• Double-overloading the Random Encounter Table

    Over on Prismatic Wasteland, we have a very cool way to roll just 3d6 to tell you what monster, how many monsters, the distance they’re at, their reaction, and whether the players are surprised by this all. It’s elegant as heck at the front end, and takes advantage of the power of 3d6, but because using 3d6 causes every value to become a dependent variable, it is messy as heck at the back end, requiring a worksheet and an extended example to make work.

    Credit to Savid25 on Deviantart

    Now, to be pretty damned clear, dependent variables can lead to interesting overall results, particularly in this case where if you use a variation on “advantage” for increasingly dangerous areas, you’ll get higher numbers and more dangerous results. And having these specific requirements for a random encounter table might actually inspire you to more interesting writing. However, for me, I don’t want to have to put this much thought into the positions on my random encounter table.

    I have a few problems with the specific results here too, particularly that only about 5% of results are surprise results, versus about 17% in B/X. This just seems like less fun, I like surprises. This has a positive dependency in it though: surprises are always at close range.

    Of course, the “problem” (if it is such a thing) of dependency is pretty straightforwardly solved: Firstly but simply using 3 different coloured dice rather than ones that are indistinguishable from each other. But this is both (a) annoying to non-colour blind players and (b) not an accessible tool for colour-blind players.

    But an easier solution is simply to use different sized dice. This is analogous to rolling on 3 different tables simultaneously, yes, but so is the original exploding random encounter table, to be honest, you’re just not differentiating which dice rolls on which of your tables.

    Quickly with probability differences. Switching to 1d4+1d6+1d8 (Jonathan Korman called this d468 on twitter and I’ll take it) gives a slightly softer curve. The chance of doubles on 3d6 is about 33%, and of triples is 5%. The chance of doubles on d468 is about 42%, and of triples is about 2%.

    We can’t explode the d468 die, sadly. It has a very neat weighted danger curve. However, adding 3 to the result gives us this slightly more dangerous overall curve:

    The Rule

    Write a table with results labelled from 3 to 18. The d4 indicates the number of monsters in the encounter. The d6 indicates the distance of the encounter. The d8 indicates monsters reaction. On doubles, the player character’s gain initiative. On triples, roll again: Two random encounters are already engaged with each other.

    In the table results, indicate whether the monsters are in a small, medium or large group, and double or triple your d4 result accordingly. If an encounter result is a specified as a single monster, the d4 can be used to indicate their behaviour. If an area is more dangerous, add 1 to each die (and hence 3 to the overall result).

    The Generic Template

    d4: #d6: Distanced8: Reaction
    11/2/3FarActively friendly
    22/4/6FarCurious and open to cooperation
    33/6/9FarCurious and open to cooperation
    44/8/12Close Bargain or parley
    5Close Bargain or parley
    6SurprisedMay attack if victory is likely
    7May attack if victory is likely
    8Offended or disgusted

    This gives us a dependency-free version of the original overloaded random encounter table. This incorporates side-based initiative at a slightly higher rate than the original 50% (rather than individual and dex-modified, which was optional in B/X). It gives us a chance of multiple encounters concurrently. The only necessary rule to remember is that more dangerous things should go at the bottom of the table, so that the increased danger works.

    I’d say similarly elegant at the front end, with a lot less math at the back end. I can’t be stuffed writing an example table after all that, so I’ll just copy and modify Prismatic Wasteland’s:

    3 — Small number of escaped human prisoners from the nearby village

    4 — Small number of emaciated dwarves scrubbing orcish graffiti from the walls

    5 — A forbidden orc and dwarf lovers fleeing from their families

    6 — An animated dining room set restlessly rearranging itself (# appearing is highest die)

    7 — A wise troglodyte admiring their treasure, a dwarf-crafted weapon

    8 — Medium number of troglodytes gleefully dragging a fresh orc corpse

    9 — An ooze that disguises itself as a puddle of putrid liquid

    10 — An orc shaman looking for: (1) someone who can teach her a new spell, (2) fresh, wriggling ingredients for a stew, (3) a worthy puppet to overthrow her former ogre-puppet who has become unruly, (4) her kissing snake-kitten

    11 — Orc warriors that are (consult lowest die): (1) grumbling about their ogre of a boss, (2) carrying a wounded ally, (3) taking turns boasting over martial accomplishments (# appearing is double the median die)

    12 — A sentient stalagmite-beast with tentacles, needle teeth and a single eye, that appears as a simple stalagmite

    13 — An ogre warlord playing fetch with his small number of pet dire wolves 

    14 — A giant worm-beast whose face peels open like a banana to reveal sharp pincers

    15 — A pile of bones knitting together to form a large number of animated skeletons of orc warriors

    16 — A young black dragon, searching for materials to add to its burgeoning hoard

    17 — The wraith of a dwarf mage wracked with crippling guilt and consumed with anger

    18 — A demon that wants to possess the body of an innocent looking outsider so it can escape into the surface world and wreak havoc in a populated haven

    Notes on the above table: I’ve already been writing this post for a while and wanted to move on to other things, so it’s definitely all straight up Prismatic Wasteland’s with a few small changes. If it were mine, I’d do these things: All the individual monsters would have 4 unique behaviours. I didn’t order things at all except for putting deadlier and rare things higher, and less deadly and rarer things early, with more common things in the middle.

    Anyway that’s my double-overloaded random encounter table. Even more overloaded, but with even fewer dependencies, and only really one probability concession.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • SLMDNGN Update

    SLMDNGN, my slim dungeon-crawler, has just received an update.

    I’m really enjoying playing this hyper-light B/X /GLOG fork, so I’m finding little tweaks.

    The new version separates the core rules and character creation, so that players can create their characters using the character sheet.

    Gran has also generously provided a Portuguese translation for any Portuguese-speaking fans!

    Check the latest update here!

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • Bathtub Review: The Stone-Flesh Gift

    Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.

    The Stone-Flesh Gift is a 38 page module for Mothership by Jordan Boschman. In it, the player characters explore a living, breathing ship that that has gone rogue and they have a chance to correct its systems. As with many (perhaps most) Mothership modules, it leans heavily into body horror and the themes that accompany it. It specifically pitches itself as a low prep module, which is an admirable goal.

    The low prep approach for me is a little compromised by the 8 pages of introductory rules. These rules contain a lot of the conflicting subsystems that contribute to making the ship an interesting puzzle to explore, however it’s a lot, and most of it is the kind of stuff that’d be better off in a sidebar in a different layout approach to reduce this high prep front-loading effect. Oddly, the back matter hides relevant information like the role of Father in its text, which probably could be more interestingly front-loaded, so I wonder if this is more a lack of consideration and reliance on legacy scripting than a conscious choice. Either way, I think this front matter — which all makes the module more interesting — undermines the goals of reducing prep. I think that leaning harder in either direction — an easily referenced index section (although I wouldn’t put it at the front) or drip feeding in the text — would’ve been a better approach for usability than this hybrid approach.

    I really like the approach of giving almost all rooms a single column in two column layout. These are clearly nested, well signalled body texts that are easy to understand and to find relevant information. However, it often feels like the information needed to run a location isn’t always at hand, relating back to the previous concerns on organisation. Take the Neurocouncil, for example: information on thinkmatter, what you can do from here, the nature of the malfunction, and the fact that the council is supposed to give out a quest are all elsewhere in the book and not easily referenced. This is space ripe for improvisation, but there are instructions that the module wants me to follow that I could miss in the moment because of this. I need easier reference to the intertextual links, or for it to be something I can improvise, because low prep to me is not I memorise your whole 40-odd page zine.

    Some of the choices here are counter-intuitive as me as well: I thought the room number listing on the minimap was for the column that contains it, and it wasn’t clear at all that these numbers referred to different page numbers until I realised I needed to figure out what those numbers were referring to. In my opinion it needs to be used in conjunction with a printed map to take advantage of its features.

    I should add there are a bunch of features I like here a lot. While the hallways are not numbered, exits are described which support with player character informed decision making. The neurolinks that feature in most rooms dole out interesting, flawed information regularly. Most rooms have some level of interactivity, although information for fulfilling the functions in the introductory section is pretty thin on the ground, and I think it seems pretty unlikely following the text that the player characters will figure out how to fix the ship; I feel like the neuro link could have more consistently provided useful information.

    I really enjoy the writing flourishes here, although they’re more spaced out than is my preference. Evocative phrases such as “the constant temperature of a fever” and “a gland, hardened into a large crystal and with facets like singed emeralds” appear sprinkled throughour the book, and really bring the body horror and the text as a whole home. But most of the writing is purely functional: The professed goal of a low-prep, usable text appears in the author’s mind to be in tension with leaning into his best lyrical inclinations, sadly. I’d love to see him write a module without the gestures towards usability, and let his imagination run wild.

    It also leans into its central goal of body horror in terms of its themes, taking advantage of the alive-ness of the ship and its factions to delve into topics that are interesting to me, such as reproductive rights and control, and into the ontology of cancer and cancerous growth. This is cool and interesting themes to be addressing in body horror, and most sci-fi horror isn’t as thoughtful in its faction set up as this is.

    The layout in the Stone-Flesh Gift is easily criticised, but also is rather pleasingly DIY and just kind of ziney, y’know? And it was a Zinequest module. There’s some exceptional layout artist somewhere who can make something seem like it was put together with xerox and glue and also be highly usable and legible, but in the mean time I really appreciate how much this leans into the zine in zinequest. I particularly adore the cut out public domain (I assume) anatomical drawings used as maps, and the striking use of colour and highlights. In the light of the balance attempting to be struck between a DIY aesthetic and dense, TKG-style usability, the two main layout flaws that outweigh the charming DIY ugliness in some of the choices, are the choice to bottom-center the headings, which makes it difficult to find at a flick through, and the interminable line length on the single column pages.

    So, reading cover to cover, what we have is an interestingly complex dungeon for Mothership, with a weird theme, three pleasingly alien factions — plenty for a relatively small dungeon — and generally interesting themes. It’s very much on my radar, but the missed opportunities in terms of organisation mean that it feels like it’ll be more effortful to bring to my table than most other modules I have, which really just need me to show up with the book. Sadly, while excellent in so many ways, with striking aesthetics, compelling themes, interesting spaces and cool interactions, the Stone-Flesh Gift fails to achieve its goal of low-prep for me. But, if you don’t mind reading 40 pages of pretty decent writing, taking some notes, and printing off the map and a few worksheets, this is going to be a few very unnerving, interesting sessions of Mothership play, that I’d highly recommend.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • SLMDNGN Design Notes

    Advanced Fantasy Dungeons was a whole lotta maximalist design. You might be surprised to find that’s not what I usually play, and I’m craving simplicity. So I wrote SLMDNGN. Today. You can download it here for free. The design principles:

    • Basically B/X
    • Run it mainly in my head
    • Just d6s
    • Live conversion only

    I drew from Skerples’ GLOG hack Many Rats on Sticks and Blades in the Dark for this wee pamphlet game.

    Here are my poorly organised design notes:

    • I basically wrote it because I was sick of deciding what system to use, so I’ll playtest it when I next playtest a module I’ve written.
    • I chose GLOG as a partial template mainly because I love GLOG classes, and it’s a way more interesting and approach to classes to make weird unique versions of the three core classes for your characters or campaigns than to make a bunch of classes that already exists.
    • I chose B/X because I wanna just play B/X modules, and I tend to stat for B/X simplified (HP, AC as armour, attacks and saving throws).
    • Everyone gets 1d8 HP equivalent at Level 1. This basically means wizards and thieves have bonus 2HP extra, and clerics have bonus 1 HP extra every level. I should incorporate these bonus HP into their class powers. Fighters get a 1 HP penalty each level as they level up; this really adds up. These are incorporated into Wizard and Fighter as Bodge and Parry, but I don’t have anything for the thief.
    • I basically modelled saves after resistance because they don’t have a target number, and I didn’t want a matrix of values. I changed my mind about AC and enemies rolling dice, but then realised it’s a cool power for Fighters to be able to just nope the occasional attack, so I left it Steel Saves in anyway.
    • Dynamite was inspired by Monsterhearts and my friends in the Dice Exploder discord.
    • I decided to use meters because this is for me, and 10 feet — the size of a typical B/X flagstone — is the easy to remember 3 meters.
    • Death saves are fun and dramatic. If this was more than a pamphlet, I’d include a fatal wounds table.
    • It was hard to squeeze classes in, so the most interesting thing from Skerple’s hack had to be cut — the unique skills.
    • The only thing that would need on the fly conversion is ability score related stuff, which I’d award as a positive or negative condition.
    • I’ll just have to remember the new ACs, sorry, but there are only 3 of them.
    • Heritages I just wanted to be there, I borrowed them all from Skerples I think.

    That’s my whole thought process.

    I hope you enjoy SLMDNGN.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • I Read Slugblaster

    I Read Games reviews are me reading games when I have nothing better to do, like read a module or write or play a game. I don’t seriously believe that I can judge a game without playing it, usually a lot, so I don’t take these very seriously. But I can talk about its choices and whether or not it gets me excited about bringing it to the table.

    I was going to stick my new cargo bike in the car and drive it home, but it doesn’t fit and instead I have to ride it home, so I’m resting in a park half way through this interminable ride and reading Slugblaster while sipping a hot cross bun iced chai chocolate.

    Slugblaster is a much-lauded purportedly Forged in the Dark game featuring teens on hoverboards sneaking into other dimensions to do delinquent teenager things. The vibe here is kind of Scott Pilgrim meets Ferris Bueller meets Paper Girls? It gives massive inspired-by-music I-don’t-listen-to-personally vibes, although while it calls out punk at one point it never provides a playlist or an inspiration list.

    The art and layout here does a lot of heavy lifting regarding these vibes: Bright, cartoony, with a very strong colour palette. This colour palette could be better adhered to — it steps away for in-world advertisements and a few other things and I think suffers for it — but overall it’s a stellar effort. The layout is in square format, in two columns (although in a few variants), and is beautifully simple and clear, while keeping visually interesting and consistent. It’s a remarkable feat.

    The introductory section largely follows the same structure as Blades in the Dark, complete with a pop-punk version of the blob diagram. It incorporates a very neat reframing of the player principles as player tips, which I like a lot — more games should do this. I love a good set of bespoke principles. There are no action ratings here, but you can boost, kick or hype for a bonus, and you can make a dare — a cute take on devil’s bargain but it doesn’t work like its namesake — in exchange for one as well. The GM’s moves are similarly reduced to simply snags and slams, and resistance is retained in the form of a more metatextual Nope! At this point, I start to feel quite overwhelmed by the endless list of quite flavourful but also very samey terminology. While it’s redeemed by the smart move to keep each section to one spread each, twenty new terms in six pages is just too much for me to retain.

    Beats are a new addition without an analogue: Players can buy story beats for their characters. This is a neat mechanic, but complicated by the way it’s presented, which is into different lists according to the kind of story you want to tell, in addition to unique beats for your specific personality (these will be our playbooks, and will be discovered later). I thought initially, that the opportunities and challenges presented here were in fact a run generating tool because at 25 pages in I’m not sure what a run will look like, so would’ve been neat, but alas they’re not. Runs gets two spreads, one of them being the generator I was hoping for. It really leans into the GM not being the driver of the plot here — the players come up with what they do and the GM is to react. Weirdly, it then jumps to epilogues, which I had to search the text for as they’d been scarcely mentioned at this point. This is how you finish out the campaign. I know you have to fit it in somewhere, but a little repetition would’ve helped here to clarify the role of the epilogue. These work a little like the epilogues in Fiasco, leveraging the doom and legacy that characters have earnt over the campaign.

    Our next section is a whole big example of play, which is, to be frank, fantastic. It shows exactly how the game is meant to be played: A combination between high-emotion low-stakes teen drama and wild pulpy hi-octane action. The problem, I think, is that it feels lower paced than I want a game with these vibes to feel. It doesn’t feel like this game wants to slow down for discussions with your parents. The vibes this game gives says to me this window into the teen experience wants to be only the sex, drugs and rock’n’roll. I feel tension in how much the example and the rules want it to be a quieter exploration of adolescence.

    Character creation is a fill in the form style, which I really don’t prefer to the picklist and checkbox style. I think more flavour and vibes that are trying to be communicated through flavour text in the book could be communicated with names and families built into more traditionally designed playbooks, and befit the teen experience of really experiencing the world through other people’s lenses. That said, the personalities are really mainly about their beats and arcs, and I expect you’ll be choosing from the heart or smarts arc more than anything else. But this is not the only thing the player designs: They also design their “signature device”. This is fun, cool and flavourful, but character creation is becoming a bit of a drag for what was previously presenting as a very rules light game. Again, this feels like it’d have been better as a playbook variation than a book section. This ain’t Kansas and I’m not optimising anything here. Crew creation is collaborative, and includes a little worldbuilding as well — factions and worlds start appearing here.

    One jarring inclusion here is tier, rebranded as fame. As in Blades in the Dark, this indicates how powerful you are, and feels oddly out of place in a game that tries really hard to avoid these kind of conceits — appropriately given the subjects are teens. I understand the urge to make worlds of increasing difficulty, it just feels at odds with the rest of the design to me.

    Next up we have a bunch of universes and a bunch of monsters, and a bunch of factions, sponsors and rival crews. Altogether this section is absolutely fire, and it raises Slugblaster to the next level: Given these universes are simply sets for your latest run, and everything else is interdimensional too, despite the increased freedom it serves as a graffitied hypersaturated Doskvol. Reading through these — and the stretch goal additions that are also included in the correct sections rather than at the end of the book, an innovation I shouldn’t have to make note of — I feel like I could throw them down at the table and get this game running very quickly.

    The GM section (now they call them Slugmaster, which it should’ve been already imho), is pretty good stuff. As always, there’s too much, but we have bespoke GM principles and moves, which I love to see, we have guidance for special scenes — which is also super valuable (although the chase rules aren’t super dynamic for me) — and most importantly we have clear guidance around saying no (and yes, but the no advice is just golden). Then we have the seemingly mandatory “how to hack my game section”, which I’ll say little on except: I don’t need help thank you.

    That’s Slugblaster! How do I feel about it? It’s a more thematic simplification of the Forged in the Dark framework than other simplifications I’ve played, my favourite of which was Retropunk. Most of what it does is solidly in line with its themes, with a few jarring examples. I must say, though, the Forged in the Dark framework feels at odds with what it’s trying to achieve, and you can see this with its considerable overtures towards distributing narrative control mechanically in a very conscious way. You’re really choosing personalities by story you want to play out, and using your character sheet to facilitate those stories and their beats. And you can see the seams showing as this distributed, goal-oriented narrative design goal strains against the sandbox, systems driven heritage it’s developed from. This contrasts with less adventurous Forged in the Dark games such as Brinkwood or Retropunk (although Retropunk is more innovative than Brinkwood), but it doesn’t innovate on its predecessor as seamlessly and interestingly as Mountain Home for example. It feels a little like the three biological child of Monsterhearts who don’t understand why it doesn’t have the same systems as its adopted Forged in the Dark siblings.

    It’s themes, although I think clear in the author’s mind, clash a little with its aesthetics, too, although looking through the personalities and the character archetypes listed in them, perhaps this is simply a bad sell at the front of the book. Most of these properties feature gonzo action and heartfelt quiet moments, they just don’t feature going home to the real world to have them. Reading Armour Astir, I noted I want those big feelings to resolve themselves through metaphorical action in these types of games, but Slugblaster wants you to resolve it through dinners, stargazing and first kisses under the bleachers, and it doesn’t communicate that particularly well. Not my jam, but if it’s yours, you’ll enjoy the downtime and beats here.

    I really struggled with the onboarding here. The structure combined with the admirable insistence on brevity, combined to make a very front-heavy rules text that I struggled to wrap my head around despite most of the terms being analogous to a system I already understood. It may have been better drip-fed than presented in a smorgasbord; certainly for me at least. The vibes were impeccable, though, for the most part, in the rules structure.

    Overall, then, despite the mess, and despite the poor onboarding, Slugblaster is a unique game with great artwork and clear layout. It’s held back by challenges in information design, and by mixed thematic messages that take a significant portion of the text to clarify and wash out. I don’t think Slugblaster is the best version of itself — what game is? — but if you want to play skateboarding interdimensional teens feeling their feelings without the darkness and biting queer truths that come with a game of Monsterhearts, this is probably the game for you. But for me, the biting angst of Monsterhearts is closer to my own experience, and so Slugblaster feels a little sanitised and cartoony for me to vibe with strongly. It was still worth a read, though, as for me it was an interesting but unsuccessful experiment in taking the chassis of Blades in the Dark and reimagining it as a very different kind of game, and it has helped me understand better where some of those limits on the chassis might lie, and why. As someone interested in games, a good read. Will I play Slugblaster? Nah, I didn’t grow up in Hillview.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • Reflections on a West Marches Campaign

    So, a few years ago I ran an open tabled West Marches campaign in 5th edition. I did this because it didn’t seem like enough of my in person playing friends could commit to a weekly game, and a West Marches campaign seemed like a good way to get people to the table without a commitment to showing up every week. I’m going to talk about what the basic set up was, what my experience as a referee was, and how it worked out.

    It terms of basic set up, it was pretty much identical to the West Marches by Ben Robbins. A core town on the southern border of a frontier; a revolving party of characters where many players had multiple characters; the deeper into the wilderness you get, the more dangerous it got. Under the hood it was a little more complicated. I built in four layers of history, back thousands of years, and tied all dungeons and treasure to these different layers. They had unique powers and iconography and their own script and their own documents out there. Modern societies out there were tied in some way to this history, and fast travel was tied to one of these societies and translating their artefacts. The world itself was a huge hex map which I filled completely close to the town, and then gradually built out as we played further from town. So my prep every week was “make more world” and then “change the world” according to the player’s actions. Oh, and I realised pretty quickly they wouldn’t ever plan to return home, so I added a roll to return that was pretty punishing.

    As a referee, this was a very prep intensive set up. As I have no idea where the players are heading, I have to prepare for as far as they can travel in a session. That’s a lot of hexes for session one. It took weeks of preparation. But it was also pretty satisfying to see the random encounter tables and locations interact and respond to the player characters as they travelled around.

    The decisions the players made also confounded my prep a lot: They didn’t want to delve deeper, they wanted to see what was in every direction. This has the effect of firstly expending a lot of my early encounters fairly quickly, making the closer locations a lot dryer (else I have to restock them,), and secondly triggering a bunch of events and then ignoring them while things progressed unchecked. This was both challenging and really, really interesting, because it resulted in a really dynamic world that was clearly operating independently of the player characters, but also escalated things relatively quickly at low levels, making play very dangerous very quickly.

    The players who started coming, eventually just formed a regular group anyway, which made me feel like all the prep was a waste of time, as for a small group we could have as much fun with my doing a small percentage of the preparation, if we ran a more traditional campaign. This is why the campaign ended: We had a ball, but it was very challenging to run, and the payoff wasn’t worth the amount of work we were putting in.

    But, that payoff was a really fun, dynamic and memorable campaign full of unexpected twists, meaningful and funny deaths, and compelling characters and location. The players loved having a rotating cast of characters because they had the opportunity to experiment with the huge potential characters available in fifth edition.

    Ok, so take-aways:

    For the players, there was a huge joy in running this in a system that rewarded having a bunch of characters. For the referee, though, fifth edition was quite punishing. If I were to run a West Marches game again, I would run it in a game that offers a lot of support for a wide range of character options, without the complexity: Something like OSE (with Black Pudding or something similar added) or GLOG strikes me as excellent options.

    For the referee, the prep was excessive. The scale of prep is difficult in the west-marches model to avoid, but there are ways to minimise it: The easiest is to run this entirely in a pre-written world: Dolmenwood or Wolves Upon the Coast strike me as recent options that are of sufficient size to sustain this type of play long-term, although to both you’d have to add restocking and more global interactivity to replicate the dynamics, because that was one of the best parts of play. You could do that simply by building random encounter tables that feature adjacent region incursions, and by making sure different factions are actually actively competing for territory.

    In terms of the town, my players really wanted to increase in it. I’d use Downtime in Zyan or another similar supplement (maybe On Downtime and Demesnes) to facilitate this natural inclination towards active, interesting downtime.

    Building big, map-spanning linguistic and other puzzles and history into the world made for interesting and compelling play. I’d do that again. Maybe use this to facilitate this stuff. Breaking groups of hexes into regions, giving each region an iconic boss with existing relationships with the other bosses around it really worked. These bosses were not necessarily all aggressive, some were creepy, some oracles, some good, most were mixed.

    I would never run a game like this for my home table again. It just didn’t work and I wasted a lot of time on unused prep. Your home table might be different, but I think my home game wanted to be a regular game and not an open table, and it self selected for that. I would run West Marches for a public table or an online game, though.

    Oh, I’d arrange the organisation differently if I ran it again, too. My group had trouble organising themselves, but part of that was paucity of information. I would provide a map with lots of rumours pinned to it if I ran it again. Make the rumours visual. Tie them to expeditions and scraps. Jobs. Make it easier to be directed out in the world. This might impact the broad exploration inclination that my group showed.

    This isn’t exhaustive at all, but rather a free association and remembrance. I don’t have any notes from this campaign, unlike my Dragonlance campaign I wrote about a few months ago, sadly. If anyone has specific questions, I’m happy to answer them tov the best of my recollection, of course, and I may add them to here as well if you do.

    My conclusion: West Marches, for me, didn’t work. I could facilitate similar play at an open table more easily than I did back then, with some of the considerations mentioned here. I think that it takes a very specific group to be as independently driven as Ben Robbin’s group was, and sadly at the time I ran this, that wasn’t who I had. So your mileage with any of this advise may vary.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • Bathtub Review: The Undermall

    Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.

    The Undermall is an 18 page dungeon crawl for Electric Bastionland with art, writing and layout by Ari-Matti Toivonen. It features an abandoned mall beneath Bastion, that has been warped by the evil there. If it wasn’t inspired by Warren’s post Megadungeon Malls, it’s a case of remarkable convergent evolution.

    This is a comedic dungeon. It’s full of little tidbits like a gelatinous cube collecting appliances and clockwork cops chasing rat teens. The vibes are very much 21st century mall, which clashes a little with my electric-era bastion, but leads to a lot of decent jokes. I think the vibes would’ve been a little better had they been a little more early 20th century mall, and I’d dress it up this way if I were to run it I think; I feel like adding more anachronism would make it a little more fun and weird. But the tension between humour and usable, interesting play is managed well here, which isn’t something I see done well, often.

    As far as dungeons go, this doesn’t innovate or skip any essentials, but it nails most of them. The hooks and random encounters are highly relational and location-specific, leading play rather than just interrupting it. I just wish there was a “roll twice” option on the encounter table simply because it would be fun to see these interact; they do occur in rooms as well, though, so perhaps that’s inevitable.

    The map has multiple entrances and appears looped, but actually isn’t meaningfully so. Thanks to dimension-warping stretches access to many areas is randomised. There are only six hallways aside from these stretches, making, I would expect, a difficult to navigate space. In addition to this, there are no “empty” rooms on the map, making it a very dense dungeon. There is a random table of empty stores and the map implies, perhaps, that they’re there, but I’d have rathered a 13 room dungeon with a few empty rooms than randomised empty stores with no set locations. All in all, I’d have to put some effort into modifying this dungeon, I think: Adding predictable routes to make navigating it an interesting spatial challenge, and adding a few empty rooms for retreat and pacing purposes.

    But the contents of those ten rooms are honestly excellent. They’re weird and wonderful in my opinion, fun twists on what you encounter in a suburban mall: Optometrists that change your vision on a hit, skeletal baristas, murderous plushies. Good stuff. There are non combat encounters here, but they play not as rests but as interludes; I like them, but I don’t see the party barricading in the Starbucks with Jakke. The writing isn’t beautiful, and is very dense, but it’s clever and interesting.

    The legibility of these entries could be improved with clearer typographical flagging, better indentation in the bullet points, and perhaps a clearer pattern with bullet use. At a page and text level though, it’s easy and clear to navigate. The art is good, and characterful, and I like the recurring mini-map.

    The book finishes with the aforementioned abandoned stores and a few other flavourful tables, all of which I like, but wish they were built into the other procedures: Simple: An encounter is a six, an announcement on 5, perhaps. Then this table isn’t something I need to consider how to incorporate or something I’d forget. Even better: Make the announcements foreshadowing for upcoming events encounters.

    All up, yeah, I’d run the Undermall. This is a damned good short module, that just needs a few tweaks to be nigh perfect, with some of those tweaks being entirely personal preference. It’s a no-brainer addition to an Electric Bastionland campaign, and I’m going to keep an eye out for future work from Ari-Matti Toivonen. We have an up-and-comer here.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • Chekhov’s Toolbox: Complexity and intratextuality

    The projects I write tend to spiral out of control. Whenever I find a glimmer that gets me excited, I add in a note that says something to the effect of: Who else in the world cares about this?

    It looks like this. I’m writing about a small frontier city, and there’s a town square. I don’t abide having cities without people so I decide to place a travelling marketplace there. Just a few — 1d6 merchants — who might be there at a given time. When you pass through, you’ll perhaps see a new merchant.

    I google what kind of merchants would frequent the type of city I’m thinking of, and I’m reminded of silk road merchants: Spices, incense, rugs, dyes, those types of things. And of course, there’ll be street food before too. And before long I have a coffee vendor, a roti vendor, an incense merchant, tattoo artist, kohl merchant, and some urchins playing. Some of these are northerners come south for riches and some are locals earning bread.

    But why do these people matter? That’s the intratextuality. They all have to matter. That’s how your game has meaning. Now, do they all need wants and desires, so they all need to be DNA fleshed out NPCs? No. But, now they exist, someone else in the world needs that baklava at the coffee shop. A puzzle must requires incense to be solved. The roti must be used to feed someone hungry. The urchins must have gossip to provide.

    So now, I must write those encounters. If I’m lucky “Oh! Of course the manticore encounter needed incense!” If I’m lucky, my 3 C’s of Challenges are begging for a rug-seller to bring a breadth of options to solve challenges. But often, I have to create those encounters and locations and NPCs to make the kohl seller meaningful.

    And this is why my projects so often expand outside of their original scope. Intratextuality demands it. Everything should have meaning in the text, or at least be intrinsically capable of having meaning.

    People are like Nova, your writing is too dense, and yeah, sure. I need not to apologise for it. This is why.

    I don’t have a process for creating an more intertextual module, except for my actually writing process: I almost always write a massive outline with most of the rooms and outlines, haphazardly filled with my initial major ideas, but with headings for the stuff that I’ll need — perhaps it just says “timeline” or “rules for chases” or “how to generate a random city building” or “The castle”, whatever I think I’ll need. Whenever I write, I start at the top and read from the top until I find a thing I haven’t written, and I write that thing. And when I finish writing that thing, I make a note — I highlight it yellow normally —saying something like “The key mentioned here needs to be in the Keep somewhere”, or “This person should be related to the blacksmith” or “1d6 people regularly have coffee at the cafe”. And then I move on, leaving highlighter in my wake. And I also highlight stuff I haven’t finished, like the last three entries on the roti menu, or I’m not sure what crime they committed or whatever. And then I keep writing and these highlighted sections give me short discrete things to solve when I open the manuscript next time.

    Which means, the more I do this, the more I’m leaving myself discrete chunks to write — I can do it on my phone while I’m waiting to pick up the kids or at the playground. And that’s a huge asset to me. Starting a project is hard because I need a document, but the more of that document I wrote, the less effort it takes to add to it.

    Does this complexity get too much? Oh, yeah, definitely, as a creator. Like, it’s taking me forever to finish the Tragedy of Grimsby-Almaz because I decided that most of those connections will be social ones that connect to mystery-solving. But the complexity in Bridewell and Hiss absolutely pack play with hooks and points and people of interest, so I think it’s worth it as a player or a referee.

    So, yeah: The takeaway: It’s cool to link your text together. Make modules like Chekov’s Toolbox: Everything you see and everyone you meet is important down the line.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • The Three C’s of Challenges

    In a recent Dungeon Regular episode, Hirward’s Task, I found a neat framework for challenge design that I’ve never seen before. This post will be an exploration of whether or not it has legs.

    Basically, and perhaps unintentionally, this module had three clear, built in solutions to its primary challenge, and they were clearly geared for different player characters:

    1. A combat solution
    2. A cunning solution
    3. A communication solution

    Let’s explicate this a little:

    • A combat solution is one where fighting an enemy will solve your problem without cunning or communication
    • A cunning solution is one where using the tools in your world and environment will solve your problem without combat or communication
    • A communication solution is one where talking to the people in your world will solve your problem without combat or cunning

    So, in this case, there was an air elemental loose in a laboratory, after a foolish wizard activated a cursed censer of air elemental summoning. The player characters obvious solutions are:

    1. Fight the air elemental
    2. Use the rod of negation in a nearby lab to destroy the censer of air elemental summoning
    3. Talk to the air elemental, recognise that it actually hates it here and is held here by magical wards, and help free it

    Now, it’s obvious and intuitive after reading those three solutions, that there are probably more than three solutions to this particular challenge. But that’s not actually my business as a designer. I’m using this as a shortcut to Arnold K’s OSR Style Challenges. Arnold’s advice is sound, but how do I personally make challenges that meet these criteria. It’s easier said than done.

    You do it by using the three C’s. Then, you’ve opened your challenge up to a wide range of possibilities, and that means that even more possibilities will present itself. There is one corollary to using the 3 C’s though: You need to place the solutions in reasonable proximity to the challenge. That’s not necessarily the entirety of the solution — a clue that points you to the solution in another castle, or to talk to a sage somewhere is perfectly valid as well. When I’m designing challenges, then, I’d simply design them as a table, and make sure that every part of the table is checked off when I’m writing up my challenge.

    Here are some examples.

    Jack o’ the Lanterns is loose in the village

    Challenge GridSolutionLocation
    CombatDefeat JackTown square
    CunningExtinguish his lanternsThirteen make up a magical sigil around the town; Nana Bubu knows this
    CommunicationPersuade Nancy, the teen who conjured Jack, to unsummon himNancy is trapped in the barn, being threatened by bullies

    The door to the wandering mausoleum is closed

    Challenge GridSolutionLocation
    CombatKill the mausoleumThe mausoleum
    CunningFly into the mausoleum from aboveA hot air balloon can be found with an artificer in Gnometown
    CommunicationAnswer the door guardian’s riddleThe answer to the riddle is found at the site of a defeated mausoleum a county away

    The treasure horde has been enchanted and is floating away on a brisk breeze

    Challenge GridSolutionLocation
    CombatDefeat the wizard who is enchanting itIn a wizard tower, looking through a scrying globe
    CunningUse the wand of breezes to control the breeze yourselfFound in the same wizard’s tower, in a storeroom
    CommunicationNegotiate with the wizard for a cut of the treasureIn a wizard tower, looking through a scrying globe

    Anyway, there you have it. An easy way to pull together some challenges with multiple solutions that suit a range of approaches and skill levels.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

  • I Read Daisy Chainsaw

    I Read Games reviews are me reading games when I have nothing better to do, like read a module or write or play a game. I don’t seriously believe that I can judge a game without playing it, usually a lot, so I don’t take these very seriously. But I can talk about its choices and whether or not it gets me excited about bringing it to the table.

    I was going to prepare for a meeting, but I am horribly anxious so instead I read Daisy Chainsaw. Daisy Chainsaw is a magical girl game by Charlotte Laskowsi and only by Charlotte Laskowski, her doing writing, art and layout, and features a striking gory 16-bit aesthetic (at least to my eye). It’s only 74 pages long, and the character sheets have pixelated blood spattered on them.

    One of my largest pop culture knowledge gaps are JRPGs (a controversial term I understand, but I don’t know a better one) and this is appears inspired by SNES era games such as Chrono Trigger, as well as magical girl shows of the era such as Sailor Moon, with a good dose of splatter horror. I imagine there’s a source for that as well, but there — another pop culture knowledge gap. Irregardless, this particular melange of influences is a really compelling one, for me at least.

    Your characters all have a mundane form of a normal high school girl and their magical form, which was given to them by a mascot, which is a randomly generated NPC that may help drive the action. The game is pretty uninterested in the mundane form, and character creation is a pretty straightforward process of selecting aspects (called weapons, quirks, spells and powers) from a list. These lists are manageably comprehensive, and are broken up by tier, so you get cooler weapon actions as you level up. I get strong impressions is more interested in weapon fights than magic, just from the space spent.

    This is a technical combat RPG, and is an interesting one. Manoeuvres and afflictions are flavourful and not cribbed from other games, and play is on a grid. The rules are mainly in the weapons and ability descriptions, which is the way I like it. The main flashy rule is Pushing Your Limits, which means that when you’re suffering from specific dangers you can choose to gain certain buffs. It’s a deadly combat with crowds of mooks where status effects and controlling the battlefield are more important than manipulating it, which feels appropriate to the anime inspiration. I really look forward to figuring out fun combos with these flavourful powers.

    But that’s more or less it! Which is my reflection and criticism. I really like what there is of Daisy Chainsaw especially the engaging and compelling combat, and I love games that are brief, but for me this would have benefited from being less brief. I don’t want this book to breeze over the teen angst that is core to the anime and focus solely on the combat. I don’t want only three examples foes. I want either a starting scenario so I can get playing, or some kind of session zero guide so I can do guided collaborative world building as we choose our mascots. I love a good tactical RPG, but for me it needs to be backed up by a little more RPG than this provides.

    Oh shoot I didn’t talk about layout yet! It’s basic, single column, aesthetically striking. I like it a lot but it’s not flashy or usable. I really like the art when it’s there but I wish there was more of it. I think pulling in more artists and a layout artist would pay dividends but this’ll do, pig, this’ll do (this is a Babe reference, I’m not calling anyone pig).

    That said, what is here is a cool, compelling vehicle for a fun tactical combat magical girls game, that’s flavourful in a way unique to the tactical combat games out there. If you’re the kind of referee that loves building a world out this will suit you fine, and if you’ve a game who naturally collaborates on world building you’ll probably do fine too. But I’m a time poor mother of two, a module lover for a reason. I want there to be punch and vibes from the moment I sit down to the moment we leave the table, with minimal prep, and this game shabby attempt to fill those gaps that I want filled.

    For me, this is a really compelling little combat system that’s not strapped to a compelling RPG yet, but the first person to strap this to the personas of DIE RPG, or to a hack of the session one of Apocalypse World but for high school with mascots instead of psychic maelstroms, or just to some basic but solid lore or a starter module, and I’ll be back on Daisy Chainsaw like peanut butter on jelly. And a lot of it is available for free, if you want to check it out before you pony up the cash.

    Idle Cartulary


    Playful Void is a production of Idle Cartulary. If you liked this article, please consider liking, sharing, and subscribing to the Idle Digest Newsletter. If you want to support Idle Cartulary continuing to provide Bathtub Reviews, I Read Reviews, and Dungeon Regular, please consider a one-off donation or becoming a regular supporter of Idle Cartulary on Ko-fi.

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Threshold of Evil Dungeon Regular

Dungeon Regular is a show about modules, adventures and dungeons. I’m Nova, also known as Idle Cartulary and I’m reading through Dungeon magazine, one module at a time, picking a few favourite things in that adventure module, and talking about them. On this episode I talk about Threshold of Evil, in Issue #10, March 1988! You can find my famous Bathtub Reviews at my blog, https://playfulvoid.game.blog/, you can buy my supplements for elfgames and Mothership at https://idlecartulary.itch.io/, check out my game Advanced Fantasy Dungeons at https://idlecartulary.itch.io/advanced-fantasy-dungeons and you can support Dungeon Regular on Ko-fi at https://ko-fi.com/idlecartulary.
  1. Threshold of Evil
  2. Secrets of the Towers
  3. Monsterquest
  4. They Also Serve
  5. The Artisan’s Tomb

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