Tag: Playing D&D

  • Your favorite fantasy TV series was cancelled, now what? RPGs

    Your favorite fantasy TV series was cancelled, now what? RPGs

    A few years ago it was the heyday of big, high fantasy TV series. Yes, the grit of Game of Thrones and Witcher were still popular, but there were also a selection of shows with a higher level of magic, higher level of heroism and a set of characters who you wanted to win. It was the era of peak fantasy TV.

    Slowly but surely these faded away.

    Several people in fantasy medieval garb in a dark forest.
    Screenshot of Willow on Disney+

    Some series got a reasonable run — The Magicians reached a conclusion. Some series were cut quite short — Willow, ended with more story to tell.

    Universes were announced to be expanding. Shadow & Bone went from having the Six of Crows spinoff announced to the entire project dying.

    There was big money in fantasy for a bit. These weren’t Brit TV specials like Merlin or modern attempts at low budget like Xena.

    The biggest money of them all is still around. Rings of Power, the prequel-ish endeavor by Prime Video churns along at price points that are normally saved for theater or Andor.

    The wheel weaves as the wheel wills, always turning.

    Sometimes the wheel destroys the things you enjoy, like Wheel of Time — especially the last half of season 2 and all of season 3 with strong reviews and great fan appreciation. While there was enormous pushback against the changes made to adapt to the shorter run time of a book plus a bit per season, as well as pushback against the attempts to be less coded and more openly diverse, the series was generally well received. It was generally profitable.

    It’s gone.

    The story won’t finish (except in the books, which will always be around). Yes, there’s a petition to Save Wheel of Time. I hope it succeeds. Brandon Sanderson seems to suggest it should, but will not.

    Petitions and book reading are passive.

    Don’t be passive — adapt those stories to an RPG

    Playing games in those worlds is active participation in the fandom, and helps build out that word of mouth.

    You don’t need to have an authorized book in order to play. Any fantasy series, movie, video game, book, comic, etc can show up at your table.

    You can instead borrow the themes, cultures, characters and put them in your world. Sure, you could play pure within the world created by Robert Jordan or Lev Grossman or Jonathan Kasdan.

    The power of roleplaying games is that the tale is yours, no one can take it from you. The rules can be simple enough to fit on a business card or so complex it fills bookshelves.

    A selection of 5e D&D books from Wizards of the Coast, Kobold Press and others.

    What happens to Jade, Kit and Elora?

    That’s up to you.

    What happens to Mat, Perrin, Elayne, Min and the rest?

    That’s up to you.

    Take the themes, tropes and world of that story that a committee decided was no longer worth being told and tell it yourself.

    That’s why I fell in love with D&D and RPGs in the 80s.

    The unfinished trilogy, or maybe not

    Back in my youth my bookshelves were covered with science fiction, fantasy and encyclopedias. Words on a page were meant to be consumed by me, like a black hole consumes a galaxy.

    I’d shop at a used bookstore, looking for a new series to start. Except sometimes I’d never find book 2, let alone the inevitable trilogy. Sometimes I would start with book 3!

    One of my favorite tales, and I say this as someone who had pets but didn’t really discover the love of pets until my 30s, was a story about a fading order of knights who rode giant tigers. The hero wasn’t really part of the order. His family was and he had that extremely large cat. In this dying world they journeyed, starting as outsiders and immediately recognized as legendary. But they were just a dude and a great cat.

    They didn’t want to be heroes. It was so compelling, this story of man and beast who wanted to be normal while the world needed them to be great.

    I never found book 2.

    But I had already discovered Dungeons & Dragons. A character paralleling that tale was created. We roamed the worlds that Erik and Justin and Chis and Abel and Hayes and Jacob and Colin and Andrew and others created.

    We finished that tale.

    Wheel of Time is over, unless it isn’t

    The series explored slightly different things from the books. One of those was how tales are told. There’s a suggestion from the meta of the series that within a world where there are endless retellings of tales and history.

    What changes, and what stays the same is part of that story.

    Your RPG could lean into that by playing similar characters at different levels, at different times with a power to oncer per month to have a past power show up, maybe ramping faster as time goes by.

    Another possible exploration from the Wheel of Times series and books is how power corrupts. The nature of saidin is that man with power lose control of themselves — mentally, emotionally, physically.

    Want to toss a saidin power into your D&D?

    Maybe your Rand-ish character is a Warlock that has to roll on the Wild Magic table every time they cast a spell.

    Of course, one of the most potent tales from the books that is amplified in the series is that women are not side characters. They are as important to the story, and powerfully so, as anyone else.

    You don’t need special rules for this. The modern versions of D&D encourage this.

    From Willow there is a connection in the series to the tales from the movie (history is a massive throughput in Wheel of Time as well).

    To see this at your table means connecting a current adventure or campaign to one that ended a decade, a century, a millennia, an age ago.

    A D&D campaign that builds off of former campaigns is a structure that generally needs some continuity of players, but can also be done through one-sheets, common knowledge pages and a regular re-telling of special moments.

    This could happen around the campfire, on the steps of a temple, inside a tavern or any place where the PCs meet NPCs.

    Find what’s important from these tales and make them your own

    It’s rough to lose a special story.

    You have your memory. You have your hope.

    You have a game to help you continue the legends that are important to you. You don’t need Rafe or Sera or Kasdan.

    You need dice, paper and a table of friends.

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  • Xabal’s Workshop

    Xabal’s Workshop

    In our Age of Myths campaign the party acquired a keep. Though the party is many days travel by airship away from the keep, their former leader Artok (originally played by John) now runs the keep.

    Each of us gets a Special Feature for what is now our group Bastion. At this time Artok has a Sanctuary. We’ll want to get him a Barracks and Armory soon, because we aren’t around to defend the Bastion very often.

    Xabal Gaitee Quarter-Flagged Optigraph Balaneer nox Free Tink and non-Commissioned Officer of the Sadijh (on leave in absence), my goblin artillerist artificer, established a Workshop. He’s also interested in the Arcane Study, but first a workshop.

    Xabal and Crag took over the two store rooms in the keep. Xabal’s is on the left.

    The image depicts a hand-drawn map on graph paper. It outlines a fortified area, possibly a castle or fort, surrounded by a flowing body of water indicated by blue wavy lines, and red hatching marks representing elevation or terrain. The map includes labeled structures such as a "Keep" located centrally and surrounded by various buildings including "Stone barracks," "Stables wooden," and "Stores." There is an "Archery range" and a circular "Melee Practice" area. Paths and roads are sketched in black, with dotted lines representing different routes. Additional topographical features include a "Waterfall from mtns above into valley" on the right side of the map and a path labeled "Cart Path to main road." The map is oriented vertically, with features labeled throughout in a combination of print and cursive handwriting.
    Xabal took over the left most of the stores.

    What I like about the concept of Bastions/Strongholds/etc is that it gives players the opportunity for some ‘lonely fun.’ With a chill weekend at home I spent time thinking about D&D, but not actually playing the game.

    The image is a top-down view of a rectangular room layout with beige and brown tones, resembling a floor plan. The main space is labeled "Workshop," situated at the top center. Below it, the space is divided by a thick line and labeled "Xabal's hall." The flooring appears to be composed of rectangular tiles laid in a brick pattern. The room is surrounded by a darker brown border, representing walls, with protruding sections at the corners, suggesting architectural features. On the left side, a small protruding area features parallel lines indicating steps leading up, with an arrow pointing to the right.
    Xabal’s workshop interior floorplan created using watabou’s Dwellings Generator

    Using watabou’s Dwellings creator I found something as close as possible to the space on the DM’s map of the keep. Then I added a bit of lore around the minor change (there’s an aviary so it isn’t a pure rectangle).

    And then I discovered the steps and main door should be on the right rather than left. That error will go down as a function of Xabal’s quite-distracted memory and the difficulty of communicating over long distances

    One thing that Xabal trusted Artok to do was hire three artisans to help in the workshop. He hasn’t yet met them, but Flasfur and Chofs started working already.

    Hirelings

    Below the three current hirelings are described including their “stats” for social encounters and their short-form personalities.

    Flasfur Wreltor with Blackbirds

    Photo by Siegfried Poepperl on Pexels.com

    A goliath with a flock of blackbirds that stay in the newly added aviary. He’s a cobbler and leather worker. The blackbirds help Flasfur with fine work required of those professions.

    Nearly eight feet tall, Flasfur was the one said he wouldn’t join the workshop without a small improvement, the aviary for his small flock of blackbirds.

    He’s from a small town in the hills between Mihrstone, Sheljar and Artok’s Keep.

    Strength, constitutionGoliath (2014)
    Negative dexterityCobbler, leatherworker
    Investigative
    Heavy leather apronSheljar
    Small awl (dagger)large aviary for the birds
    Modest lifestyleOpen, respectful, fatalistic, absent minded

    Chofs Chupmolea badged al-Chems

    The image depicts a minimalist, stylized drawing of a small castle-like building with a light brown background. The structure is rectangular with a crenellated parapet along the top. It features two arched windows on either side of a central arched door. The roof is angular and tiled, with a warm tan color. Two lantern-style lamps flank the door. The building is surrounded by sparse grass, adding to the scene's simplicity and rustic charm.
    Exterior drawing of Xabal’s Workshop in Artok’s Keep created using watabou’s Dwellings Generator.

    A goblin who is insistent in studying the corruption. She’s a jeweler and glassblower.

    Chofs recently travelled through the area scouting out a new source of gems not from her hometown. From Bel’an’faire in the south of Sheljar lands, she works with jewels and glass to create art and rarely implements of war.

    She also does etching and some other things that border on chemistry or alchemy.

    Dexterity, IntelligenceGoblin
    Negative charisma, strength, constitutionJeweler and fine arts, perceptive
    Lightweight, close fitting dressesBel’an’faire
    Caltrops to aid her escapeUse the corruption to power art
    Modest lifestyleBrilliant, excitable, religious

    Bolnis Abica nox Qawaha

    Where Chofs is a common goblin in their structured society Bolnis is a wanderer similar to Xabal. She’s potter and tinker who travelled through the land with simple coffee gear.

    Bolnis doesn’t like tea, but has some with her. Most of her time is in the hills and coast between Sheljar and Mira, if people insist on discovering where she’s from it’s Ooshar. She considers her hometown a backwater.

    There’s a chance that Bolnis invents fancy coffee gear, but right now it’s simple. Her passion is to discover new ways to use tek to create new foods, tisanes, poultices, and more.

    Intelligence, CharismaGoblin
    Negative strength, constitutionPotter, tinker, coffee gear
    Insight
    Lightweight travelling pantsOoshar
    Mug (club)An espresso machine
    Comfortable lifestyle, though paid at modestGenerous, meticulous, sensual

    I’m already thinking about how Xabal will interact with these hirelings and what knives they give the DM. Chofs offers someone that could be corrupted through those who study it. Bolnis clearly has twice the income of the others. How is she getting that money? Flasfur’s blackbirds could distract him from running the shop.

  • The Ferments: A campaign one sheet

    The Ferments: A campaign one sheet

    The Ferments are a rough land of geysers, lava flows, fast glaciers, waterfalls, hot springs, tornadoes, earthquakes — the raw power of the world. From this land the best alcohols of the Six Kingdoms come. The peoples of the Ferments are dispersed, spread over the many miles with four main towns. They generally live in defensible homesteads interacting when they need goods or during festivals.

    Campaign Premise

    Our eventual heroes start out as the primary defender of a homestead. They know how to contact other homesteads for help when needed, but mostly they are on their own hoping to remain safe from a world where dragons came real, magic became powerful and kaiju returned.

    Grand Conflicts

    Elementals burst from the land, stronger than before and with a hungry intelligence that threatens the land. Outsiders fleeing the wars of Six Kingdoms come for safe harbor. Dragons and their Ken continue to search for more scholars.

    Photo of a hot spring and geyser with a foreground of rough reds, the pool of water and a cliff in the background
    Photo by Laura Paredis on Pexels.com

    Each homestead has a book, collection of scrolls or other devices that helps them control an element (earth, air, fire, water) or paraelemental (smoke, magma, dust, ice, steam, mud, etc). These start out with each PC knowing Elementalism, limited by their choice of element. Each was passed down since the time of Gallinor, before the time of dragons.

    Factions

    Every player will create either an ally or adversary family besides their own. They may also have a connection to one of the families (not all families share blood-ties) of other characters.

    Adversaries

    Allies

    Rumors

    This section will fill over time.

    Animated gif of a blue-green wyvern overlooking a river
    • Kaiju roam as in the time of Gallinor — some even are ridden. Word is they come from the Kirtin-in-the-Sky and the Cliffs of Gallinor.

    Facets

    • Exploring the zero-to-hero tropes, friendship with animals, and who gets to control knowledge.
    • Defending your people.
    • Inverted West Marches.
      • Enemy generally comes to you. Though you may sallly in order to obtain resources.
      • Episodic – attend when you can.
    • Sessions are 3 hours, with each story completed in one session.
      • Characters will level up every 3 sessions.
    • Recaps will be posted to Full Moon Storytelling.

    Variant Rules

    • Wizards of the Coast’s 2024 D&D is the baseline
      • Monsters may come from Black Flag, A5E, 5.1 and 5.2 products.
      • Player options must be consistent within the ruleset (i.e. if you play a Mechanist all options should be from Tales of the Valiant for that character).
      • There is a campaign set up on DnD Beyond. Email me to get an invite.
      • Start at 1st level.
      • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point-buy-valid stats.
    • Playable races are Human, Hin(what they call themselves)/Halfling, or Goliath.
    • There are several custom backgrounds and tools available. We will use cultures, not languages. Common is the Western Wildes. Other cultures are;
    • Heroic Inspiration will exist as a shared dice pool that is a maximum of 2+ the number of PCs that day.
      • In addition to the normal ways to award Heroic Inspiration it will be awarded for playing to Short Form Personality.
    • Each PC manages a Homestead (Bastion from 5e 2024) that starts with no Special Buildings.
    • Each session will offer the opportunity for a short rest. Long rests are between sessions.

    Practicum

    Sessions are on Sundays from 1-4 when my main campaign isn’t being played. We’ll meet at Logan Brewing, usually. I’m willing to do duet play outside of that timeline as well.

    Each character should be built in a session zero discussing their personality, homestead, allies/adversaries and key abilities.

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  • Militia actions for 5e systems

    Militia actions for 5e systems

    Sometimes in D&D and similar games you need to empower the players to manage groups of allies supporting the narrative, without precise actions by individuals. When running a rebellion, skirmish or base defense you can use militia actions representing the training a character conducted with a group of commoners.

    1. On every PC’s turn they now have a Militia Action. This is independent of their character’s actions and reflect the training that the character put into the small unit (think squad sized) during downtime.
    2. In initiative the Militia Action happens after all player actions and the actions of that character’s companions (familiars, pets, constructs, etc)
    3. A militia is a Swarm of Commoners (AC: 10, HD: 6, PB: 0, all abilities are 10, a Swarm may have a tool proficiency or skill for flavor). Every time it is attacked it makes a Wisdom ability check against the damage dealt. It gains a bonus from the controlling character’s Charisma (Persuasion). Each failure removes a Hit Die. When it drops below 3 HD it loses one of its damage dice. Do not track damage.
      Suggestion: Use a d6 to track the HD of a Swarm of Commoners.
    4. Pick one of the following actions
      • Ranged attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Range is 30/60 to represent inaccurate and improvised weapons. Damage is 2d4.
      • Melee attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Reach is 10′ to represent pitchforks, spears, and other implements. Damage is 2d6.
      • Funnel – the swarm moves 20′ and creates an 10×10 area of difficult terrain. If the terrain is already difficult it now costs twice that movement. After that the terrain becomes impassable except through magical means.
      • Rally – the militia energizes an ally, enabling it to expand an Hit Die. If the ally is another militia it regains a Hit Die.
      • Pester – if an opponent is in reach of the militia the unit can distract it so that the next attack against the opponent is at Advantage.
      • Move and/or Hide – the militia unit can move 20′ and then if cover is available it can make its defensive check at advantage.
      • Activate terrain, traps, spell craft or siege weapons – If a siege weapon is nearby a Swarm of Commoners has as many Utilize Actions as it does damage dice. It can also activate Magic Items, Rituals or Terrain as allowed by the scenario and dungeon master.
    5. A player may choose to use a second Bonus Action (if they have one) to make another Militia Action.

    A character may only command one Swarm of Commoners unless they are a Propagandist or Inspiring Leader (PB number of Swarms).

    This is a refined approach on the earlier Introducing Militia Actions to support base defense in urban rebellion play.

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  • How players should prepare before their next TTRPG session

    How players should prepare before their next TTRPG session

    There’s a lot of guidance on how to be a better DM. There’s some guidance on the player-side of the table. The most prolific of the player-side guidance is about character builds.

    Instead of focusing on the character or DM, we’re going to focus on the player. What can a player do to prep for their next session? How can they help their group move at a pace that matches the genre of the game?

    While the examples provided relate to Dungeons & Dragons, the fundamentals apply to most roleplaying games. You should be able to prepare in less than 30 minutes. These tips may be basic, but they’re steps I take every time I’m a player in my current era and come from my experiences in my bifurcated RPG time (early 80s to mid-90s, 2014 to present).

    Review your character’s motivations

    Others may push you to look at your powers first, but to me what makes a pen-and-paper RPG (even if it is D&D played on a VTT) special is that you get to act as the character would act. You aren’t constrained by anything but the willingness to be a coherent character.

    To do so you should spend a few minutes thinking about your character. That could mean checking what their alignment is, what their personality is, what their goals are, how their family motivates them, etc. Don’t have them act slovenly if they’ve been cleanly in the past. Don’t have them be a chaos agent if they are orderly.

    Do talk about how their brother inspired their quest. Do put forth that they are searching for their best friend. Do have them be motivated by riches and treasure.

    Reviewing motivations means putting on that character’s face for a couple of minutes.

    Review your character’s abilities

    Character sheets can be complex. D&D PC sheets can be two-plus pages with spells and feats and features and weapons and masteries and riders — this list can go on. But for most characters you have a primary attack, a secondary attack, a way to interact in social encounters and a way to explore (or other pillars for other games).

    Focus your attention on the main things your character does because they are good at them. At the table that’s what you’ll do. Spending a minute or two reviewing the rules for the things you do should speed up play as you won’t be looking up the rules live. This is especially important if the character has recently leveled up, acquired a magic item, or added a new feature.

    Also remember what your character shouldn’t do because they are bad at it. You may want to hint at that during play. Maybe you are a Barbarian who shouldn’t be doing ranged attacks, bring that up when the group wants to snipe at distance.

    Plan to use an ability or feature you haven’t in several sessions

    When you’re looking at your sheet maybe you’ll notice something that your character hasn’t done in a few sessions. Find a way to do that in the session you are prepping for!

    Xabal, my goblin Artificer, started using a spell called Caustic Brew regularly. They hadn’t used it in enough sessions that I forgot I had it. This week I committed to bringing it back to the forefront. Xabal blasted an automaton with it and later used it to break open a gate.

    Review the party’s names, excellences and weaknesses

    In real life most of us don’t forget our friends and coworkers. In a game like D&D, where some of us only play once a month, it’s easy to do so. As a player that’s understandable. It’s not for the characters.

    Our recent session continued an invasion of a mob warehouse. Xabal wouldn’t forget the other character’s in the party, what they are good at and what they’d need help with.

    The only way to ensure that you, the player, don’t forget the other characters in the group is to take a moment to review their names, their skills, and what they are doing adventuring with your character.

    Remember the adventure and campaign goals

    You don’t have to be a deep notetaker for this one.

    Take the time to think about why the group is on this quest. What does success look like? What does failure look like?

    Why is Xabal’s group invading a mob warehouse? Because they were sent there by an organization of mages from the ruling powers who think this mob may be connected with cultish activities that are attempting to overthrow the order in the world.

    By knowing what the group’s goals are you may avoid going on that weird side quest or shopping trip or winding up with a 4-hour session in a tavern — you might not avoid it though! That’s the power of playing as real people. Sometimes we don’t do the smart thing or the right thing. We still should be ready to do the proper thing and know why we aren’t


    These are my four steps to getting ready to be a player in a D&D session. What do you do to prepare to play?

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