Idle Cartulary
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Rule Sketch: Challenging Environments
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Looking at the many environmental interaction subsystems (swimming, climbing, running, difficult terrain, sailing, and flying at a glance) in Second Edition, there are a few themes that keep recurring: Nonbinary success Speed is important Dual tasking Character skills… Continue reading
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Rules Sketch: Priestly Magic
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Priestly and Wizardly magic are entirely different in principle but not in practice, in second edition, although priestly spells have their own unique qualities, and hence priests have bunch of advantages with few disadvantages; Priests pray to gods… Continue reading
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Rules Sketch: Wizardly Magic
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Magic is more complicated, but is largely unchanged from edition to edition. Instead of slots, specific spells are memorised for less flexibility. Priestly and Wizardly magic are entirely different in principle but not in practice. Wizardly spells: The… Continue reading
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Rules Sketch: Flight and Retreat
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realised writing about procedures that I hadn’t completed the combat procedure, because there was no way to disengage. This is simple, I think. If you may always retreat from combat by performing a group disengagement check against… Continue reading
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Rules Sketch: Downtime
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I really feel like I need a working version of downtime for incorporating clocks into other areas of the game consistently, because downtime is the primary vector for clocks, but not the only one. Downtime itself is an… Continue reading
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Pillars and Procedures
As all of you who care little for my current project are no doubt aware, I’ve been spending a lot of my time on Advanced Fantasy Dungeons. It’s a project perfect for me right now: I don’t have a working PC and I can’t lay out any games; work and home life are challenging and… Continue reading
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Rules Sketch: Timekeeping Part 2
If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here. After looking at vision, journeying and dungeoneering, I’m coming back to timekeeping, because I’m realising that for me, specific measurements encourage the simulationism in second edition. Combat time is rounds. A round is enough time for a back… Continue reading
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Rules Sketch: Dungeoneering
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. There’s a significant overlap between what we developed in timekeeping and journeying and what is here in underground travel – or perhaps we’ll call it dungeoneering. Second edition all but ignores the dungeon procedure of earlier editions, but… Continue reading
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Rules Sketch: Journeying
If you’re walking in on the middle of the advanced fantasy dungeon series, there’s an index here. There’s a significant overlap between what we developed in timekeeping and what is here in overland travel, which I’m going to call journeying. I’ll bring some of it over, which means I’ll have to revise that again. Each… Continue reading
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Rules Sketch: Surprise Part 2
If you’re walking in on the middle of the Advanced Fantasy Dungeon series, there’s an index here. I’m going back over some complex subsystems and reconsidering them in light of my new version of hit points. General principles: If either anyone encounters someone else unexpectedly, they roll for surprise. The surprised group has disadvantage on… Continue reading

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