Tag: TTRPG

  • Expanding character personality and 11 other things to help you game

    Expanding character personality and 11 other things to help you game

    Roleplaying is more than a stat block. It’s that stat block, plus the personality of a character you assume for however that game lasts. Early in D&D and the hobby’s history that personality would be as simple as the class, race and maybe alignment. That resulted in a pattern where many characters had the same personality.

    As alignment faded, and especially during the surge in actual plays, personalities became vibrant. Original 5e even tried to reward personality using the traits, ideals, bonds, and flaws system plus alignment. It was too much to handle for a few hours a week of fun.

    How can we simplify the personality?

    By using archetypes from fiction — these pull at our souls because they are common. BUT. A character with a singular archetype is also boring, just like the idea that every single lawful good Paladin has the same personality is boring.

    The most recent episode of Scriptnotes went over ways to incorporate archetypes in screenwriting.

    It’s the intersection of two or three archetypes that makes a character interesting. They need positive and flawed attributes, and tension.

    Their archetypes are a version of short-form personality. Ejecting trope-y D&D concepts by force and giving your character simple ways to remember who they are in their soul is easy — especially if you use their card system — which I’m backing.

    Two positive attributes, one flaw; both in a single word — you can remember that. You probably are already playing that way!

    Xabal, my goblin artificer, is quick-witted, kind, and overthinking.

    That’s more interesting than chaotic good.

    I started to listen to Scriptnotes because it helped me be a better DM and rare short fiction writer, not because I think I’ll be in a writer’s room someday. And now they’re both working on D&D TV projects. Craig Mazin is working with HBO on the Baldur’s Gate series while John August is working on the Ravenloft project. Almost every episode mentions D&D.


    Other things to help inspire your game, help you play, or help you design

    Any Human Ever creates short bios based on the history of our world. It can be a start to seeding interesting NPCs.

    Dyson Logos Small Shop Series — now with 14 small shops in a market road of a city, these help me more than dungeons.

    Scipio’s Resources for RPG creators — bookmark this if you ever think you are going to publish for pay. The assembly of resources is excellent.

    British Columbia has a floating island that keeps disappearing. Welcome to spooky season. Floating islands are fascinating enough, but what if it pops in and out of the fey realms regularly? What if it isn’t haunted, but everyone that lives on it thinks that the village on the edge of the lake are the haunters? This could be a fun one-shot.

    You know I have strong thoughts on using cultures rather than languages. Two other bloggers riffed on those concepts over the summer.

    All of us agree that you should use Culture rather than Language at your D&D table. Pick the system that works best at yours — I may run Melestrua’s version in my next campaign.

    Dice are six thousand years older than previously thought, and American. Remember, your D&D tech doesn’t have to mirror Western and Central Europe. It can, but even then, it doesn’t have to mirror a single era.

    I love Adempz idea of using Success Thresholds rather than single-roll DCs. Having ways to expand the mechanical heft of a social or exploration encounter is good! This is a variant on stealing Blades in the Dark clocks, basically.

    M.T. Black fleshed out traveling in a way I need to use at the table. D&D travelling used to be a significant element of the game, but now is frequently ignored. Swift, simple mechanics that amplify story and setting like Black does here are perfect.

    Traipse offers a new way to think about commonality via 1, 10, 100000. Within the World of the Everflow dragons in the Age of Myths were closer to 10, but in the modern era of Uprising and Rebellion they are 100,000 — extremely common, almost like humans. Those are two different levels of danger.

    What links should I include in the next edition of Lore Collage?

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  • Using word-maps for quick reference during your games

    Using word-maps for quick reference during your games

    You don’t have to be a map maker to make adequate maps for gaming. A map can be as simple as showing the relative relationship between distance and location of the important elements. Even putting a few words on a page can be a map.

    Take the word map of the Six Kingdoms. It shows the relative locations and rough distances between the various kingdoms, their major cities and the other lands that interact in the World of the Everflow.

    Word maps can also represent a homestead, village or neighborhoods of a city.

    The image shows a group of seven index cards laid out on a speckled stone surface. Each card features a grid pattern and contains handwritten text in pencil. On the top left, there is a small vertical card with "Path" and "Divide" written along its edges. Adjacent to it on the right is a horizontal card labeled "Path of Dreams" with "Prairie" and "Auntie Houses" along the sides. Below are three more cards: the left card reads "Prairie" and "Auntie Houses," the middle card reads "Spine Bloom Common," and the right card says "Upper Rice Marsh." The bottom row features two horizontal cards, one labeled "Thunder Maker River" and the other, "Lower Rice Marsh." A pen with a black grip lies horizontally above the cards to the right.

    Any player can take a quick glance and know what each location is and what they connect to within the compound. More thorough descriptions in a blog post and in the character’s notes, but these quick notecards reminds us of Spinebloom Farms at the table.

    The image is a hand-drawn sketch on lined notebook paper, depicting a rough map layout with various labeled areas and arrows indicating movement or direction. The map is oriented with "Up Hill" on the left and features several labeled sections, including "Upper Hillside," "Lower Hillside," and "Rolling." There are geometric shapes, such as squares and circles, possibly indicating buildings or points of interest, with some labeled "Upper," "GLAV," and "Verde Breezde." Lines and arrows point toward different labeled areas like "To Telee" and "Esedelens Tavern."

    Fort Ooshar is a bridge-town that turned into a fortress when Sheljar fell to the Necromancer. This quick sketch lays out the neighborhoods of the bridge-town, the gates, the fields and the nearby hills.

    Yes, a better mapmaker would be better. My favorites are Deven Rue and Dyson Logos. I support both via Patreon and use their works in my games.

    But sometimes I want something that is unique to my world. That leaves me with my lack of art. I then build a word map.

    Keys to making a quick word map.

    1. Decide on the central space
    2. Build outward using relative distance to represent a unit of time
    3. Include evocative names, especially when in tight focus
    4. If building a dungeon, point crawl or town having connective tissue — this can be a road, river, or other path
    5. Leave yourself space to build details and add discoveries

    Doing this as a player

    Old school D&D involved at least one player making highly detailed maps. But a word map may be all that’s necessary to prevent your party from getting lost. Using a room-and-halls word map by the player helps represent how the characters think.

    In essence you are channeling the concept of ‘turn left after the big red barn, go over Herringbone Bridge, take the third path’ into a simplistic drawing.

    These are quick, simple and can be done on a 3-by-5 card or as a sketch in something as simple as Paint, Slides, Canva or even in a Spreadsheet (the Six Kingdoms started as a spreadsheet).

    One of the special powers of the word map is that they’re quick. You don’t need to search for anything. It’s a sketch that can be done in a few seconds.

    Whether as a player or a DM this tool can help you understand your fantasy world better than without a map at all.

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  • Rebranding Downtime into the Fourth Pillar it deserves to be

    Rebranding Downtime into the Fourth Pillar it deserves to be

    D&D and its variants are often referred to as “combat simulations” or “tactical combat games” or “dungeon crawling miniature games” in a somewhat dismissive way that seeks to reduce the other things that players have their characters do during sessions and campaigns.

    These mostly heroic characters do have a lot of combat support. A vast majority of the rules support violence portrayed in what is now six-second rounds. Combat’s scenes in 5th edition are done in expanded time taking many real minutes for less than thirty seconds of cinematic action.

    But combat is not all of modern Dungeons & Dragons. Other pillars are supported.

    The three main pillars of D&D play are social interaction, exploration, and combat.

    5.2.1 SRD / Wizards of the Coast / CC BY 4.0

    Social interaction in the modern game is mostly done in scenes lasting a few minutes. These scenes take place in real time at the table. Ritual spells do not make sense in the context of social interaction because of the nature of social interaction. Other spell casting is less frequent than in combat, while it can still fit. The main engine of social interaction within the rules are skills (Charisma, Wisdom and Intelligence) and a light dusting of feature from class, archetype, feat or species.

    Taking a longer period of time, historically measured in ten-minute chunks, is Exploration. This is abstracted in an opposite fashion from Combat in that where combat sees time expanded, Exploration compresses it. Some, but not all travel makes sense as exploration. Rituals are frequently used. Spells are common. Certain spells and features may make classic exploration challenges meaningless (Goodberry or Find & Remove Traps). But Exploration, the delve into dungeons, the searching the wildes, the entry to a wondrous temple or the site of a majestic floating city is and always will be a part of the D&D genre.

    There’s a fourth pillar.

    It’s so hidden, it’s not even part of the SRD.

    — Downtime —

    A person in shining medieval-style armor sits on a grassy hill under a dramatic sky, holding a large flagpole with a flag waving in the wind. The flag features a bright red dragon silhouetted against the setting sun, which casts a warm glow over the scene. Beside them on the grass rests a sword and helmet. The background reveals a panoramic view of a small coastal town with a river flowing into a bay, surrounded by rolling hills. The sky is mostly clear with some clouds catching the golden light of the sunset, creating a serene and picturesque atmosphere.
    (Arthurian symbolism by That Girl from Avalon)

    Between the 2014 core books, and Xanathar’s there are 37 sometimes overlapping options for what can be done with Downtime. The 2024 core books and the Forgotten Realms expansions add many Bastion and Crafting options onto this.

    Most downtime choices are measured in weeks, though small projects are within days. These scenes are time-compressed frequently taking only a roll or two per character to resolve as weeks, months, maybe even seasons pass. In film, TV and books the montage is how downtime is presented. Pick your favorite heroic montage — we’ll get back to it.

    Every class supports downtime activities in some capacity, especially with the 2024 ruleset adding on Bastions. Skill challenges, as adopted to 5e by some homebrewers, make sense as resolution systems for downtime, exploration and sometimes social events.

    But downtime is often viewed by players and DMs as accounting, boring academics, spreadsheet management.

    Even the name is boring.

    Downtime has a branding problem

    Stories and adventures are an assembly of beats, eventually leading to rising action, climax and resolution. There are sometimes downbeats, setback.

    Downbeats.

    Who wants downbeats? Who wants downtime.

    Even how downtime is presented, either by name or by style of play (Bastions and Crafting), it is shown as an appendage with little support. Downtime is a thing to rush past, not to enjoy.

    A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

    2024 Dungeon Master’s Guide

    Heroes do not want a refugee from danger!

    They do want the ability to craft magic items, research mysteries, harvest fantastic elements, carouse, gamble, set sail across an astral sea, or plot the overthrow of a corrupt regime.

    Those are all upbeats, not downtime.

    Downtime also a massive part of the game

    Acquisitions Inc combines D&D and modern franchise capitalism for fun. It contains franchise rules. It also lists every one of the 2014 options in downtime at its point of publication.

    DOWNTIME ACTIVITIES

This section introduces the following new downtime activities, all of which can be used as franchise tasks in an Acquisitions Incorporated campaign: explore territory, franchise restructuring, headquarters modification, marketeering, philanthropic enterprise, running a franchise, scrutineering, shady business practice, schmoozing, team building.

Other downtime activities can be found in the following books:

Player’s Handbook (chapter 8): Crafting, practicing a profession, recuperating, research, training

Dungeon Master’s Guide (chapter 6): Building a stronghold, carousing, crafting a magic item, gaining renown, performing sacred rites, running a business, selling magic items, sowing rumors, training to gain levels

Xanathar’s Guide to Everything (chapter 2): Buying a magic item, carousing, crafting an item, crime, gambling, pit fighting, relaxation, religious service, research, scribing a spell scroll, selling a magic item, training, work

    These choices are things heroes do!

    The options above belong at your table. At some tables the options in Dragon Heist, Acq Inc, Tasha’s (Group Patrons), Strixhaven (schooling) and other official and unofficial books expand your campaign in ways that make sense too.

    Think of your favorite montage scenes in your personal Appendix N. Do they involve plotting the overthrow of a corrupt leader? Do they involve building a guild? Do they involve carousing to gain information? Do they involve long study to craft a previously unknown spell? Do you have a favorite montage that includes sowing rumors? Or mayhap one that involves training for new skills? You probably have one where the heroes prepare for a test of skill, chance or magic?

    In traditional D&D that’s downtime.

    In the fiction these things advance the plot and add excitement.

    Downtime has a branding problem.

    That’s why you are going to start scheming.

    Scheming

    From the 2014 DMG as an example of studying Lore
    • making intelligent, secret plans, often to deceive others
    • behaviour or activities that involve making clever secret plans intended to deceive people

    In British English schemes aren’t necessarily deceptive or secret. They are plots and advancements, plans and procedures. They are the many days, weeks, months processes.

    Both versions work for modern D&D, but the American concept of intelligent, secret plans especially fits my preferred themes.

    Why Scheming? Other considerations

    Concerns – while this captured the idea of the character being in charge of things it felt less involved in the plot and continued the ‘set aside’ concept of Downtime.

    Occupations – but who wants to do work? That’s spreadsheet life, not plot advancement and fantastic discoveries.

    Rejuvenation – is wonderful for healing, but poor for plot advancement and heroic actions over time.

    Strategic play – this conveys the proper tone and your schemes should be strategic while other pillars are tactical.

    Schemes involve rising action by heroes and antiheroes to get ready for the messy work that needs doing. Schemes are active plots and machinations (maybe that belongs above). Sometimes they are down notes, sometimes they are upbeats. They build rising action.

    Unifying disparate subsystems into Scheming

    Oracles ready to provide advice after a sacred rite (Photo by Dave Clark)

    Crafting, Bastions, Franchises, Group Patrons, Schooling, Carousing, Sacred rites, Grand rituals, Research, Business operations, Running a faction, Guild matters, Training militias, Communal defense, Grand voyages ….

    The list goes on.

    When these are schemes they are multi-check montages where failure matters and the results fuel the story. They either help or hinder a character or party on their quest. They take time.

    Whatever you take to calling downtime (and do include Bastions and Crafting when appropriate for your campaign) you need to unify this set of systems together.

    1. Describe the quest with the amount before the pace of action changes again. Set the expectation that there is time to Scheme.
    2. Players describe their goals using the above activities or a combination thereof to achieve that goal within the amount of time (measure in weeks).
    3. Narrate the results of the actions. These may require skill checks, use of various features or cooperation in the party. If there isn’t meaningful failure there is not a check unless extraordinary success matters. Use an odd number of checks (3 or 5 are best) mimicking skill challenges or use group checks if everyone is cooperating. Or combine the two.
    4. Move on from the Scheme into action with a faster pace taking note of how much time passed and what that means for those that oppose the group.

    If that resolution system feels familiar it is because it is the basic rhythm of play at the table, while capturing the montage and compressed time nature of a Scheme.

    It’s not a scheme if the activities are passive. It’s not a scheme if it doesn’t advance a quest or plot. It’s not a scheme if it is fast. It’s not a scheme if it is tactical.

    Frankly it’s not worth doing at the table if the activity is passive and/or doesn’t advance the quest

    Schemes are strategic, long-term, montage-y activities that advance the action fitting a rising narrative building the eventual heroes towards a climax. They should not be the climax, nor the resolution. A denouement can be a scheme as it preps for the next campaign.

    Ways to add Schemes to common campaign types

    Try working in schemes into your campaign. Use a timehop that creates challenges because the enemy is building a grand army. The timehop also gives the heroes time to train a militia (as in Wheel of Time).

    In a heist adventure use a scheme as the way to collect the necessary materials or information, setting up the background before the strike on the location (as the Crows in Shadow & Bone).

    Maybe the scheme is to collect a group of allies to help the party cross a perilous ocean or astral sea, commissioning a ship and its crew (as in One Piece).

    Play a scheme at your table inspired by the fictions that inspire your D&D.

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  • Professional failure

    Professional failure

    Professionals fail all the time — in roleplaying games, in elite athletics, in special operations, in life.

    The idea that they shouldn’t miss in a game is built on a foundation of water, not even sand.

    There are still some valid reasons that one wouldn’t roll to hit, but they have nothing to do with professionalism.

    Matt Colville on Mastering Dungeons

    In a recent edition of Mastering Dungeons Matt Colville talked extensively about the business of RPGs. It’s a wonderful listen.

    Something stood out to me though.

    “You’re professionals; you shouldn’t roll to hit.”

    Now, the idea of not rolling to hit is part of Colville’s quite intentional design. I’m certain he’s said it before and will say it again. There are reasons in games to not roll to hit.

    They have nothing to do with the character being a professional.

    Let’s break down the idea of professionals not needing to roll to hit.

    Elite Failure

    Elites fail regularly. They fail when contested. They fail when on their own. Failure at elite levels may not be as common as for us normal people, but it happens.

    This is true for the real, actual elites, not those mere professionals. My personal history is blessed to experience a few elites in fashions that many do not.

    Special operations

    Assigned to 5th Special Forces as a peacetime soldier my Army days were defined by the Quiet Professionals — the Green Berets. Working alongside these masters in warfare I saw failure every single day.

    On the range those trained to be snipers, an uncontested contest in gaming terms, missed. There are reasons for each miss, but missing happened.

    When soldiers, even in highly trained units such as the Special Forces, go to war they miss even more. The human brain does not like to kill things, plus there is chaos all around you. Errors happen. They always will.

    Elite failure isn’t limited to elite warfare.

    High-level sports

    Leaving 5th Group I decided I wanted nothing to do with my high school dreams or hard journalism. I turned to sports. During that era I worked as a producer for the Sonics broadcasting network, baseball’s best postgame show, as an on-air analyst for soccer and founded Sounder at Heart.

    At the field and court level I’ve watched Ichiro, Ken Griffey Jr., Gary Payton, Michael Jordan, Megan Rapinoe, Kasey Keller and many others.

    The list of these Hall of Fame talents failing would be immense.

    But let’s use hard numbers.

    Ichiro is the best contact hitter of the modern era. The ten-time All Star and MVP had a batting average on balls in play forty points higher than his contemporaries, but it was still only .338.

    Jordan’s shooting percentage was just under 50%.

    Now, both of those are contests. What about the best athletes when uncontested? Steph Curry makes only 91% of his free throws.

    It doesn’t matter which sport we consider. Kasey Keller stops 74% of shots he faces. Megan Rapinoe put ~40% of her shots on frame, and scored even fewer of those.

    Failure among the elite is regular and normal. They roll to hit and fail.

    Business

    Pick your favorite business leader and their success rate is higher than average, but whether its Howard Schultz launching a magazine, or Steve Jobs launching NeXT, or Warren Buffet investing in a shoe company, they fail too.

    Gaming reasons to not roll to hit

    So professionals do miss. Elites miss.

    Are there good reasons to not roll to hit? Yes, absolutely, as part of intentional design choices for a style of play that has nothing to do with professionalism of the character

    Hit points vs meat points

    The long standing D&D debate about hit points being more than meat points can be ignored here. Games developing to-hit rolling or direct-to-damage techniques do not need to burden them with Gygax’s decisions.

    Direct-to-damage rolling is excellent when hit points are, as in D&D, a symbol of morale, luck, fortitude, energy and more than merely meat. Since every attempt to physically damage an opponent wears away at those elements you don’t necessarily need to roll to hit. Missing still costs luck, energy, mental health and morale.

    The meat of the opponent can be damaged eventually, even without rolling to hit.

    Speed of play

    Colville did this in MCDM monster design for his 5e books — minions and the like can be hit easily. And then eliminated easily. This speeds up the action at the table and mimics narratives from movies, TV, video games within role playing games. Slicing and dicing through waves of small threats feels great. Having that take only a few moments rather than many minutes is good.

    Additionally in games like Draw Steel, with extensive tactical choices being a goal, eliminating a set of rolling helps speed gameplay up. This is a wise and intentional design choice that amplifies the other intent of bundling morale with meat.

    This supports the designer’s desires for their game — and need not be connected to reality or even lore.

    A wrong justification, with the right idea

    Professionalism in the real-world elite activities includes failure. Even the arts that inspire our gaming include failure. Black Widow misses. Skywalkers miss. Robin Hood misses.

    Designers should embrace failure when missing, because Ichiro, Rapinoe, every special forces soldier, every business leader, every legendary hero misses.

    And when they do design away the miss they should do so with intent that supports their game, no matter what reality and lore suggest. Just as Colville’s done in Draw Steel.

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  • The D&D Stranger Things boom is bigger than you think

    The D&D Stranger Things boom is bigger than you think

    This post will not contain spoilers for Season 5 because I haven’t yet watched Season 5 of Stranger Things, though I do know it features more Dungeons & Dragons than Seaons 2-4 combined.

    If you were to go into Target this fall you’d see a massive Stranger Things display somewhere in the store. Part of that display would feature the D&D boxed set Welcome to the Hellfire Club, which is a continuation of Eddie’s D&D campaign. It felt late, because Eddie isn’t part of season 5.

    It was not late.

    Welcome to the Hellfire Club sold out at Target. It sold out on Amazon. A light informal survey of local-to-me stores have it as sold out. The physical boxed set can still be ordered on DnDBeyond.

    Sure, that could be a lack of ambition from Wizards of the Coast by not manufacturing enough of the sets.

    It’s much more likely that the heavy lean back into D&D by Stranger Things Season 5 drove more desire for D&D the game than previous seasons, Critical Role and Baldur’s Gate 3. BG3’s drive of interest into D&D is hard to quantify, but has an extended window over several years.

    Google Trends can show you.

    A chart showing the popularity of search for Stranger Things and D&D. The D&D element is tiny. Stranger Things had a big surge in Fall of 2022 and a massive surge in Winter of 2025.

    Search trends for Stranger Things

    Here are the four adjacent media and D&D

    Chart showing search trends for Stranger Things, D&D, Baldur's Gate 3, D&D: Honor Among Thieves and Critical Role. The Stranger Things spikes are in Fall of 2022 and Winter 2025. Baldur's Gate 3 spikes in Spring 2023. There are small increases in interest in D&D and Critical Role scattered on the chart.
    Stranger Things is more popular than the others by far.

    D&D, the game, had its biggest boom from the movie, but…

    Google trends chart for D&D, the game. It's biggest spike is Spring 2023 when Honor Among Thieves, the D&D movie released. It's next largest spike is from Stranger Things Season 5 and Season 4. BG3 increased it a bit.
    Stranger Things Season 5 nearly matches D&D: Honor Among Thieves

    There’s one major difference — lack of tie-in gaming products.

    Rime of the Frostmaiden contained a single adventure related to the movie. There was a boutique NPC download related to the movie, but nothing like the amazing boxed set Stranger Things got. Baldur’s Gate: Descent into Avernus was barely related to the video game and its release timing was horrible.

    Nothing sold out because of Honor Among Thieves, the best D&D marketing in the history of the game, because D&D wasn’t run as a franchise system with business units failing to talk to each other.

    Both the current starter set and Welcome to the Hellfire Club are selling out.

    What’s that mean for us Dungeon Masters?

    1. Be welcoming to new and returning players.
    2. Reduce house rules when they join you.
    3. Talk about the intent of your table and what type of play you focus on .
    4. Be familiar with the most popular products.
    5. Help teach your current players to DM.
    6. See if local cafes, libraries, schools, pubs, etc need DMs.

    We are responsible for growing this glorious hobby. Thanks to the Creative Commons, various SRDs, the eternal nature of homebrewing and the thousands of other roleplaying games there is always something that’s right for someone.

    Find what’s right for your family, your friends and your community.

    People are interested. It’s up to you to be the reason they stay interested.

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