• How To Write an Interesting Encounter

    This is an expanded transcript of a tweet thread, because Ty rightly recommended it belonged here. I’d recommend checking the thread out, if it exists, it’s full of great stuff!

    Somebody asked me deep in the above thread what I thought made an interesting encounter, and while I don’t have typical taste, this is what I’m aiming for: Unique silhouette, ambiguity, relationship, potential conflict. Here’s a dirty example of an encounter after my style:

    Gorgonzola-and-dirt boy Jaime, broken legged on the road. He is a were-rat, and a gang of his siblings scavenge nearby, looking for easy meals.

    Unique Silhouette

    I want every character to be memorable. Players mightn’t remember their name, but they remember their smell, where they were, something about them. To do that, I use weird descriptions, like “gorgonzola and dirt” or “a bow drained of all tension”. These descriptions aren’t intended to be read-aloud text, they’re meant to evoke something in the GM’s mind so they can provide a banging description of their own.

    Ambiguity

    I don’t want everyone to interpret my encounter the same, so they’re tainted by unreliable narrators: Is their leg broken? Are they at risk from were-rats, too? I don’t want a GM to labour over these, just go with their gut, differently from the next GM who reads it.

    Relationship

    Characters should connect to either other characters in the encounter or even better, characters somewhere else. Sure, Jaime’s a were-rat, but also the Blacksmith’s son. Check the blacksmith’s entry, and you find out that there’s a reward out for his rescue. But does he want to be rescued? Is the blacksmith a good dad? More relationships, more drama, more difficult decisions, more fun.

    Potential Conflict

    There should be multiple conflict sources, here between PCs and boy, boy and were-rats, and were-rats and PCs. More the better! Add the blacksmith! Conflict between boy and blacksmith, blacksmith and were-rats, and blacksmith and PCs if they decide not to side with him? Make it possible to take any side! Magnify the potential for conflict!

    Brevity

    I want them to be brief. If I can make it a paragraph good. Three sentences, better. One sentence, great. A lot of the examples in the thread fit whole implied background situations into a tweet: More bang for your word-buck is always better!

    Hope that helps with my perspective! Notice that it doesn’t include potential outcomes or what tests to perform. Don’t waste precious space with stat blocks (they’re in the manual) or with DCs (there aren’t many options) or telling people what skill to use to figure out the boy is lying (again, there aren’t many options). I like to assume that the GM, who is not an idiot, can figure that stuff out. This is the YNAI principle I wrote about earlier this week.

    Instead, give them the red barrel, they choose where to throw it!

    30th May, 2023

    Idle Cartulary

  • The You’re Not An Idiot Principle

    One of my guiding principles in Bridewell is “The reader is not an idiot”. What do I mean by this?

    I’m assuming that someone reading my (independently published, single-creator, idiosyncratic horror sandbox influenced by haiku, 17th century literature, and queer rage) setting sandbox has come to it with the wherewithal to figure out how to use basic tools and like, run a sandbox.

    Here’s an example of where I am treating the reader as not an idiot.

    Major arcana lists of characters, locations, artefacts, moods, moments and events are on the inside front cover, as are lists for each suit.

    I don’t need to tell you how to use this, whether to use them, or when to use them. Here’s an example of where, in the book I’m running Bridewell in, it does not follow the YNAI Principle.

    Say how you’re trying to weaken the monster, then make a Risk Roll as normal. If your roll succeeds (highest die of 4, 5, or 6), you reduce the monster’s Endurance by 1.

    Noting here that it both says “make Risk Roll as normal” and then redefines “succeeds”. The reader, here, is an idiot.

    Now, to be clear, redundancy is not a waste of time, it’s a choice. In this set of combat rules for Trophy Gold, one could make the argument that this multiple redundancy helps make the text more play-friendly. I would disagree with you as I think the Trophy Gold combat rules are a trainwreck holding a gold shipment. But the choice to ignore the YNAI Principle here is intentional and I think pretty valid.

    In Bridewell, I’m making the YNAI Principle a driving force, not because it’s necessarily the better solution to every situation, but because I have a sense of the soul of Bridewell and that soul is lean. The contrast between Bridewells leanness and short-form-poetry roots and the purple, dare I say pulpiness of its gothic roots is one of the most interesting things for me to see emerging out of writing Bridewell.

    The YNAI Principle, then, is a way of my maximising leanness. What rules can I elide in favour of rulings? What concepts can I imply without saying? How can I induce the reader to know what to do and to imagine what is there? My answer is the YNAI Principle.

    I think potentially the YNAI Principle is a good lens through which to view certain texts, although I haven’t really used it before Bridewell. To be entirely honest, it was something I realised I was saying to myself as I was figuring out the voice of Bridewell, “No, delete that, the reader isn’t an idiot”. I’ll see if it is useful in the future.

    27th May, 2023

    Idle Cartulary

  • Playtest Report – Bridewell Session 2

    My Bridewell playtest campaign continued today with Marcia, Sandro, and with Zedeck joining. It was a shorter session because I was running it from in hospital! We’re playing in my own hack of Trophy Gold. There will be Bridewell spoilers, but if you’re a part of the playtest, you can definitely read this.

    Vero the Ratcatcher and her small fierce attack-dog joined Ursaline the bear-priestess, and Ferdrek, the disgraced noble. They picked up where they left off, headi mg back into the mists on the trail of the kidnapping wolves.

    They found a massive she-wolf, exerting dominance over a pack of wolves, and followed them at a distance to Cairn Tor, a hill with a wicker-man type effigy at its peak and catacombs at its base. Investigating the catacombs, Ferdrek met a hazy entity with angry eyes and an axe that dripped blood, who threatened him initially, but joined them to drive the druids and wolves from his resting place. He named himself Shukrul.

    The company chose to investigate the effigy first, and revealed the site of a massive druidic ritual, ready to be performed come through right astrological moment. The effigy was not just an image, but a cage, for a massive, bellowing creature. Hesitantly, Ferdrek began to use his sword to hack away at the effigy, attempting to free the creature, but they were cornered by Kori, a man with wolves teeth, and four angry wolves with thorns in their flesh and moss-thickened fur.

    After Vero angered them (“Why are we bargaining with kidnappers?!”) a fight ensued, resulting in four unconscious wolves and one tied up man, who was unwilling to provide information (and happy to sacrifice his pack) until his own body was threatened. He revealed some information: That he was doing this for the good of his pack, that the High Druid was involved in their association, and that the effigy would “Birth Sigvatibog”. They beheaded him, cowing his pack, who fled as his body grew into a savage thorned plant-thing, which the company burned.

    They company freed the creature in the cage, who they now suspected was Padru, spirit of the forest. A massive, red-panda-like entity of autumn colours, she gave Ferdrek a blessing (who knows what?) and answered some of Vero’s questions in an onslaught of emotions and impressions: The druids we’re misguided and well-meaning children, the High Druid was deceiving them; the ritual would have turned her into another, more violent, cruel entity; the children are trapped below. Vero, wanting to stay in contact with the forest-god, asked where she could find Padru again — she pointed far south, to the woods of the Valley, the Crosswood. Then, she departed, ambling through the boughs without them stirring.

    The company burnt the effigy and destroyed the ritual site, and then went into the catacombs, finding that Shukrul had fought against the wolves there, who had fled or died. He offered Vero the Bloodsoaked Ax, who accepted it, in thanks. They rescued thr two children from cells behind a well-used arena. They lit a fire in the forest, made them food, and played games with them, before returning them home.

    The Burgomaster Ionus offered them gold as reward, but they declined and asked instead for food and board, which was eagerly accepted. After the towns’ celebrations, they cornered Veaceslav, who was mortified and disbelieving regarding their claims — indeed, it seems the druids were deceived, but by whom, and for what purpose?

    We chose to end the session there.


    This was a much shorter, more directed session, with less mystery than the last, but it seemed like everyone enjoyed the pace. There were also two combats! Though brief ones, and plenty of ruin dealt. Combat with my revisions definitely runs smoother than earlier Trophy Gold combats.

    Interestingly, this entire plot was closed without an entire location and faction being involved, and without much of a hitch (other than Vero exclaiming “what kind of wolves are these”, something explained by the fact that they’re corrupted ones, and the “good” wolves have been entirely unencountered). There will be some consequences to this plot being closed early, that will be interesting to see what comes about.

    I was surprised that the encounter with Padru went so well, but the feedback was resoundingly positive as both tonal relief and as an example of horror source and insight into the past of the valley, which was all excellent feedback.

    I was really happy with the character descriptions here; they’re one or two sentences only, and gave me plenty of sauce for the unexpectedly prolongues encounters with Veaceslav and with Kori. I think the random encounter with the giant she-wolf probably needs to go, although perhaps that was my mistake, rendering her as a member of Kori’s pack. Too many wolves, I think, and an odd random one probably needs to go. In a module of this complexity, that’s one level of complexity that isn’t necessary.

    I still am surprised by the density and complexity of the religious aspects of Bridewell, which weren’t intentional at all but seem to be becoming increasingly important to the characters, especially now that they have met one of the gods in question. If they’d asked questions differently, she’d have granted them a quest, and I’d be surprised if they didn’t seek her aid later in the campaign if we manage to continue running.

    Overall, another successful session and playtest, and I’m glad it sustained a more directed session than the last.

    25th May, 2023

    Idle Cartulary

  • Bathtub Review: Witchburner

    Bathtub Reviews are an excuse for me to read modules a little more closely, but I’m doing this as a critique from the perspective of me, playing, and designing modules myself. They’re stream of consciousness and unedited harsh critiques on usually excellent modules. I’m writing them on my phone in the bath.

    Witchburner is a seventy-seven page module, written, illustrate and laid out by Luka Rejec. It’s an entirely system agnostic adventure, hinging on investigation and social interaction rather than exploration and combat. I’d be remiss not to mention Luka’s art; it’s varies between exceptional and functional but it’s never bad and always supports the vibe, which is key for this particular, tragic module.

    I’ve written before that I’m not a fan of block prose fiction in my roleplaying modules, and Luka falls into this pit consistently here and in other modules. Here, especially in the introductory pages, my primary problem is that it interferes with my eyes finding the information it wants to figure out how the adventure gets started. I’m impatient you see, I want to know the crux immediately. The intent, I think, is to read the first two sections, “The Town”, and “The Offer” at the table, a kind of ultimate setting of vibes for what is a grim module with challenging themes. You could definitely use the prose introduction here as a campaign pitch. But I’ve already bought the book, so I’m sold on the concept – please, start with the bang.

    Luka then opens with addressing the elephant in the room: There are thirty characters in the town, any of which could be the witch, all of which have clues that point to them, and if the witch is not found, in thirty days a doom will come. This is complicated, and so Luka opens with a time tracker and an attitude tracker, and a bunch of pages of rules and tables to help navigate this complex space. There are only about four pages of rules, and about ten pages of additional tables and advice, but gosh it feels like a lot as you read it. On the other hand, with the caveat of photocopying a few handouts, I definitely think that this module is playable directly from the book. It’s designed to be, with success.

    In terms of getting playing, the main barrier on the end of the GM is wrapping my head around the rules, how to bring the witch to trial, thresholds and things like that. For me, that required taking some notes and underlining some parts of the book. This is because the rules are very specific to the setting, so those rules are peppered with information about the world, and they get hidden by it to a degree. This I suspect would fade into the background once you’d played a few sessions and the players were bringing witches to trial, but for me, it’s a speed bump. At the player end, there’s a very clear single hook, but no right way (in fact, only wrong ways) to pursue finding the witch. A clue-like handout is provided to help the players puzzle things out. Getting buy-in is probably as simple as reading that introductory prose and saying “yes or no?”, and no further decisions need to be made. I like that a lot, compared to other good modules which have no clear on-ramp at all.

    The Calamities is a calendar of everything that goes wrong over the month that the players are investigating the witch, and hence new clues that help or hinder the players in finding the witch. These are fun and illustrative and escalate nicely. It adds significant pressure, especially to the timekeeping. I’ll remark here upon the ambience and quality of Luka’s writing. I would be tempted to read directly from the text each new scene: “Sky like bruised peaches”, “throw salt and ash into the Whitewater to spare themselves from the witches flood”, “a love potion (barely works)”. In a module that really asks a lot of vibes, the writing elevates it immensely.

    The meat of the module is the People of Bridge. Thirty people, an entire page each. I automatically see this and think, no way in hell am I going to be able to run this. But I think that in reading the entries (which include things like their home, household, family, friends, secrets, caves, treasures), it might be best to visualise this town as a dungeon consisting of thirty rooms, where you don’t need intimate familiarity with each room, but where each room contains a unique puzzle. It’s good to read over the whole dungeon beforehand – you need a grasp on the geography – but that’s enough.

    The problem, though, is that Luka falls back into the prose pitfall here; for the Doctor’s Husband forever, of their three quarters of a page (the other quarter being illustration), one quarter is a prose introduction. I’m not going to want to read through that, and it doesn’t appear intended to be read-aloud text. Does it add something? Yes, it does. Maybe for someone other than me, it increases the memorability of the character, but for me, it wrenches me trying to dodge the prose as a run the character. I think different formatting decisions would have helped me here; Luka uses the colour red, italics and bolding, but not to the best effect for readability. Using red instead to identify key concepts (rather than the first few words of a page) to help me pick them out at the table, would go a long way in eliminating this problem.

    Spoiler alert for this paragraph and the next.

    (more…)
  • Monsters in Trophy Gold

    Trophy Gold monsters really have only one stat: Endurance. Endurance is between 2 and 12, and players pool their efforts and take the two best results to equal to or beat the endurance to defeat the monster.

    The problem is, I’m not really sure how to set Endurance.

    From my experience, it’s hard to get a party of 4 treasure-hunters to all contribute to combat due to risk of ruin. However, if we know weaknesses or have relevant skills (usually likely in a party of 4), we’re not likely to contribute only 1 dice. So, dice numbers tend to be lower, but greater than 1.

    Endurance on left, number of dice rolled at top. Percentage of rolling equal to or greater than endurance.

    What does this mean? Endurance of 4 or less is virtually impossible not to beat in 1 combat roll with just 1 or 2 treasure hunters participating. Endurance of 5 to 7 will require 1 or 2 combat rolls or an additional treasure hunter. An additional treasure hunter is required to see off an Endurance of 8 to 9 in 1 or 2 combat rolls. An Endurance of 10 to 12 is likely to take 5 to 9 combat rolls.

    Probabilities quickly shift in favour of the treasure-hunters, if they team up: If we assume all four treasure-hunters contribute 1.5 dice each, only Endurance of 11 to 12 are a challenge, and then still with only 2 to 4 combat rolls.

    Ok, so let’s translate this to something practical:

    • Endurance of 2–4: Goblin-like creatures. Only dangerous in numbers. Giant rats, bandits. ~25–100 XP, 1 HD.
    • Endurance of 5–6: Orc-like creatures. Sturdy and deadly foes, impossible to fight off in numbers. Warriors, dire wolves. In OSE, 100–250 XP, 4HD.
    • Endurance of 7-8. Bear-like creature. Dangerous, but defeats me. Trolls, Wyverns. In OSE, ~300–800 XP, 6HD.
    • Endurance of 9–10: Giant-like creature. Extremely dangerous. Spectres, fire-elementals. In OSE, ~1000–1250 XP, 8HD.
    • Endurance of 11–12. Tyrannosaurus -like creatures. Do not approach. Vampires, hydras. ~1500 XP, 8 HD.
    • Endurance of 13+. Dragon-like creature. Liches and death knights . Need preparation to defeat. ~2500 XP, 10 HD.

    This is for my purposes; technically orcs are weaker than this but I like strong orcs so it works for me. Replace with bugbears or ogres if you wish. Most importantly, it’s a very steep curve. The only challenging creatures in TG will be boss monsters. Trophy Gold is designed for singular unique, boss-foes.

    Anyway this is cool and useful.

    20th May, 2023

    Idle Cartulary

  • Playtest Report – Bridewell Session 1

    I thought people may enjoy a Bridewell playtest report. I started my playtest campaign with Marcia and Sandro yesterday. We’re playing in a modified version of Trophy Gold, the rules of which I’ve posted bitwise here. There will be spoilers for the events in the session, and hence some for Bridewell, but no spoilers outside of the session. If you’re a part of the playtest, you can definitely read this.

    We have two characters in the company. Ursaline is a wild woman bear-priestess, travelling with Ferdrek, a disgraced noble in shining armour, seeking to redeem his family’s name. This session they took a shortcut through the abandoned valley of Bridewell, only to find it wasn’t abandoned at all.

    I asked Marcia and Sandro if it was ok if they started at Angel Gate, because this was the secondary starting location initially, but I’m considering making it the primary starting location, and I want to give it a test drive to see if the company is adequately lured to the south. They broke down the cherubic gates as night fell, and found a settlement – Chamouny – grown around an Abbey, which they visited in the hope of finding rest. The gatekeeper mentioned missing children when asked about the wolf-scratches on the gates, and mentioned that you could get lost in the mists if you didn’t stick to the road. Ferdrek doesn’t believe in such folktales.

    The inn, the Knight & Blizzard, was run by three frantic teenagers, and there the Burgomaster of the village offered them reward to either help refresh the village’s supply of wine (“Our Lady of Perpetual Light hasn’t been sending the shipments, and we’re drying up”) or to help find two children, missing the past week, attributed to prowling wolves. One of the children’s great-grandfathers, Veaceslav, was present, drinking in the inn, and directed them back to his farm (“we farm sprouts, it’s the manse out the gates and to the east”).

    The company decided to ignore the winery and investigate the missing children. They sought out family, and looked for tracks in the frozen ground, drinking mushroom tea, and headed into the mists, following the tracks, although it seemed they were circling and changing direction strangely, especially when compared to Ferdrek’s compass bearings.

    Travel in Bridewell is unique. The mists are a curse, and so when you travel in them, unless you know where you’re going, and where you are coming from, the location you end up in is entirely random, and you run a 25% risk of a random encounter. If you stick to the roads, you’re limited to visiting the next location along the way, but all the encounters lie off the road, and you’ll only encounter omens inviting you to leave it. In this case, the company drew an omen and the location they drew just happened to be the next location along the road.

    They heard chanting and saw a faint glow in the forest away from the tracks. Knowing that they wouldn’t be able to find the tracks again, they investigated the chanting, finding a group of naked folk wearing wooden masks carved with patterns, sacrificing a goat to some unusually healthy looking trees. They recognised one of these people by the elderly body: Veaceslav. They followed him, called him out, before encountering wolves and fleeing back to his home. They promised to keep his druidic secret, learnt a little about the forest spirit Padru, and then went back into the mists, following the tracks once more.

    This time they emerged from the mists at Our Lady of Perpetual Light, the vineyard that has not been delivering wine. Violet balls of light hovered above the grapes, but many were extinguished and the vines there were wilted and dying. On investigation, barefooted tracks of small men or large children were found by the edges of the vineyard that had no light, but the investigations awoke a flock of ravens that came to defend the vineyard. Ferdrek broke up the flock with grease and the heat from the violet lights, but not before awaking the inhabitants of the vineyard.

    A whole household emerged, in bedclothes and cloaks with deadly weapons. Sweet talking allowed them to persuade the patriarch of the family, Davian, to ask them to find a religious relic (which he was suspiciously cagey in describing) that had been stolen not too long since. Davian attributes the footprints to this theft, and also the ailing vines, and offered a large reward. Ursaline queried the matriarch of the family about her religion (“Who’s this Lady of Perpetual Light”), and got a strange and cryptic response; a young member of the household wanted nothing to do with the strangers but was over ruled sullenly. Ferdrek, getting cocky, angered the matriarch and saw a vision of an attacking raven, before they left to carry on their investigation in the mists.

    This time they drew the exact location the footprints were supposed to be leading to (10% chance of that happening), so I allowed to tracking to be effective. Ursaline, realising something was stranged, began to examine the mists and realised they were indeed cursed, finding unrecognisable glyphs in the mist-forms, although they dissipated when she saw them. They arrived at the abbey they’d seen earlier, but a back entrance. It was morning, now, and so they decided the front entrance would be more effective an approach, and met here the guardsmen, monks Zigfiend and Orto, who were welcoming and bored. Ursaline asked questions about the strange religions she was seeing evidence of – the forest spirits, this saint, this Lady (“she’s older than these frivolous forest spirits”) – so Zigfiend invited them to visit their theological questions upon the Father.

    The Father was a very tall, incredibly hunched person, androgynous and beautiful of face. They placed the book they were reading closed on the table, and welcomed the company. They were happy to answer any questions about theology, but became cagey when Ferdrek accused them of being involved in the theft due to the tracks they’d followed. Before Father Autoriel had the opportunity to answer, though, a beautiful woman interrupted, asking the Father a question about a book she had been reading. She was a pleasant, kind, and thoughtful girl. Ursaline noticed surgical scars on her wrists and body, well-hidden beneath makeup and clothing (she spent a hunt token on this). At this point, Ferdrek pocketed the book (this being something that happened retroactively when they burnt hunt tokens after leaving the abbey), and then the Father asked them to leave, insisting that the abbey had nothing to do with the kidnapping of any children.

    Ferdrek persuaded Zigfiend and Orto to play tarocchini with him, and Ursaline wondered the grounds unsupervised, looking for the back entrance. She found an infirmary with surgical tools, and vents that lead down to a bath-house, in which were discarded limbs and wild and angry corpse-creatures she fled back up the vents to escape. She fled to Ferdrek just as he clumsily failed to persuade Zigfiend and Orto to admit wrongdoing, and they asked him to leave.

    As they left, they read the book, piecing together that in order to create life, part of a god, still living, must be incorporated into the creations body. Thinking that this must be the stolen relic, they realise that they must choose: Do they sacrifice the young woman, Atanasia’s life, for the gold promised by Davian and the winery? Or do they sacrifice the livelihoods of the winery to save this woman, potentially brought to life by nefarious and evil means, who may not want to be saved?

    We chose to end the session there.


    I thought the session was a little slow-paced, but looking back at the recap, actually a lot happened. I needn’t have worried. With my revised combat rules, the combat with the flock of rooks went smoothly, too. The goal-setting revisions worked very well, particularly because the hunt token exchanges pushed the story forward rather than ended a field of inquiry. The mists weren’t immediately clear to the players, and the interactions between the mists and tracking was fuzzy for me, something I’ll revise in the text. The fact that they were trapped in the valley wasn’t immediately clear either, something that I’ll revise in the text. I noticed a few things that needed fleshing out – particularly a few of the characters in the Abbey needed more improvisation than I’d intended. I’ll make quick work of that.

    I was concerned that the multitude of relationships and plot lines would be too much, but Marcia and Sandro reassured me that it felt mysterious and not overwhelming. I didn’t intend for three separate religions to be introduced in one session, as the druids were a random encounter and I’d assumed that “Our Lady of Perpetual Light” would be encountered in the context of the Abbey or other churches dedicated to saints, and so that the players would assume she were related and that it wouldn’t be revealed it were not until much later. But this ended up being a boon, as Ursaline was instantly interested in this conflict between religions (which is very much implied in the text, but came quickly text in play).

    Sandro fed back that his favourite moment was when he realised that there might be a character they knew in the random encounter, rather than just random cultists. This was a meta moment, as he knew that I’d been revising a lot of my random encounters to incorporate existing characters, but he said it was magical. The challenge, then, is how do we communicate to players who don’t follow this blog or who don’t talk to me about the module, that these cultists are real people that they may have met before, and that’s why they’re masked?

    Overall, it was a very successful session and a very successful playtest. I’m happy with myself!

    19th May, 2023

    Idle Cartulary

  • Bathtub Review: The Isle

    Bathtub Reviews are an excuse for me to read modules a little more closely, but I’m doing this as a critique from the perspective of me, playing, and designing modules myself. They’re stream of consciousness and unedited harsh critiques on usually excellent modules. I’m writing them on my phone in the bath.

    The Isle is seventy five page module for the Vanilla Game by Luke Gearing, a dungeon crawl beneath an isolated island monastery. The Isle is a beautiful piece of writing, both in terms of individual pieces of prose and of structure and incorporation of the dungeon as a way to add intrigue and interest to the writing and the adventure. Layout and art choices have been made with this in mind: Minimal, in order to draw attention to the writing as the main star.

    The minimalist layout, I think, is successful. Smartly, the single column layout is not full page width, making it easy to read, and headings are consistent and clear. Italics have one use case, and they’re also indented in that use case. Things known before entering a room are marked with a symbol.

    The minimalist mapping, in my opinion, is not so successful. A lot of page flipping is required even for the simple map of the island. The dungeon maps try to preserve space and distance, but without much success. The written entries seem to acknowledge this failure as they describe all exits and entries and where they lead to (this is what italics are used for). There are five maps, which might be a reason for the choice not to place them on the endpapers where references belong, but the minimalist nature of the maps means more flipping between pages and less clear information design. If a map exists, let it add value. These maps could remain minimalist and incorporate room names, exits and probably the brief information communicated by the symbol, and I wouldn’t mind having to find the maps so much. As is, I’m going to have to print off the maps and write on them to use them.

    Luke Gearings writing in this hews traditional (“every 2d6 minutes, 1d6 sea-things appear”) in places, but more often hews poetic (“the trunk almost perpendicular to the ground, like a dog about to pounce”), or evocative (“the sound of wet, fleshy movement”) in a way that behooves the dungeon setting he’s writing for. It’s really inspiring stuff, both as a writer and a game master.

    One writing choice that made me think deeply, was the overground location that I quoted earlier, an ancient thorny tree. The monks use this tree for fish hooks and needles, but aside from that this tree has no purpose, or as I often describe it, it is a passive site. I am curious the purpose of passive sites in modules such as the Isle. This is not a traditional dungeon in the style of Palace of the Silver Princess; empty rooms (or in this case empty above ground spaces) do not behoove progress through it. It is a narrative journey, and one theory of design of location is the red barrel theory, which dictates that locations, factions, people should all be prepared to explode. This Auld Tree, is not prepped to explode, its thorns are not essential for the progress of the story, it simply is. I am accepting of the beauty of stories existing in isolation, for those isolated stories bring a sense of place to the world. But this tree is a story in isolation from a people, and perhaps simply speaks to the inhospitability of the Isle. I’m on the fence regarding the value and purpose of such a location, and as such I think I’ll seek out further examples in other modules to flesh out my opinion on such.

    The structure in this is novelistic, and I’ve never read a module quite like it. The writing foreshadows elegantly, draws you forward. It’s a module that wants to be read, as well as run. I find this quite inspiring, but I’ve thought about the structure here for some time, and realise that it’s leaning into the relative linearity of the dungeon to allow it to tell stories as part of the location keys and bestiary entries: There are places where you can sequence break here (one of the very first above surface locations is a sequence break), but it’s a dungeon and hence the assumption that there is a next in sequence gives rise to an opportunity to tell stories in a way that I haven’t seen in a module before. Can stories be told in this way in a non-linear sandbox? I suspect with less cohesiveness, yes. Or perhaps small stories could similarly be placed in separate locations around the sandbox, where progression might be more linear. A sandbox is an opportunity for a different type of story, but the one told here is elegant and impressive.

    Interestingly, one elegant thing about the Isle is that it provides subtle, narrative on-and off-ramps within the location entry texts. Three reasons and ways to get onto the island, and a interesting consequences and outcomes to completing the adventure (my favourite “ — cities burn for months hence”). But while these exist, the primary lack of scaffolding here is why would we enter the dungeon? The dungeon isn’t known to exist, except by the monks (this is clear) and the monks don’t wish anyone to enter it (also clear) and while they are gullible, there appears to be no incentive to trick them presented in the world. The iron-claddedness of this flaw needs to be weakened when I run it.

    The Isle is, to me, a groundbreaking dungeon crawl, largely because of Luke Gearing’s writing and attention to detail and structure. Some of the experiments with layout and mapping are less successful, but I don’t think that detracts from the value of running and reading this module. I strongly recommend it, if you’re partial to Luke’s historical faux-celtic oeuvre such as Wolves Upon the Coast which, to be honest, this would slip straight into.

    16th May, 2023

    Idle Cartulary

  • Combat in Trophy Gold

    Combat in Trophy Gold is a mess, as written in the book. I suspect it’s just badly written, not badly designed. I’m going to decipher it, hack it if necessary.

    Say how you expose yourself to injury, then roll your weak point. If, during combat, any dark die is equal to your weak point, take ruin or mark armour.

    This rule makes combat less dangerous, than hunt or risk. I like this.

    Weaken

    If you don’t participate in the attack , you can weaken the monster!

    Instead saying how you’re trying to weaken the monster, then making a Risk Roll. If you are using a ranged weapon, add a light die. On a success, reduce endurance by 1. If you are using a ritual, reduce endurance by 2 on a 6.

    For each light die that comes up a 1, 2, or 3, mark a slot of ammunition. If you are using a ritual, on any result of 1, 2 or 3 you also suffer exhaustion, magical backlash, a monster attack, or something else that prevents you from engaging in the Combat Roll for the rest of the combat.

    Moved to the front, because it happens before the attack, and moved the ranged and ritual rules here where they belong. I don’t love tree messiness of the rituals rules, but magic should be messier.

    Attack

    All remaining treasure-hunters declare together what weapons you are using, and roll a dark die for each character involved in the attack. Add a light die if you have relevant skills, equipment, or are taking advantage of the environment, or monster weaknesses. If you are using a ritual as a weapon, make a Risk Roll before using your Ritual this way, unless you can justify why it is risk free to use a ritual in combat.

    If the total of the two highest dice is equal to or higher than the Endurance of the monster, it is defeated in the manner y’all describe.

    If it is not defeated, you may now continue the attack, adding one more dark die and re-roll all the dark dice. You may keep trying again, adding a dark die and re-rolling until you defeat the monster, or until all treasure-hunters give up the fight or die.

    Changed perspective on rituals here, so it’s not just GM fiat. Playing on the table, all light dice are weak points. But I play online, so that’s redundant. Add a light dice for any advantages seems more intuitive, although it’s probably on average stronger, despite it being potentially much more powerful in rules as written (as all treasure-hunters could stack three out of four advantages individually, technically, each reducing endurance once, for a potential reduction from 12 to 2 in a group of 3).

    Endurance

    Endurance is between 2 and 12. Increase if the monster is particularly tough, if there are multiple monsters present, or if you are at a disadvantage.

    If Endurance is less than the number of dark dice, automatically win. If the Endurance is above 12 due to numbers or disadvantages tell the treasure-hunters they must retract or find an advantage.

    I don’t like fiddling with endurance, but can see that it mechanises overwhelming odds and keeps light and dark dice to specific roles. I removed half the fiddling earlier, but don’t see a better solution to this half of the fiddling.

    Retreat

    After taking ruin, if you wants your treasure-hunter to retreat, do so by handing your Weak Point to another player. They now suffer if either their original Weak Point number or the new number comes up during a re-roll of the dark dice.

    Retreating as a group from an incomplete fight may trigger Risk Rolls or other consequences.


    So that’s my version of Trophy Gold combat. Pretty similar, but reorganised so it makes more sense to me. Possibilities in favour of the treasure-hunters, but away from optimisation. I’d love to hear your thoughts?

    13th May, 2023

    Idle Cartulary

  • Only two or three things

    Just today, Luke wrote about NPCs:

    When writing NPCs, you can communicate 2 or 3 things, or 4 related things.

    Anything more than that, and you’re either going to be ignored by the person running the game, they’re going to change it, as is the nature of translation, or they’ll be checking your notes so often that they do a worse job of running the game than if they’d just winged it.

    I agree wholeheartedly, which is why none of my NPCs in Bridewell are more than a few sentences.

    Grandmother Poppia. Squinting, sun-pruned. Whip-tongued. Won’t let a bass word be said about her grandson Marco or Parson Creori.

    I feel this way about most information in a module, though. A dungeon room can only be 2 or 3 concepts, plus a relationship. A location can only be 2 or 3 things, plus a relationship.

    Mess-kitchen. Empty, rattling, pots stained red and black. Hearth-chimney leading to the formal office. Territorial bone-snake nests in the soot.

    A creature can only be 2 or 3 concepts, plus a relationship.

    I think you can sub a concept out for a relationship, but you still max out at 3 to 4 total things.

    Bone-snake. Chalky ground-eel. Bony paralysing spines. Loves wet and dark, hates company.

    I think this solidifies something I’m critiquing in Bathtub Reviews but not doing an excellent job of identifying with clarity:

    The best writing for a module takes 3 or 4 key pieces of information, compresses it into a minimum of words, and does so using information I couldn’t have thought of myself.

    That’s what I’m aspiring to.

    11th May, 2023

    Idle Cartulary

  • Bathtub Review: Beast of Borgenwold

    Bathtub Reviews are an excuse for me to read modules a little more closely, but I’m doing this as a critique from the perspective of me, playing, and designing modules myself. They’re stream of consciousness and unedited harsh critiques on usually excellent modules. I’m writing them on my phone in the bath.

    The Beast of Borgenwold is a 60 page, fully illustrated module for OSR by Harry Menear. A town is plagued by an undead creature, and it can only be ended by venturing into the tomb where it was spawned.

    The GM summary could was a bit much for me, two pages when just the timeline was sufficient. The hooks were complex, but tie directly into major NPCs in a specific way which would balance the loss of space, except two of the hooks of the four provided are similar in nature, so really there are three hooks to one page. It wouldn’t matter in a longer list, but in such a short one, the concept density is very dilute in these wordy hooks. There’s a 2d6 encounter table, which is interestingly structured. Half are beast omens, and the two most common are really one-off encounters. This encounter table would be better off unweighted or with different weightings. The stat block for the Beast takes two pages, largely because of layout. I was disappointed to see that it’s a monster manual entry, rather than a unique creature, given it’s the namesake of the module.

    Two out of eight rumours don’t appear to lead anywhere, the rest to various NPCs. One of those NPCs feels like a waste, as you’d head to the inn anyway. I’d prefer all rumours to yield some kind of fruit, even if they aren’t the fruit the PCs are looking for.

    The next fifteen pages are character write ups, which tend towards too long and wordy for me, and the layout is challenging on my eyes. The villager and hunter generators are excellent, but needed to be laid out in one spread instead of multiple. Not particularly usable at all. The characters themselves are interesting, unique, have competing goals, it’s pretty fun.

    There’s a surprising amount of repetition in this, and I’m not sure it’s to the texts benefit. I noticed it in the goblin section, but flicking back and forwards there’s a fair bit. It means the information is always in the place you need, but it also increases the amount of text on each page, which makes it harder to read for me. I think in this case, in a fairly simple module without too many moving parts, I’d lean towards preferring more efficient words than redundancy.

    I adore the concept of the god-goblin cult, but it’s not really fleshed out enough — why would the PCs want to engage with them? What reasons do they have to engage with the PCs? It’s a fun diversion, but hardly tied into everything else, until you get to the dungeon — which contains a bunch more information on the One True Goblin. Weird to split it up, especially without page references.

    The dungeon itself has a stellar map, and it’s mostly keyed 1 room for a page. It’s a bit wordy for my liking, and given how generous with space the early layout is, they could have been more generous here for usability. I like the rooms individually a lot, though.

    The layout on this whole book is striking, but not functional. Headings are inconsistently placed, making it hard to differentiate and find information. I deplore the font choices for readability, and choices are made to the extreme deficit of usability. It’s striking and atmospheric, but it’s not worth the loss, for me.

    My main takeaway is that little things impact usability a lot — this book looks great, but is hard to digest and for me to run. It’s well written, with cool ideas that probably could have fit well in a book half the size, and in this case that would have been a better module. Great ideas left disconnected from the flesh or scattered so things can get missed easily.

    That said, the story it tells us a cute, fantasy story with some interesting horror twists. The vibe of the art and layout renders it more horror than it actually is; really you could drop Borgenwold into any fantasy sandbox and have a fun little adventure. It’d be welcome in my campaign.

    9th May 2023

    Idle Cartulary

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