directly above the CotMA. Frankly, it's worth checking out everything in his "Rules and Tools" sidebar. You can see a map of the Cellar below.
   
 
Telecanter's Receding Rules
Telecanter didn't start out tagging any of his posts. If you browse his archive, you can find a number of early play reports by looking for entries that have the same name, followed by a Roman numeral, for example in September 2009, he has a series of posts about a game he called Epithalamium. Later, he started tagging his play reports as either post-session narratives or post-mortems. These overlap a lot, and most reports are tagged with both, but there are a few you'll only see by looking at one or the other. Like Roger, a lot of Telecanter's games featured a dungeon of his own making, the Coastal Caves, which is in the one-page dungeon format. You can see an image of the map below. Telecanter wrote a lot of really interesting free content, and I highly recommend checking out the links along the top of his blog, all of the really, but perhaps especially the DM Aids.
 
 
Dreams in the Lich House
John's blog is pretty much just setting creation and play reports, and the settings he creates for his campaigns are all pretty memorable and interesting. He doesn't tag play reports separately, so you'll find them interspersed among his campaign materials. His Gothic Greyhawk campaign is the oldest one I'm aware of him writing about. I started reading his blog while that one was coming to a close and his next campaign was getting started. It's one I've written about before, the famous Black City campaign, set in an alien city on a frozen island in a north sea, explored by pirates and vikings. Next he spent a fair bit of time building a Harrow House campaign, but I don't think there are actually any play reports in there. Instead I think he ran an ancient Greek themed version of the same idea, which became his Taenarum campaign. He ran one of the only Dwimmermont campaigns I've seen. More recently he started a 5e Illyria campaign, although it didn't last long. If you were going to check out additional materials on John's blog, I'd definitely recommend looking at the collected links for the Black City project.
   
 
Hill Cantons
Chris writes about his game sessions using a fictional news gazetteer. Usually he ledes with rumors and information to set up the next session, but usually follows up with information about what happened at his table recently. He also ran a Traveller campaign that he wrote about too. I've praised Chris' writing about undercity pointcrawls before. Another very cool idea of his is the Chaos Index, which allows player hijinks to cause escalating metaphysical disruptions to the campaign setting.
 
   
Tales from the Sorcerer's Skull
Most of Trey's recent play reports take place in his own wonderfully Oz-ian Land of Azurth setting. (It reminds me a lot of Wampus Country, as well.) Trey seems to frequently use well-known adventures, but re-skin them. Most recently his players visited a Yellow-Submarine-themed Misty Isle of the Eld, and before that they went to Castle Amber. Trey has a couple of books that collect his Weird Adventures and Strange Stars settings. He's currently working on something with Silver-Age-style supervillains, and (much beloved by me) his slowly accumulating science fantasy setting. The map below comes from his unnamed science fantasy world.
 
 
Tales of the Grotesque & Dungeonesque
Jack meets my gold standard for play report tagging. All his play reports share a common tag. Each play report is also tagged with the campaign it took place in. And then his two longest-running campaigns - Krevborna and Umberwell - both have static pages so you can find all the reports in chronological order. I've actually played in Jack's Umberwell campaign.
 
For any of these play reports, good writing helps, but it's probably also important that your session was lively and your players enjoyed the experience. I don't think there's any writing style in the world that could make it enjoyable to read about the kinds of online games where you explore two rooms, spending half the session trying to solve a puzzle with no clues, and the other half in excruciating slow combat. Jack's sessions (that I've played in at least) typically involve a fair bit of exploration and investigation to gather clues, with a climactic battle at the end once you understand enough to confront and fight the source of the mystery.
 
 
Dungeon of Signs
Gus labels both his actual play reports and tags the individual campaigns they belong to. His play reports are mostly divided between four different campaigns. The first campaign Gus ran was based on the Anomalous Subsurface Environment, although it mostly took place in the campaign world outside the famous megadungeon, rather than inside it. His second campaign (or family of campaigns) is based inside his own HMS Apollyon setting. Gus also played in a Wampus country campaign (hosted, unsurprisingly, by Erik from the Wampus Country blog) and a Pavelhorn campaign (hosted by Brendan from Necropraxis). Gus wrote quite a few dungeons and adventures, and you can find them on his PDFs to Download page.
   
 
Monsters & Manuals
Nomisms writes lots and lots of setting material, including his well-known Yoon-Suin setting, but he has relatively few actual play reports. (He may have slightly more than I realize, because he tags his campaigns, but not his play reports, the two I found here are campaigns that only exist as actual play.) His Cruth Lowland campaign is, I think, set in a kind of Dark Ages northern Britain. Three Mysterious Weirdos takes place in a fantasy Edo Japan, much like his Valleys of the Winter People setting materials. Some other fun settings he's developed over time on the blog are Behind Gently Smiling Jaws, an Inception-style campaign that takes place in the mind of a dreaming immortal crocodile; New Troy and There Is Therefore A Strange Land, both of which are high-fantasy with fairy knights and interdimensional travel; and two I'm especially fond of - a planetcrawl through fantasy moons of Jupiter, and The Fixed World, where different parts of the world are always the same time of day and the same season, so Always-Winter-Always-Morning is near Spring-Morning and Winter-Noon, etc. You can see his map of it below.
   
 
In Places Deep
Almost all of Evan's play reports are from his long-running Nightwick Abbey campaign. If you've heard of Evan before, it's probably because of Nightwick, which you can see a partial map of below. I briefly played in one of Evan's online games, maybe a session or two, in his ancient Mesopotamia inspired Uz setting. More recently, Evan's written a couple of good retrospectives about what it takes to run a megadungeon campaign for as long as he has. Like Hill Cantons, most of the play reports here take the form of within-campaign fictional news reports. (I don't know the best way to assemble players for an open-table online campaign, but putting out a call for players on his blog seemed to work for Evan the time that I played.)
 
 
Hack & Slash
Courtney's session reports are mostly from awhile ago, and most of them are transcripts rather than summaries. Unfortunately, we don't get to see any of the actual play that goes into his Numenhalla megadungeon, pictured below. Courtney's blog shares a lot of his thoughts on player agency, and his great love for dungeon tricks and traps. Recently he's been publishing Numenhalla in segments, alongside advice for running a resource-management heavy megadungeon campaign using 5e.
   
   
Unofficial Games
Zzarchov's recent play reports are from his Xanthandu campaign, seen below, which I believe is set in a kind of fantasy Polynesia, or at least some sort of fantasy tropical island with a French colonial governor. A few are Neoclassical Geek Revival games (for which he also has example-of-play transcripts, which I am given to understand are lightly fictionalized versions of real events, emphasizing the use of his houserule mechanics). Zzarchov also played in Evan's Nightwick Abbey game, so some reports on that appear as well. If you recognize Zzarchov's name, it might be because he has written quite a few adventures, including Scenic Dunnsmouth, which uses dice-drops and playing cards to procedurally generate a Lovecraftian village, and Price of Evil, which uses similar techniques to generate random Gothic haunted houses. I'm also quite fond of his "seed tables" for generating random wilderness hex contents. These are each three related 1d8, 1d6, and 1d4 tables, where rolling triples 1-4 or doubles 5-6 gives additional results, which I think is a smart use of the dice.
   

 
False Machine
Patrick's earliest actual play posts are all his adventures in other people's campaigns. He mostly wrote these as first-person within-fiction narratives. More recently, his posts are about games he's running. First in his Islands of the Imprisoned Moon campaign, which I think takes place in a fantasy Polynesia, and second in his Syr Darya campaign set in Nomisms from Monsters & Manuals' Yoon Suin. His most recent post covers something like 11 sessions in one long go. I've mentioned Patrick's Deep Carbon Observatory on here before, and he also wrote Veins of the Earth (among others).
   
 
Blog of Holding
Paul has only a couple groups of play reports. He has one series of actual play in a setting based on the fictional game Mazes & Monsters. He has another series of play reports from a game he played with D&D designer Mike Monard. Paul doesn't really tag any of his posts. Those two series are unusual because they are tagged - but my favorite group of his play reports aren't. My favorite is Paul's "Downton & Dragons" campaign which combined D&D with Downton Abbey, and took place in four parts. You might have heard of Paul from his project to turn D&D's "random dungeon generator" into a dungeon map.
 
   
The Alexandrian
Justin's play reports all take place in his Ptolus campaign. After each play report, he also posts a post-mortem talking about some gamemastery decision he made for the session. Justin's blog also meets my gold standard (and may actually represent the high-water mark for organization) since he not only tags his play reports, and his post-mortems, and the campaign itself (so that you can view both together), he also has an index page linking to each entry. Justin's blog is also a treasure trove of good advice and interesting ideas, and he wrote the "Halls of the Mad Mage" dungeon that I've used on a couple occasions.
 
 
Planet Algol
Probably the best way to read Planet Algol's play reports is to go over to the sidebar of his blog, scroll down past the images, and start at the beginning of his "Algol Adventures" links. However, he has more play reports than show up in the sidebar, and there is a tag you can use to find them. While you're there, it's probably worth checking out his page of links to many of his campaign setting materials.


Henchman Abuse
Anomalous Subsurface Environment was one of the first OSR megadungeons, and I remember seeing someone point out that the guy who wrote it also had a hilarious blog where he wrote about his players exploring the place. It's really good. Pat does tag his play reports, but honestly, most of his posts are play reports, and the relatively few that aren't are all about him designing rooms and traps and monsters.
 
 
People Them with Monsters
Jeremy didn't write a lot of session reports, but they were mostly related to his evocative Outland campaign setting. Outland really captured my imagination, especially with the cool house rules document and cool character sheet. You can see a map of the setting below. Outland was similar to one being outlined by another blogger on the now-deleted blog called "A DM's Tale" (or something pretty similar). Both settings were human-focused, but had things like morlocks and demons rather than elves and goblins. It helps that Outland has a good name, for sure, but I liked the variety of weirdness he was creating (and I appreciated his willingness to admit in his reports when things didn't go the way he'd hoped). Today you might know Jeremy from his very helpful DCC reference document.

In their own ways, I think Planet Algol, ASE, and Outland are all inspired by or were responses to Geoffrey McKinney's Carcosa setting. Carcosa came out a little before my time. By the time I started reading gaming blogs, Geoffrey had already deleted his and gone into semi-retirement. I wasn't there to see how people first reacted to his setting. I think I first read about it in some RPG trivia post that listed it alongside FATAL and The World of Synnibarr. But for people who were around at the time, it seems like the combination of sci-fi, fantasy, and weird horror tapped some deep vein of interest and inspiration. Which is probably why Carcosa is still interesting and still popular today. It's also why I still find Planet Algol, Henchman Abuse, and People Them With Monsters worthy of revisiting.

 
Dungeonskull Mountain
Paul's play reports are divided between two main campaigns. His more recent one is his Rifts misadventures campaign. Before that, he had a Demon Verge campaign, which was based on an idea Jeremy from People Them With Monsters also had - to use Dwarfstar games' Demonlord boardgame map as a wilderness hexmap. This is an idea I love, and so I really enjoyed reading Paul's reports on his campaign there.
 
   
Redbox Vancouver & Redbox Niagra
These aren't individuals' blogs, they're blogs maintained by D&D clubs. They're connected to, or share members with (I think?) Planet Algol, The Mule Abides, and the whole Dungeon World scene.
 
I first learned about them because RBV played some sessions in the Anomalous Subsurface Environment as part of their White Sandbox campaign (check session 40 to see what I mean). Poking around, I discovered that their Black Peaks campaign included adventures in Stonehell, and that they had a brief Planet Algol campaign as well.
 
Separately, reading about Barrowmaze on Discourse & Dragons led me to RBN and their ongoing campaign through Greg's dungeons, including now Forbidden Caverns of Archaia (Which is great, because Greg doesn't tag his play reports - there are plenty of entertaining adventures, but you really have to scour his archive to find them.)
 
It's really fascinating to read these guy's play reports, because they're clearly interested in old-school gaming, and obviously getting together frequently to play old-school D&D, and yet they're socially almost entirely disconnected from the corner of the OSR scene that I'm most familiar with. Reading their reports is like looking into some parallel world.
   
   
Savage Swords of Athanor
Doug's is the last of the old blogs in the "so old they're now defunct" section of my list. I think all of his play reports take place in his pseudo-Roman setting of Estarion. Like Jeremy from People Them With Monsters, he also has a cool house-rules document. In the sidebar to his blog, Doug also has a series of setting documents you can download. They're less like zines and more like a broadsheet or gazetteer, but still kind of cool and worth checking out, especially if ancient Rome is your thing.
 
 
Papers & Pencils
As I mentioned up at the beginning of this post, Nick is the one who inspired me to kick this whole list off. He doesn't actually tag his play reports, but he does maintain an index for each campaign, linking to each session in order. His first campaign was Dungeon Moon, which was huge and probably over-ambitious, and I like that he talks with humility about what he wanted to do and what went wrong. While it was too hard to run as a judge, if Gus from Dungeon of Signs is any indication, the players all enjoyed the depth and scale of the place. Nick's second campaign was On a Red World Alone, which was set on Mars, the eponymous red world. His most recent campaign, and the one whose index he just published recently is Fuck the King of Space, where the goal and attitude are pretty much exactly what you'd expect from the name. I like science fantasy and even just regular fantasy set in space, so I'm particularly fond of that aspect of Nick's GMing. In terms of referee advice, Nick's also written a list of post-game questions for the ref to ask themselves to help guide preparations for the next session. Several new bloggers a little further down my list have adopted these and started adding them to the end of their own session reports.
   
 
Bernie the Flumph
Josh's play reports tend to alternate between a campaign set in Sine Nomine's Silent Legions, and various DCC adventures. I've played online in a game Josh was running once, set in his own Sanctum of the Snail adventure. I enjoy Josh's love for mollusks, and his personal quest to stat up the Flumph in every ruleset he can.

 
Against the Wicked City
Except for one early post about playing D&D with his toddler son, all of Joseph's play reports are about a group of players collectively known as Team Tsathoggua, who've been adventuring in a fantasy Southeast Asia that includes the Island of Purple-Haunted Putrescence and Qelong. Joseph's players are full of schemes, and seem to be constantly trying to set themselves up as local rulers. Joseph's campaign materials outside this game mostly focus on his linked Wicked City and Great Road settings, which are part of a fantasy Central Asia. He also writes reviews, mostly of horror-themed adventures and rulesets, most recently a series of posts about the newest version of Warhammer Fantasy Roleplay. You might also know his essay on the aesthetics of ruin, or his collection of weird character classes that's available to download from his sidebar.
 
   
Coins & Scrolls
Skerples has an ongoing campaign with a fairly stable group of players. Over time, his play reports have transitioned from being set in his own Tomb of the Serpent Kings and Steam Hill dungeons to taking place in his version of The Veins of the Earth. Skerples is notable for being very into accurate medieval and feudal history, while running a game where most of his players are insect people. (Technically his list of player races includes many non-insect options, but in practice, his games end up feeling more weird than if his players mostly played as hedgehogs and mice.) Skerples is also and enthusiastic adopter of the Goblin Laws of Gaming, making him one of the founding members of what I would consider to be the slightly separate GLOGosphere of OSR bloggers. (You can see all of Goblin Punch's GLOG posts here, and find all the pdfs of his rules here.) You may also recall that once when I was reviewing Skerples' vignettes of fantasy epochs, I said something like "Skerples should collect these into a book and offer it for sale." Well, Skerples did in fact collect them into a book and offered it for sale. My influence on the project is parodically denounced in the acknowledgments.
     
 
Throne of Salt
Dan is also part of the new crowd of GLOGosphere bloggers. His recent play reports all take place in his own planes-hopping Danscape setting. His games sound fun, and they remind me of that fact that virtually anyone who runs an online game with an open table that they announce on G+ is going to end up with a veritable "who's who?" of celebrity players. (Well, as "celebrity" as it gets among the OSR blogosphere anyway. But Dan's games end up being just as much celebrity games as Jeff of Jeff's Gamesblog's do.)
 
Eldritch Fields
Tamas has apparently been around for a few years, but I only just found his blog. He doesn't have many play reports, but there's quite a bit of variety, ranging from a Conan-style raid on a wizard's tower, to Cavegirl's Game Stuff's Gardens of Ynn, to his own adventure inside a giant fish.
 
     
The Scones Alone
Brian's blog is pretty new, so he only has a handful of play reports, all set in the same campaign, exploring A Red and Pleasant Land using Into the the Odd rules. Still, his reports are interesting, I appreciate his self-reflection, and there's a soft place in my heart for anyone who attempts to bring in NES games like Dragon Warrior and the original Castlevania as inspiration for their games.
 
 
Bearded Devil
Most of Jonathan's recent blog posts are actual play reports. I heard about Bearded Devil from seeing someone praising his hand-drawn city maps. They are gorgeous. He also draws headshots of all his player characters and NPCs. So I came for the art, but the play reports themselves are lively and interesting. One recent game took place in a city built inside the stomach of a flying psychic whale. Another involved an evil alchemist who was synthesizing fake royal jelly to usurp the throne become the false queen of the wasp-women.
 
   
 
People who run games seem to be much more likely to write play reports than players are. (And the players who write play reports seem to be players who are themselves also judges and referees.) I take notes almost every time I play or run a game, but I admit, I'm not always fast to write them up properly. Probably there are other people in a similar situation.
 
Despite this, I do think there's a real value in people sharing their gaming experiences. Seeing how other people run their games can give you ideas for things you want to do (or things you desperately want to avoid doing!) and it gives you a sense of what the community is like, what other players and other judges are doing at their tables. If you want to know what works well, what's hard to pull off, what people usually pay attention to, and what they ignore, there's no better way to find out than by reading play reports, especially if they come with some sort of post-mortem talking about how the referee prepped, how they made key decisions, or anything else important that came up during play.
 
I really like learning what's unique about people's home campaigns, but I think it's also quite valuable to see what happens when two different judges or two different groups play through common dungeons, or use two versions of the same campaign setting. First because it's important for a community to have a shared repertoire and language, a shared collective memory of key or formative events, and secondly because it's by seeing how different people interpret the same game text that you really learn how the game is played, you really see what's possible within the structures the game establishes.
 
In addition to post-mortems, I also really like to see lists of the player characters and retainers, lists of encounters/combats, lists of treasures found, and lists of XP awarded. Papers & Pencils' list of post-session questions might also be catching on. I find that these kinds of summaries are a good GM-aide (I often don't know how much experience to award until after I've gone through the list of everything the players did while writing up the report), and I enjoy them as a reader as well. Not only do they help me keep track of all the moving parts of the session report, they again show me how different judges adjudicate similar situations.