- What can you do to offer part of a story--a beginning--to your players?
- How can you influence the world aside from directly controlling the world around the players? Can you use characters or worldbuilding to influence the players?
- What can you do, without deciding anything for the players, to advance a story?
This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, homebrew details, and much more. There's over 250 guides, games, and articles as well as full campaign recaps and philosophy of gaming, so take a look around and get ready to step up your game!
Friday, December 26, 2025
An Argument for Open-Ended Stories
Sunday, August 10, 2025
How to Get into Your GM's Story as a Player
Saturday, May 20, 2023
Why Philosophical Conundrums Make Great Stories
Saturday, August 20, 2022
How to Develop a Random Idea into Worldbuilding and Storylines
Worldbuilding is one of the best parts of tabletop games for many GMs, and there are many benefits to digging into the details and elaborating on your world. But sometimes, trying to figure out where to start is an issue. You've got a whole world in front of you, so what needs your attention first?
In my experience, you don't have to have everything figured out from the start. I've been GMing for over 15 years and only recently bothered to explain the major historical movements and natural world of my setting. It hadn't been a major issue, but developing those things helped me to better understand my world and run a more interesting and immersive game. If you're interested in worldbuilding from a conceptual approach in terms of things like that, check out the main page under the category "My Homebrew Setting" a little over halfway down the page. The many articles and guides there may inspire you to create a similar profile for your world.
But many of us think not in the conceptual reality of our game, and more in terms of the practical realities of the gameworld. The standard of this kind of worldbuilding is in creating settlements and dungeons--making the physical world accessible to players. The same problem exists, though: where do you start? With a huge map as your canvas, what part gets the first worldbuilding paint?
My solution is simple. If you have a campaign in mind, designing a campaign setting is your best strategy. But if you're just trying to expand your world, trust your gut: what would be the most interesting for you to build? It's supposed to be fun, after all. If you're still stuck, then I have good news. This article is about the simple solution to this problem: pick a random place on the map and go to town.
I'm not joking. In order to illustrate my sincerity, I'm going to start with a random mid-sized settlement from my homebrew world; I'll pick it by using a random number generator compared to a list of 40 mid-sized settlements. Then, I will begin to write up details about what that settlement is like, and along the way, we'll discover all sorts of unique and interesting details I only found through doing this work. Let's get started.
I got an 11, which is the town of Pliat. Here it is on my political map of my main continent on my homebrew world:
Your own worldbuilding should follow whatever your instincts tell you, and mine tell me that there's some information I've developed before that will influence what Pliat is like. The first thing I know is that Pliat is between the elven lands and the halfling lands, so the population there will reflect that. It's also near the heart of half-elven country and would bear evidence of that. And since I know a lot of the cultural and social details of my world, I can begin to piece together ideas like what foods are eaten here and what shapes buildings are in a general way. These details can help to characterize a settlement and make it distinct from the others the players encounter. In Pliat's case, most restaurants serve fish from nearby rivers and Lake Playbor as well as lots of grains and fruits and vegetables; most homes and businesses are L-shaped buildings, longhouses, or dugout underground homes.
But that's basically all I know, and that's not much. My next instinct tells me that it would be good to develop the government, which will tell me a lot about the town and give me some ideas for possible quests. If Pliat's government is like its architecture and cuisine, then it would likely be some manner of loosely-defined council; the half-elven preference for committee and the halfling tendency towards loose government might combine that way. But to spice things up, I want to make Pliat different. I'm going to make up a form of government that I haven't heard of before to make Pliat an interesting place for players. Pliat is led by a Mayor, but the mayoral position is mandatory and changes on a weekly basis--that is to say, every citizen serves as the Mayor at some point for a week. This is intended to keep government representative and be open to new ideas, as well as inspiring civic duty.
I could now go in two different directions: I might further develop the psychological implications of this policy, or I might write some of the history of how the policy has worked out. In my opinion, the public sentiment about it is likely to follow the historical results, so I'll start with the history of it. For narrative reasons, I want the system to be working well when the players get to Pliat. Let's say that in the earliest days of the mayoral policy, there were some bumps in the road--people unfit to lead with no example of how to do so, people acting on old grudges while in charge, occasional bribes accepted--but in the last few generations, Pliat has become a place that is more collectively run by the whole community with changing official titles, but wherein everyone generally behaves in the community's best interest.
I mentioned narrative reasons for making Pliat pretty functional and almost idyllic. I think that one of the great tropes of tabletop games, particularly D&D, is depicting the oppressive government which demoralizes its people. It's not a bad trope, and it's certainly fun to be the hero who overthrows the unjust leader. But I think that some people also play tabletop games to be chaotic and wild in a safe space, and giving them a wonderful place where everything is okay is both a big change of pace (more memorable and unique) and an invitation to the players to interfere (a potential storyline). I have a party currently who just like making crazy things happen, and I am certain that they would destroy Pliat in tops two sessions if they went there. As I have said, breadth is important in worldbuilding, so Pliat will be something that helps me create more distinct locations in my world.
This was general history. Let's consider a few of the temporary leaders who were notable. I need one that covers the old failures, so meet Carson Wettersley, the corrupt lumberjack who tried to sell the town to Finiel to the north and was run out of town, beginning a new era in which Mayors knew they had to fear public retribution. Then I need an early formative expert, so meet Juliet Sweep, the apothecary who introduced the idea of keeping policies of earlier Mayors and herself introduced the notion of holding town hall meetings at the beginning of each new Mayor's term to suggest new ideas for the week. I also want a colorful example that really lends some rich detail to the town, so meet Grynn Garryg, the orcish tinker who was appointed Mayor just hours after arriving in town and personally helped every member of the town in need before leaving at the end of the week. This gives me a good brief history to be able to convey to players who come to Pliat.
I should also know about the current moment. Let's say that Georgia Illesin, a farmer, has been Mayor for two days, and she has been generally doing a good job, but some people are of the opinion that she's favoring farming projects over other industries in her decisions. If the players end up here long enough to see the next Mayor, it will be Henry Borchester, a tailor who will worry so much about pleasing everyone that he won't take much action at all. At the current moment, people are generally content with the system of government, but feel that they have been on a run of mediocre Mayors. This gives me enough information to have players show up and feel like there's a complete little community here with something interesting going on.
I play with a wide variety of players; I have some who could indefinitely guide themselves through a sandbox world, and I have some who need some direction to get even small tasks done. As a result, I might have different needs for how much preparation for quests and storylines I need relative the group. But even with self-guiding players, it's a good idea to have at least the beginning of a few storylines so that the world seems to have its own living, breathing components. So given what I know so far, here are a few potential storylines:
- I want a politically-related quest, so nearby town Terron is struggling to keep up diplomatic relations with Pliat due to the constantly changing leadership. Terron's governor, Yarro Nillenor, is willing to pay the party handsomely if they can convince the people of Pliat to appoint a more permanent diplomatic leader to make things easier for everyone.
- I want a sort of culture-clash quest--something that plays with the multicultural dimension of the town, so let's say that some halflings, who chafe under the rule of changing leaders, have begun to organize along community lines, causing a rift between them and the rest of the town. One halfling elder, Darwin Rope, is offering a magical item (perhaps a Bag of Holding or a similar item which is prized by players) to anyone who can negotiate a compromise between the Mayoral position and the community organizations--Rope has already tried and failed.
- I'll add one more, something that is also relevant to the setting; since Pliat is not directly near a water source, they depend on trade for fish (a staple for elves and half-elves), and they need occasional extra water for crops in dry seasons. Gnomish engineer Worki Serpon has proposed a large project wherein the Playbor River to the north would be split and routed south to a manufactured lake, which the city could depend on. Completing the project would require gaining public support, raising funds for the materials and labor, and protecting labor crews from bandits and monsters during construction.
Sunday, June 26, 2022
How to Use Dreams and Hallucinations in Your Story
- Oftentimes, you know that something is true even though it is not obvious at all, for instance seeing a dog and knowing that it's your Aunt Brenda somehow. This is a good detail to include: "You see your party mate, but you know it's actually the evil lich." You can also use this to set up a surprise; the dreamer/hallucinator might "know" something like this throughout a dream only to be shocked when the opposite is true later on.
- The narrative direction of dreams changes rapidly, and the transitions between ideas do not explain the change. To replicate this in a game dream, you can say something like, "The green knight gives you the package. You turn. Now you're on a boat in a desert. It smells like toasted almonds." This sensory overload helps set the dream up.
- There is an emotional undercurrent to a dream or hallucination. In my experience, it can feel like the experience was tailored specifically to have an effect on me. Without trying to force our players to feel negative emotions, we can gently offer them the suggestion of a feeling to roleplay by either describing a general tone, or even just saying explicitly, "After the clouds go away, you feel very sad and lonely."
Sunday, June 5, 2022
An Argument for Convenient Storytelling
Almost a year ago, I wrote down an idea for an article: an argument for convenient storytelling. I knew I had something in mind, but it hadn't developed yet. For unrelated reasons (because I started full-time work as a teacher), I became too busy to continue posting regularly. Now, on summer break, I've returned and reconsidered that idea, and fortunately, I have new insight on it.
The reason for this insight is related to the reason I had to stop writing: because of school. As part of my school's final week, the students pick between fun activities offered by teachers. Samples from this year included a variety of hikes, a murder mystery package, and a buffet of video games. I offered a D&D event: five days of adventures with characters we would create together, plus a set of roleplaying dice for every student to take home thanks to a small budget. I was excited to see how it would go, especially given one wrinkle of the event.
I would need to take care of 30 students simultaneously. You can already see the issue--no one could satisfyingly run a campaign for 30 people at once. Combat alone would be a colossal mess. So I devised a solution: I would DM for a group of 10 students (a more manageable if still wild number of players) for 5 minutes, then advance to the next group of 10 for 5 minutes, then spend a last 5 minutes with the third 10 before repeating the cycle.
For the players, this was not a terrible bargain. A lot of time at the table is planning and talking and joking, so some down time was okay. This allowed me to expect the players to have plans in mind when I was with them so that they could maximize their time. And only having 10 minutes between bursts of play meant either a quick break or just time at the table with friends getting ready to play. It was a good solution, except for one thing.
I would need to be improvising three narratives simultaneously and trying to keep 30 different player characters in mind at once. To say it was a mental feat is an understatement; my brain was taxed for 5 days. We would play for 4 hours a day, so for 4 hours a day I was juggling multiple campaigns, all while my players had the advantage of being overprepared in response. It was a challenge.
But it came out okay! After the players voted, I had a group of 6th and 7th graders playing a classic dungeon crawl seeking a powerful magical artifact which allowed the holder unlimited spells of any level; a group of 6th and 7th graders trying to solve a murder mystery at a dinner party they were attending; and a group of 9th graders handling a similar but distinct dungeon seeking the same artifact. Each story came out well, especially given my obstacles.My measurement of that success is in how the stories ebbed and flowed as a conversation between myself and the players, just as I have always said it should be. With the middle school dungeon, their decision to start at 1st level meant combat was hairy, so I compensated by fudging a lot of rolls to make combat exciting but manageable. With the murder mystery, the players would "need" to find a specific solution if the outline I'd made in preparation were to be followed, so I made a lot of their first guesses right and changed my plans. With the high school dungeon, they cleared their way to the artifact much more quickly than the middle schoolers, so I had to improvise a whole new extension to the story that stemmed from their getting the magical artifact on the beginning of day 4 (with 40% of the story time still to fill); that extension was largely seeing what they wanted to do and giving mild resistance to it. The common theme here is convenient storytelling. I made these players' lives considerably easier than I might have. Why?
You may be pointing out some details that complicate this. I was playing with children--of course the storytelling will be convenient at times because that's what the audience needs. Or perhaps you'd say that the convenient storytelling was just a way of escaping my own poor design for the mini-campaigns. You could make these arguments, but I feel as though something bigger is at play here. Yes, children need different stories than adults, and yes, I always knew I would adjust my outline, but consider this:
There are 211,568 possible games of tic-tac-toe. 9 squares, 2 players, almost no rules. 211,568 possibilities. There is an abstract book of poetry called Hundred Million Billion Poems by Raymond Queneau; it is 10 sonnets printed on paper that is cut into strips, and rearranging the strips creates poems. 10 poems of 14 lines can create 100 quadrillion unique poems. These numbers are possible to calculate because they are closed systems that have finite possibilities. We literally cannot calculate the different ways that a group of players may try to solve an abstract puzzle which is only described to them with words (without a visual or the possibility of tactile feedback). I can bet, though, that there are more than 100 quadrillion possible ways that a group of players might respond to any given clue.
And so, when I ask a group of players--of any age--to evaluate an idea of a situation that only exists so far as I can explain it and make a meaningful guess as to how to proceed, I am forced to make a choice. Either I can insist that they get it exactly right or else face the consequences, or I can allow good ideas to work too. And let's be honest, here: the DM is not the only person at the table entitled to creative thinking and good writing. I often feel that my players come up with better solutions and perceptions of situations than I was able to do in anticipation of their playing. It's simply D&D's nature that the product of a session is a collaboration, so why not extend that to your players?
I want to return to the examples of my D&D event and describe ways that a convenient story was more satisying than a carefully prepared one. The middle school dungeon: these boys were bloodthirsty maniacs. I put literally one puzzle in front of them before they fought the boss, and they stewed for several turns before really committing to trying to solve it. (There was a lot of talk of destroying the locked door instead of unlocking it via the puzzle.) I didn't relent on requiring them to solve a puzzle, but as soon as they offered a good idea that could conceivably solve it, I accepted the answer. This allowed them to feel as though they had really beaten the puzzle, and it allowed them to get back to their lives as murder hoboes more quickly.
The murder mystery group was lost in the decisions they had to make. I gave them control of the investigation but had to have the murdered man's right hand woman step in to make suggestions when they ran into trouble. But more importantly, I had planned from the start that the culprit was actually a ghost haunting the estate and not another guest. But my players were hell-bent on accusing the gnomish circus ringleader Pango, no matter what he had to say in his defense. So I mentioned a chill in the air and a glowing orb and the sound of moaning in the attic, leading them to investigate and find several clues pointing towards the ghost. From one perspective, I gave the crucial info about the ghost's existence away; from another, I allowed my players to feel as though they had cracked the case themselves by limiting my hint to a very slight suggestion rather than saying, "You hear a ghost upstairs." The self-satisfied looks on my players' faces told me that they appreciated their convenient storytelling.
The high school dungeon was convenient storytelling of another type altogether. My high school boys had, quite frankly, utterly destroyed every encounter I threw at them. They used the spell Shatter on the artifact--the Crown of Krantor--and I judged that it broke into three identical crowns when the spell worked, allowing each member of the party to wear their own. Keep in mind that this artifact's effect is unlimited spells of any level. Multiple wishes were cast, and things began to get out of hand. I could tell that the players wanted a real challenge. I was completely improvising at this point because getting the crown was the last thing I had written. So I had a worthy mage challenge them to a duel using glyphs. Now, I had taught several of these boys, so I knew what they really wanted. In the duel, I fudged a roll so that the mage banished them back to the dungeon without the crowns. Their delighted cries told me that convenient storytelling--your spell didn't stop him, you lose--was precisely what they needed.
In the end, I am not arguing that every story should be easily resolved on the first try. But time constraints are a real issue in tabletop games. Being mentally exhausted is a factor, as is imagination exhaustion, as is player distraction. The thing that makes players flock to roleplaying games is the feeling of agency that the games give them, which comes from being able to reliably do the things we set out to do. Narrative obstacles are good, but not every battle needs to be hard-won. Sometimes, it's not worth making what could have been a moment into a long lull in the game. Sometimes, you just have to make things a little easier.
That's all for this time. Coming soon: how to write a murder mystery party one-shot, a profile on politics in my homebrew setting, and a guide for creating 5E characters quickly and easily. Until next time, happy gaming!
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The Asp/Daisy Stories
Two and a half years ago, I set out to play a character I'd been daydreaming about for years. Although I had for a long time toyed with the idea of the character, I really only had some broad strokes of who she really was. I knew she was a con artist, that she was very crafty and clever, and that she went through life pretending to be a host of characters that would benefit her in most situations. I named her Asp because the asp--a type of venomous snake--has venom that I read was actually enjoyable to experience even as the person bitten died. I felt like she'd leave her victims that way--happy about their encounter with her (so charismatic and charming was she) that they didn't register their loss until it was too late. I knew one of her character was a diplomat, which would allow her to use pretend governmental powers to talk people into and out of things. At the time, I felt this was a pretty complete sketch of the character, and when my dear friend (who you may have read about as the player of characters like Carric, Beor, and Brokk in my campaigns) let me know he was running a campaign which I was invited into, I knew it was time for Asp to leap into action.
The thing was, though, that once we started playing, I actually had very little idea how to play Asp. She was a con artist, true, but that didn't inform her personality or decision-making. In her first intro session, Asp was just responding to conversation and hiding her identity, and she chafed at people's suggestions that helping people was worth it. In a later into session, she decided to antagonize a guard and got mixed up in trying to find some missing children. Our first few sessions as a group were messy--Asp was willing to help do good things like track down the missing children, but mostly because she felt it would let her call in favors. But this was a good-aligned campaign, and Asp soon began to grate on the other party members, who were more unequivocally inclined to helping people. I started pushing Asp to put aside her selfishness for the good of the party and campaign, but I didn't know how I felt about letting her existing characterization go. I was in trouble as a player, and I needed to figure out who she really was, and quickly.
So I decided to write a short story about her. I took her back to her home city, the capital of halflings in our DM's world. In the story, she developed a reporter character to defend herself from being arrested, only to be turned in by her mother and having to flee the city. It was fun to write, and I suddenly had a better idea of her--she was more an opportunist with an eye on the future, which was consistent with her behavior in the party but I hadn't been able to articulate. I also got some real pain out of her--having to leave everything behind because of the betrayal by her mother was something that helped me to understand her more. But I felt like the short story only raised more questions and didn't offer enough answers, so I decided to follow that story up with another that would continue the tale. After that story, I had the same feeling. I decided I would write five stories as a little introduction in her backstory so I could better understand and play her.
By the time I finished those five stories, I realized I was actually making something much larger. I told my DM, who had read those stories as I'd written them, that I thought that they were actually the first five chapters in a novel. I spent a few weeks frantically writing and ended up with a book I called "Nobody Knows Me," which was a complete telling of how Asp had gone from solo criminal in the halfling capital to a member of a gang in diverse metropolis to a solo criminal in the elven lands where the campaign began. All of this was written with editorial direction and worldbuilding information from my DM, who read every words of that novel as I went, cheering me along the whole way. It felt great to finish, and we'd only played maybe two sessions since I'd begun writing, and suddenly, Asp was the most complete, detailed, and realistic character I'd ever made and very much the emotional heart and leader of the party. I was cautious to not make the campaign about Asp, but my rich backstory meant that I could draw on lots of inspiration, and my DM could give really fun personalized storylines to Asp. It was the best experience I ever had as a player.
But I wasn't done writing about Asp. I agreed with my DM to write a novelization of the campaign when it was complete, which would take another year and change to happen. In the meantime, I realized I had started Nobody Knows Me around Asp's thirtieth birthday and had plenty of room for a prequel. In a mad dash, I wrote that prequel--Two Different Things Can Just Be Different--which went from Asp as a troubled five-year-old to the exact moment that Nobody Knows Me Began. I started writing short stories that filled in moments between gaps in both novels, and when the campaign ended, I worked feverishly with my DM to turn it into its own novel. That book, You Changed Too, stretched from Asp's intro session to five years after the end of the campaign. And reader, you may not be surprised to hear that even that wasn't enough--I started work shortly thereafter on what would be the final book in the series, a tale of my character as an older woman that has her revisit everywhere she'd caused trouble as a younger woman in an effort to make things right. As of this writing, I'm only a few chapters from finishing it. And when it's done, I've decided it's time to properly share those stories.
At a few points since I started writing all these stories, I've had them posted here on this site for free. I decided, however, that Asp's story is something I believe in. I tried conventional publishing but was told the saga was too unconventional--publishers want something similar to big-selling books, stories that are not radically different from the ones already succeeding. I kept trying for a while before giving up after dozens of rejections and reposted the stories here. But recently, I've realized that I'd rather try self-publishing these stories than simply take a "no" from publishers, and so I've taken the stories down on this site. Below, I'll post links to where you can affordably get these stories through the Kindle Marketplace once they're ready.
But I do want to say that writing these stories has made Asp a crucial part of my heart, mind, and soul, and I think she will always be my favorite character I've gotten the opportunity to play. She's as real to me as a flesh and blood friend or family member, and that never would have been possible if I had taken the time to really invest in making her that way. And without spoiling anything about the series, the person she becomes being a part of me is a wonderful thing--her voice is invaluable to me, and I am grateful to my DM for the chance to turn a one-dimensional con artist into a truly complex person I will always carry with me.
Please enjoy reading these stories. I'm truly proud of them, and I hope they touch you as they've touched me.
Thursday, June 17, 2021
A Story-Based Dungeon
Dungeons are a key part of D&D. It's in the name--just as dragons are key to the mythos of the game, so are dungeons, the home of much combat and treasure hunting across so many games. The core experience of most dungeons is combat--how will the players strategically defeat a number of enemies to get the treasure? But a dungeon doesn't have to be a combat-only affair. The following resource is a complete dungeon which revolves around story--specifically the story of a cursed artifact and the person who it consumes. Read on for a full dungeon to play with your group.
Wednesday, May 5, 2021
Mystery Campaign Notes Session 11: More Chaos
Last time on the mystery campaign, the party assembled a device which multiplies liquids with the aim of producing mass quantities of healing potions. They also learned that murder victim Hildy Analeth's employer was seen speaking with a turbanned figure just before her murder. This time, the party works on their business goals and deals with repercussions of the chaos storms that plague the city. Read on for the full details of their adventures.
The session began in the mid-afternoon; the party intended to go to the tower of George Turnbuckle, Hildy's employer. But on the way, a chaos storm struck, and both Montana and Ais were affected. Montana transformed into a grey macaw, and Ais suddenly began speaking with "Back in my day" at the beginning of every sentence. The party recognized that their ability to successfully question Turnbuckle would be impacted by these chaos effects, and they resolved to change plans and not risk messing up their investigation.
I want to take a moment to call out this scene. I really wanted my players to speak with Turnbuckle--there's an exciting moment I have planned for the end of this chapter, and I wanted my group to get to experience it. When the chaos effects were chosen, I thought, "These will be fun challenges for the players to deal with." But they didn't go that route. They've become cautious and prudent, and so the chaos storm actively set the story back. It's not what I ideally would have liked, but it is a detail of the setting that I cannot change at this point. If you're the kind of GM who wants their players to always be pursuing the story, you'll want to think carefully about mechanisms like the chaos storms. But I am okay with the campaign stretching longer, and I really enjoyed the effects on roleplaying that were created, so in the end, I am happy to have my players attending to other goals because they're taking the story seriously.
So instead, the party returned to the site of their business. There, they checked in with Nyrill, who was painting the interior of the building with elegant designs; he also made plans to return to the business with a professional painter who could provide portraits of calming scenes for the business's private rooms. Davil was also making considerable progress on the public housing the party had asked for; he was nearly halfway done with the four housing units when the party checked in. Davil talked a bit about what life was like before the chaos storms, which he said started about 300 years ago, when the town was still growing.
An idea suddenly struck the party: Montana, as a bird, was still able to use his voice as though he hadn't transformed at all. The party decided to have Montana perform an impromptu musical show on a busy street corner in an effort to raise some funds. Montana ended up playing three songs, each thematically related to being a bird, such as a blues song about being stuck in a cage. As has become the norm for Montana, the audience loved his performances and the people of Yamseth tossed coins to the party for their show. The party made a considerable amount of coins from this show, and in the end, Montana transformed back into his orcish form.
With money in hand, the party decided to investigate a member of the Above they have heard is a powerful mage--Polly Bridgerman, head of the Yamseth College of Magic. At her office, the party asked a few questions about the chaos storms (Bridgerman revealed that magic cannot counter the storms as the storms as pure chaos energy and not magical in nature) and quickly realized they had forgotten to develop a strategy for questioning Bridgerman. So they cut the conversation short and prepared to leave, but Beor asked a series of questions about mind control before they left. Bridgerman also leant Beor a book on natural healing to help with the development of the business.
After leaving the College of Magic, Montana decided to scry Bridgerman using the borrowed book as a focus to see what she does when people are not around, hoping for some damning evidence of wrongdoing. But watching for ten minutes, all Montana saw was Bridgerman taking notes and developing theories on the chaos storms. Content that Bridgerman was innocent enough for now, the party agreed to spend their efforts elsewhere for the time being.
The party had heard from Nyrill that a weekly meeting of healers and apothecaries would be happening later that evening as Sebastian Cliffracer's Tavern. The party hoped to discover a few healers they could hire for the natural healing center, and indeed, they found a small circle of healers debating methods and materials in the tavern. Beor asked a handful of questions of the healers and described the business; Montana opted for a more stressful interview, and cut both his forearm and his leg badly to provide the healers with a way to prove their skills. In the end, they hired Josephine Glass, a halfling druid; Nicole Fyrra, a half-elf druid/cleric of Ehlonna; and Grat Sharn, an orcish generalist with abilities from most every class--the first two would be dedicated healers, and Grat would be the caretaker of the liquid multiplier. Content with their new hires, the party agreed to meet with everyone at the business the following day at noon to show them the building and talk about responsibilities.
Worried about the setting sun and Beor's potential transformation into a werebear, the party decided to call it a night and returned to Ais's place. There, Montana prayed to Fharlanghn for guidance, and his prayers were answered. He appeared suddenly in a beautiful scene, walking alongside the god of journeys. Fharlanghn told Montana that the case was important and that he was uniquely qualified to help resolve the case and find justice. He also told Montana that whatever was waiting at the end of the journey would change the world and help many people. Montana found himself back at Ais's place, and everyone turned in for the night.
I mentioned that Beor borrowed a book from Polly Bridgerman; it is called Natural Healing and Its Applications. In order to transmit the knowledge of that book to the players, I will be writing a series of notes that Beor took on the book. I've covered document creation before, both shorter texts and whole books, but another route you can use is notes. For now, you can view the notes Beor wrote. Soon, I will publish a guide to creating notes in this style, but the basis of the idea is this: rather than providing a glimpse of complete information like we would with a full book or a comprehensive document, we provide bullet points of the information that would be relevant to the player character reading it. There are plenty of ways to make this interesting, and I'll cover that soon. But for now, this is how the 11th mystery campaign session took place.
That's all for now. Next time on the mystery campaign, the party will investigate George Turnbuckle and continue to build their business. Until next time, happy gaming!
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Friday, April 30, 2021
How to Design a Custom TRPG
Much of the world of TRPGs--and much of this site, for that matter--is about Dungeons & Dragons. But there are many other games out there which provide different experiences for players, both well-known in the world of TRPGs and relatively unknown. What matters with a TRPG system is that the game's rules support the type of experience you want your players to have. And you can create your own system to meet the needs of your campaign and your players with a bit of time and attention; all it takes is thinking about what the players should experience. Read on for a guide to designing your own tabletop roleplaying game.
I personally have created two tabletop games from scratch. I want to keep my descriptions of them here minimal, as I want to be able to retain publishing rights for later, but I will provide examples by way of these games in addition to directing the creation of a brand new TRPG system, one which revolves around the solving of mysteries (something near and dear to my heart). The first step is to devise a setting. You want something that is somewhat unique. For my first custom TRPG, which I call Algernon's Tower, I wanted a high-flying, spectacular combat system that allowed the players to creatively use their abilities. So Algernon's Tower is about combat, and in order to provide a variety of settings to enrich combat, I set the game in a dizzying tower where each floor of the tower provides a different setting: a lava level, an Old West level, a creepy museum level, etc. The second game I created I call A Time and Place, and it is dedicated to the concept of time travel; players choose a time and place from a set of options and can play sessions in three different time periods in that setting, trying to use time manipulation to creatively solve problems. The game is supposed to feature the setting heavily, so I chose places and time periods that would be broadly appealing, such as 1750s London or 1870s San Francisco. Finally, we have our to-be-designed system involving a mystery concept--we want a unique setting that also serves the mystery format. We might choose Victorian England for the game, casting it as a classic Sherlock Holmes-style game. We might similarly choose 1930s America and run a film noir-style campaign. But for the sake of making something that is more unique, let's pick a less reality-based setting. I am going to go with 1970s California; that way, we get a more modern setting that still doesn't have the narrative-destroyer that is the cell phone, and the setting is broad enough that practically any story could fit into it.
Next, we need to consider win conditions and lose conditions. For some games, this is simple: as in Algernon's Tower, winning means being the best at combat, and losing means being defeated. It's more nebulous for A Time and Place; the GM will select a certain condition for winning, like "prevent such-and-such disaster from happening," and the players win when they prevent it; because the players can time travel, there is no such thing as a real loss condition, only more time spent trying to solve the problem. For the mystery system, which we'll call Truths for Sleuths (TfS) from here out, we need to know how the players win or lose. Let's say that the players must solve the crime correctly before a certain deadline in order to win; dying, identifying the wrong suspect as the perpetrator, or running out of time constitutes losing the campaign.
Then we get to my favorite part of the design process: mechanics. This may be a surprise for regular readers of this site; I am a very storytelling-and-roleplaying focused GM, so designing numerical values is not exactly my wheelhouse. But it is very fun to determine mechanics because this is where your game really comes to life. You decide in this step how the players engage with challenges, and that means a great deal to the players. There are two main elements to the mechanics you'll need: player abilities and game mechanics. Let's start with abilities.
In Algernon's Tower, players are outfitted almost entirely along the lines of combat. I created a series of five attributes (Strength, Dexterity, Knowledge, Thought, and Socialization) with five skills under each attribute (hit points and melee weapons under Strength, reading others and screen presence under Socialization). [Screen Presence refers to the fact that the fights in Algernon's Tower are broadcast live on television, and there is a mechanic whereby players advance through their powers by attracting more viewers.] Between these 25 skills, every action in combat should be represented. This is a system, which like most TRPGs, has a set selection of skills that the player chooses proficiency in. Your system doesn't have to work like that, though: in A Time and Place, the players choose their own skills altogether. It's a relatively simple system. Each player starts with a pyramid, with one slot at the top, two on the next rung, three on the next, and all the way down the the bottom. The pyramid has six rungs--one for each type of dice included in a standard set. The player places their most proficient skill in the top rung and rolls a d20 for it; the two next-most skilled areas go on the next rung down and roll d12s for their checks, and so on down the line. Players can choose any skill they choose; the more specific, the greater their successes, and the more broad, the lesser their successes (all as a mechanism to balance narrow versus broad skills). Now we need to design the player abilities for TfS.
The most important thing in designing player abilities is in asking how they serve the players. This means we need to be thinking about how people will actually play the game, and that means you'll probably need to playtest your game to ensure that you've covered everything. Before you get there, though, you have to make some educated guesses. Let's shoot for a system that's somewhere in between Algernon's Tower and A Time and Place, a system that allows the players to use an array of skills, but with enough structure to allow for the creation of unique characters. For that, let's have a small number of attributes to work with and a slightly larger collection of skills related to them. I'm imagining three overall detective archetypes with a handful of skills underneath them, perhaps four or so skills per archetype. Let's go ahead and fill in those details.
For our three archetypes for detectives, we want to represent different styles of investigation. The classics that jump to mind would be brawler (a detective who gets into scrapes and fights his way out, like Bigby Wolf in The Wolf Among Us), a smooth talker (a detective who uses their wit and charisma to solve crimes, like Columbo), and a sneak (a detective whose specialty is moving about undetected, like some versions of Batman). This gives us some range to let the players express themselves, but all while providing a framework that reinforces the game's design and setting.
Now we want some skills that can be associated with each archetype. The archetypes won't be something that the players are forced to stick with--they can choose skills from all three archetypes without issue--but they represent pure images of detectives. We might choose to grant a player a bonus for choosing all of an archetype's skills, and we may not, depending on what we want out of the structure. I'm of the mind that it's better to not grant a bonus, as I want my players to choose skills that inform their characters rather than build super-effective characters. So let's go ahead and create four skills for each archetype:
Brawler:
- Fists of Fury - Raises unarmed damage from 1d6 to 1d10.
- Pile of Bruises - When reduced to 0 hit points, you regain 3 hit points. This can be used once per day.
- Sap the Sap - Once per day, you can cleanly knock unconscious one distracted person with a sap.
- Nerves of Steel - Once per day, you may intimidate someone into sharing what they know.
- Kind Eyes - Once per day, you may appeal to someone's emotions, convincing them to share what they know.
- Fast Talker - Once per day, you may confuse someone, possibly causing them to reveal what they know.
- Truce - Once per day, you may talk your way out of being physically attacked.
- Con Artist - Once per day, you can visually or audibly impersonate someone. Requires a roll of 1d10, and any roll of 4 or below blows your cover.
- Right Place, Right Time - Once per day, you can overhear someone discussing important information.
- Silent Step - Once per day, you can approach someone without their noticing it.
- Shadow Strike - Once per day, you can render someone unconscious if they are unaware of you.
- Invisible - Once per day, you can create a distraction and evade anyone who had previously noticed you.

