Proceduralism On a Red World Alone

Pixel art of a group of adventurers looking out over mars, towards the city in the dome beneath a starry sky. Adapted from the splash screen at the start of Final Fantasy on the NES.

The current incarnation of On a Red World Alone has been an experiment with a novel procedure of play. The primary aim is to compress the traditional adventurer-to-conqueror campaign structure, so domain play can occur from the first session without ever displacing adventure play.

For those unfamiliar with the (so-called) traditional structure, it is typically presented thus: characters begin as grubby dungeon delvers scrabbling in filth to survive. Through the accumulation of levels, power, wealth, and influence, they become monarchs (or warlords, kingpins, archmages, & popes). In addition to delving dungeons or exploring wilderness, players at this exalted level will engage in ‘domain play.’ How domain play is done has always been vague. Presumably it involves managing large numbers of people and resources rather than only a single character and their personal resources. The idea is compelling, but I’ve never been certain how to approach it. Given how infrequently domain play is discussed, and how incomplete those discussions are, I suspect I am not alone. This post describes my attempt to solve that problem.

Two notes before we dive in:

  • This post will necessarily get deep into the nitty gritty of my game’s setting. I worry that the quirks of the setting may be more distracting in this post than they normally are, so here’s a quick primer for those not familiar with On a Red World Alone. ORWA is set in a densely packed city inside a biodome on Mars. The earth was obliterated shortly after this colony was established, before it had achieved self-sufficiency. The scant few survivors of the human species, traumatized by loss and the struggle for survival, descended into barbarism for centuries. The game is set 500 years after the destruction of Earth. It is the dawning of a new period of enlightenment. Within living memory (Session 1) the Dome was culturally and technologically medieval, but over the past 12 years (176 Sessions) a great deal of cultural progress has been made, and lost knowledge rediscovered.
  • What I describe below remains experimental. Every week I discover new ways to improve on it: develop new tools, discard vestigial mechanics, make key refinements to phrasing. Even the act of articulating my current procedures in this essay has highlighted areas which needed adjustment, so that in places this is now a step ahead of anything my players have seen.

Procedure Outline

Each time we gather to play On a Red World Alone, we start with the Domain Phase. When that’s over we shift to the Adventure Phase until the end of the session.

Domain Phase

  1. Determine Consequences
  2. World Events
  3. Update Progress Bars
  4. Faction Actions
  5. Player Actions

Adventure Phase

  1. Choose a Mission
  2. Preparation
  3. Travel
    • Through the Dome
    • Through the Sewers
    • Into Space
    • Over the Surface of Mars
  4. Exploration
    • Dungeon
    • Neighborhood
  5. Return Home
  6. Haven Turn

Post-Session

  1. Write Recap
  2. Review The Questions
  3. Prepare for next session
Lizard men gather around a wizard, paying great attention to the robed figure as they stare into their orb. Taken from Thundarr the Barbarian.

Domain Phase

The Domain Phase represents one month of game time, and is played through in its entirety each session. With a fair degree of consistency, it takes between 40 and 60 minutes to get through the whole thing. I’m fairly strict about ending sessions 3 hours after start time, so the Domain Phase represents roughly one third of an evening of play.

1 — Determine Consequences

One player is called on to roll a consequence for this session. A riff off Arnold’s “Potential Drama” idea. I maintain a table of consequences that will result from the player’s actions, or from the baggage they rolled randomly during character creation. These can influence any part of the session, which is why I roll them first thing. Some consequences can only occur if a specific player is present, while others apply to the whole party. It’s rare to have a session with everyone in it, so before I announce which die the group needs to roll, I do some quick mental shuffling to figure out which entries on the table are possible today. Everything on the table is specific and prepared in advance. Examples might include:

  • (Only if The Wizard Player is present.) A consequence of the time the Wizard had a spell failure which created a contagious meme about how they smell bad. There’s a bad flare-up today. Everyone the party meets will React at -1 because they think the party are stinky.
  • A consequence of that time the party rescued an artist from a monster that collects artist hands. She has sent the party a gift! A painting that would make an excellent poster, and could serve as a huge boost to a propaganda campaign action. The art may be held in reserve until the party wishes to use it.
  • A consequence of that time the party broke into a mercenary’s apartment, robbed him and then killed him. His crew figured out who did it, and the first encounter that occurs during this session’s Adventure Phase will be an ambush.

2 — World Events

Another player is called on to roll a 2d6 on the table below. Like Consequences, each of these has specific results prepared in advance. I’ve actually got 3 prepped for each, though that’s a bit of excess on my part. Regardless of what is rolled, the prepared results are meant either to create an opportunity for the players to exploit, or a crisis they need to respond to. Whether the opportunity or crisis is better dealt with during the Domain or Adventure phase is often open to interpretation.

  1. Natural Disaster (Example: The Dome’s water systems hit a serious snag. Low areas of the Dome are under 2d12 inches of water. This goes up by 2d12 each week until fixed. Every faction’s Food is reduced by 2 for every foot of water.)
  2. Major Figure Exits Public Life (Usually deaths, but occasionally exile or imprisonment) (Example: Susan Quar, narcotics dealer of note and longtime supplier for all the party’s needs, has been killed. The party will need to make new arrangements.)
  3. Opposed Faction Receives Unexpected Boon (Example: A randomly determined enemy faction discovers an abandoned missile silo in their territory. They keep this very hush-hush, but whispers of excited activity in the area reach the party’s ears. Check upcoming faction actions for that faction. Could any of them be enhanced with a missile?)
  4. Wizard or Dragon Shit (Example: Madam Crucifixion attempted to ambush Dr. Guillotine. She knew just where to go. The battle was brutal. Both survived, and both retreated severely depleted in resources to places where they could hunker down. You could easily identify a few locations to raid while they’re laid up, though if they are able to divine who did it they’d certainly retaliate. Alternatively, you could attempt to destroy one of them in their weakened state. The two are probably the most powerful wizards still living in the Dome (excluding inscrutable Penelope).)
  5. Sub-Faction Action (While the Dome’s major factions all regularly get opportunities to act, this result allows smaller groups to occasionally be at the center of Domewide issues.) (Example: Happy Worm Cultists scavenge food from the players faction. 1 Fewer food this Domain turn. They are well-liked by those who know them, so using force to stop them from eating in order to maintain your taxes would require a roll on the bad reputation table.)
  6. One Additional Faction Action This Session (See Factions Actions below)
  7. Public Need Arises in the Party’s Territory (Example: d4 of the party’s Weorods have been taking undue liberties. Stealing, getting drunk and violent, that sorta thing. Tensions are rising to the point that there are murmurings that large scale violence may break out.)
  8. Public Discovery Made (Example: An archive of “I can haz cheezeburger” memes is discovered online, and spreads rapidly around the Dome. People are quoting it constantly, and it will briefly serve as a sort of universal language of friendliness, allowing the communication of basic ideas outside normal language bounds. After the next Haven Turn everyone will be sick of it and uttering them will probably be regarded as a hostile action.)
  9. Party’s Alliances or Experts are Threatened (Example: The party’s chief engineer recently refused a strange offer to leave your employ and go work for someone else. Now she’s receiving extortionate texts demanding she leak secrets. She won’t reveal what she’s being extorted with, but if you don’t do something about it she’s going to have to give in to the extortion.)
  10. Party’s Tools or Programs are Threatened (Example: Ace Reporter Willie Kypho (formerly of Cult Quarterly) drops the story that the party controls the majority of the Dome’s weather control systems. Why hasn’t this information been shared, or this resource been put to the public good? The party needs to make some response or roll on the bad reputation table.)
  11. Factionogenesis (Example: Duck Folk seize 2d6 blocks of territory in a random location. Call it Duckburg.)

3 — Update Progress Bars

“Progress Bars” being my cheeky re-naming of Clocks. This somewhat tedious-yet-vital activity goes between two more interesting activities in the hopes the players don’t drift too far while I do a bit of bookkeeping. On occasion, clocks will reach a hiccup that I secretly scheduled when the clock was set. It still advances by 1 for this session, but won’t be able to progress any further until some issue is resolved. Thus, if the party are on the ball and get it resolved during this session, they won’t lose any time.

Robed cultists hold a platform on their shoulders, on which rests a large head with a domineering expression. Robots flank the cultists on either side. Taken from Thundarr the Barbarian.

4 — Faction Actions

At present there are 10 major factions in ORWA, aside from the players’ own. Each has their own agenda, and a secret schedule of 3 prepared actions they will take in pursuit of it. When the session reaches this point I call on two players (or three, if a 7 was rolled for the World Event) to roll a d10 to determine which factions advance their agendas this month. Like the World Events these are meant to either create an opportunity for the players to exploit, or a crisis they need to respond to, though sometimes they’re just clues about something big that’s coming in the future that the party may wish to prepare for.

Some examples of recent Faction Actions in ORWA:

  • Pamphlets are distributed to the Akiovashan Faithful, who are set the task of scouring the Dome for a certain room. The pamphlet is very general and mostly pictorial. (Literacy isn’t widespread). For those in-the-know, they’re clearly looking for the Dome’s environmental control systems. Secretly, the party is in possession of several of these. Handing one or more over to the Akiovashans would be massively beneficial to your relationship with that faction. If you don’t want them to find it, you may want to take steps to hinder their search.
  • A large number of “former” soldiers of The Redstone Lords request safe passage through the party’s territory. They’re traveling to the Lords of Light territory to “learn the LoL’s advanced farming techniques, so they can use their strength to feed their people.” Your intelligence reports suggest the Redstone Lords’ disarmament is a ruse, but refusing passage outright would be a very bad move from a public relations perspective.
  • The Hell’s Tenants performed a major raid in Team Gopher’s territory. A hole opened up in the ground, and dozens of mangled horn-headed people emerged, dragging dozens more back down the hole with them. Pursuit was attempted, but failed. The tunnels are too labyrinthine. What are they doing with all of these captives?

5 — Player Actions

Finally, the group takes on the role of their faction’s leadership, with all its resources at their disposal. Between the World Events, the Faction Actions, and any hiccups in the party’s Progress Bars, there ought to be a number of fresh hooks for the party to respond to. I also maintain a list of open hooks left over from previous sessions in case additional prompts are needed, though my aim is that some space is left in most sessions for the group to seize the initiative for themselves.

The group is allowed to pursue a number of goals equal to the number of players present, with each player acting as caller in turn. They do not control any particular characters at this stage. Their own PCs are currently low-level grunts who aren’t important enough to be consulted on matters of policy.

I’ve adopted this unusual form because the mode of play is unfamiliar. There was a tendency early in the experiment for players to use the Domain Phase to support their characters in the Adventure Phase, whereas my goal is to encourage the exact opposite behavior. I want to foster a group who approaches the game as a domain-level problem, and wields their adventuring PCs as tools in pursuit of domain-level goals. Additionally, positioning each player as a caller has been helpful for supporting players who aren’t able to play consistently and don’t fully grok what’s going on. Each player can cede as much or as little control as they want to the rest of the group during their turn at caller.

The group’s faction has a character sheet listing its resources, and there are mechanics for 8 codified actions:

  • Recruit (Gain Human Resources, so long as the faction has enough food to support them.)
  • Diplomacy (Make requests of another faction. What is possible depends greatly on existing diplomatic relations.)
  • Propagandize (Attempt to influence public opinion.)
  • R&D (Set a team of experts to solving a complicated problem, or developing something new.)
  • Public Works (Set a team of workers to solve a simple problem, or build something standard.)
  • Establish Institution (Create an ongoing program, which will be an ongoing drain on resources)
  • Military (Direct the faction’s armies.)
  • Give Quest (Send spies, assassins, and adventurers to accomplish specific goals.)

The breadth of action allowed by “pursing a goal” is left intentionally vague at the moment. I’m searching for a balance between giving each player a satisfying turn at the helm, without allowing the scope of everyone’s turns to balloon into something unmanageable. Most of the time a single action is sufficient for pursuing a goal. There are cases, though, where one action leads directly into another so smoothly that it would be disruptive to cut off the turn. For example, there was a recent turn in which a player organized a counter-attack to reclaim some seized territory [Military], then used footage of the event to convince several other factions [Diplomacy] to join them in issuing a public condemnation of the original attack [Propaganda].

What I may do in the future is create a mechanic whereby the length of each action can be determined, then allow each player to serve as caller for one month’s worth of actions.

A burning sun dominates the frame, looming over a ruined city. A trio of youths stand together in the foreground, the city far behind them. Cover of the novel "Dhalgren."

Adventure Phase

Unlike the Domain Phase, the Adventure Phase is not played in its entirety each session. On average it takes between two and four sessions to get all the way through the Adventure Phase’s procedure. The action pauses when it’s time for the session to end, then picks up where we left off once the Adventure Phase resumes in the next session. This means the Domain and Adventure Phases are usually a little out of sync with one another, existing on a floating timescale where one advances rigidly 1 month each session, and the other phase can spend half a dozen sessions getting through a single day. This may initially seem confusing, but the solution is simple: just don’t think about it. Strict time records must not be kept.

1 — Choose a Mission

When starting a fresh Adventure Phase, the group needs to decide what they’re going to do. They can personally address any of the issues raised during the Domain Phase, acting as a commando team or diplomatic delegation for their faction. Alternately, they can ignore the hooks and attempt to take the initiative on behalf of their domain, perhaps by raiding a faction they dislike, or doing a favor for one of their allies. They can also ignore domain level concerns entirely, and spend this Adventure Phase selfishly seeking personal wealth and power. Experience points in ORWA can only be earned by donating money into the faction’s coffers (1 donated credit card = 1 experience point / 1 level gained = 1 unit of funds usable in the Domain Phase), so even this purely selfish pursuit has the party acting in their faction’s interests.

Generally I will reiterate the most obvious hooks that are on the table here, and ask the party what they want to do. If there isn’t a clear consensus, I’ll randomly appoint one of the players as Party Leader, and ask them to set the goal. (I then note who has been party leader, and they won’t be in the running again unless everyone else present has been leader an equal number of times.)

2 — Preparation

Before setting out from the safety of the walled citadel of their faction, the party has an opportunity to alter their equipment loadout, recruit hirelings, make arrangements with allies, or pursue information. Because this is a setting in which cell phones are ubiquitous, the party can accomplish quite a bit by calling ahead to some friendly NPCs.

3 — Travel

Regardless of what goal the party is pursuing, part of that pursuit will involve travel. ORWA has four entirely different mechanics for handling this, though each share a single procedure:

  1. The destination is set.
  2. The referee determines how many hours (or days, or weeks) the journey will take, and how many encounter checks will result. (# of encounter checks is rounded up!)
  3. The players are called upon one by one to roll a d6, with results determined according to which mode of travel they’re in.
  4. The players resolve the encounter to their satisfaction.
  5. If this mode of travel depends on resources, check to see if they ought to be depleted.
  6. Return to c, and repeat the process from there until the party reaches their destination.

The various forms of travel available to the party are:

Over the surface of Mars. Encounters are rolled less frequently and occur less often in this sprawling red desert. There are locations to find and creatures to contend with, but the greatest danger is the environment. Within the Dome there’s food vendors on every other street, and a climate automatically controlled for human comfort. Outside, the characters must carry enough food to get wherever they’re going and back again, and be prepared for the extreme heat of the day and extreme cold of the night. Note that before traveling over the surface, the party would need to travel through the Dome to one of its exits.

Into Space. One of the party’s key resources is a fixed portal between their walled citadel inside the Dome, and a space station in geosynchronous orbit above the Dome. There’s a space ship docked at the station which the party can use to travel into space. The thing is a 500 year old freight hauling vessel which moves about as quickly as our own modern space ships do. It also runs on a form of solid fuel which the party currently has no means of acquiring more of, so resource management is critically important. Encounters are quite rare in space, though. It’s even more barren than the surface of mars.

Through the Sewers. A labyrinth accessible from manhole covers in the Dome’s streets. The sewers extend further down into the interior of Mars than any player has yet ventured. This is not a mapped space, but rather a Flux which connects both to mapped spaces and to other Fluxes. (Flux Space is another idea I must revisit soon!) I allow players to use the sewers to travel between any two points on the surface. It requires 1 encounter roll more than if they’d taken the direct path through the Dome’s streets, but by traveling in the sewers the players are able to avoid dense crowds of people and factional authorities. Sewer encounters are a couple notches weirder and more deadly than the ones typically faced on the surface.

Through the Dome. By far the most common mode of getting where the party needs to go, since the Dome is where people live and thus where most things happen. There’s no supply-based resource depletion to worry about when traveling through the Dome, since the party is presumably never far from a vendor that sells any basic material they might need. However the Dome is dense with encounters and impediments of every sort, which will tax the party’s less easily replenished resources, like their hit points and saving throws. Of course they can always find somewhere that’ll rent them a bed for a day or two, but such rest gives their goal time to become more complicated.

4 — Exploration

Depending on the player’s goals, the destination they’re traveling to is probably either a Dungeon, or a Neighborhood.

Two explorers have just walked into an apartment, only to find the floor split, the furniture askew, and a deadly hole in the floor. Taken from the Cowboy Bebop anime.

Dungeon Exploration

My dungeon exploration procedure is pretty standard.

  1. The referee describes the party’s current environment.
  2. The party, acting as a group, uses one Exploration Turn to investigate the space they’re in, or move to a different space. If one member announces their intent to take individual action (i.e., hacking a computer), I check in with everyone else in the group to see how their characters spend that same block of time.
  3. The referee relays new information to the party, such as the results of their investigation, or the success/failure of their actions.
  4. After a-c have cycled 3 times, the referee calls on one player to roll the Encounter Die:
    1. Encounter surprises the party.
    2. Party gets the drop on an encounter.
    3. Impediment (i.e., a minor collapse occurs)
    4. Local Effect (i.e., if the dungeon has a unique function, that function occurs.)
    5. Clue. (Either for the next encounter, or to the location of some treasure, etc.)
    6. NPC Chatter
  5. The party resolves the results of the encounter roll, after which the procedure resets. Repeat until the party escapes the dungeon.
An explorer of the apocalyptic wasteland comes across a medium-sized town. A wall of junked cars blocks easy entrance. A hazy smoke lies low over the town. Taken from Fallout 1, the video game.

Neighborhood Exploration

Neighborhoods are not inherently hostile to being navigated the way dungeons are. By definition they are inhabited by large groups of people who have some reasonable expectation of moving around their neighborhood with relative safety. The party doesn’t need to worry about traps, doesn’t need maps, and can’t solve their problems with violence so easily. Rather, the challenge of adventuring in a neighborhood is social. Can you strike up a conversation with a shopkeep and convince her to tell you about the local tough’s watering hole? Can you impress the toughs enough that they’ll tell you where you can find the mercenary you’re after? (Credit to Ava of Errant & Permanent Cranial Damage for this idea!)

Neighborhoods ARE inherently hostile to outsiders, and so it’s important to determine whether or not the party will be clocked as outsiders. Do they speak the local dialect? Are their clothes within the range of fashions that are normal here? Are their hands as calloused, or as soft, as other folks? Each neighborhood has a few key features common to its residents. If most of the party shares these features, the neighborhood will yield to them. If most of the party looks like they don’t belong here, the neighborhood will resist them. (Credit to Ty of Mindstorm for this idea!)

My neighborhood procedure goes like this:

  1. Does the majority of the party share the key features of this community?
  2. Where do they want to begin their inquiry?
    • Going to a local official opens the party to greater scrutiny, but could provide them with greater resources.
    • Merchants are always willing to talk with outsiders, but you’ve got to spend money to get their attention.
    • Bar patrons are often open to striking up a conversation with someone who buys them a drink.
    • Random people on the street are always an option, but most folk don’t love being approached by randos.
  3. After the conversation is resolved, where does the party go next? (Did they learn something they can act on, or do they need to continue searching for their first clue?)
  4. As they travel to their next neighborhood location, the referee calls on one player to roll the Encounter Die:
Party Obviously OutsidersEncounter RollParty Blends In
Locals watch you face danger.1. Encounter Unusual DangerPeople try to help you.
Party shaken down or threatened.2. Encounter a Local ToughThe toughs nod, and pass by.
Your plight is ignored.3. Physical ImpedimentPeople let you know how to bypass it.
4. Local Effect
5. Clue
Your own hirelings.6. NPC ChatterA helpful local appears.
  1. The party arrives at their destination and may continue their inquiry in a new location. Repeat c, d, & e until the adventure is complete.

5 — Return Home

Ideally this should be handled with exactly the same travel procedure as before. Usually I enforce this. Occasionally, doing so would create an awkward break in the Adventure Phrase. One where the Session needs to end in 10 minutes, and the journey home will take 40 minutes. Too long to extend the session for, but an annoyingly short amount of play to resolve next session. When this happens I often handwave the travel home. I do very much prefer to play through it properly most of the time, though.

A visually-busy scene. Outdoors, with a staircase and structures built entirely out of garbage. A photograph of the Cathedral of Trash in Austin Texas.

6 — Haven Turn

The length of a Haven Turn is “however long is necessary for the Adventure Phase to catch up with the Domain Phase on the calendar.” Most of the stuff I once used Haven Turns for has been subsumed into the Domain Phase, with the exception of character downtime. The procedure is fairly brisk:

  1. Hit Points & Saving Throws return to their baseline values. Magic Users may swap their memorized spells. Characters who sacrificed their armor may replace it.
  2. Players may donate as much of their money as they like into their faction’s coffers, gaining xp equal to that amount. (Characters with debt must pay equal amounts towards their debt)
  3. Each player is asked in turn how their character spends the downtime. A non-exhaustive list of options:
    • Relaxation. The character starts next adventure with 1 Temporary Hit Point per level.
    • Research. The character does a deep dive, and may uncover the answers to 3 questions. (Some information may require them to have a specific source of knowledge to dive into.)
    • Relationship Development. Make a social roll to improve your relationship with a certain NPC.
    • Crafting. Describe an object you’d like to make, and make a skill check to build it.
    • Spell Creation. The player writes the first draft of the spell. The referee writes the final draft.
    • Solo Quest. The character pursues a personal goal which would perhaps be too much of a distraction for them to drag the rest of the party along for. The player sets one specific goal which must be approved by the referee, then rolls 2d6:
      • 2. Failure, begin the next Adventure Phase with half HP and a Saving Throw of 15.
      • 3-5. Failure, begin next Adventure with -1hp per level, and a Saving Throw of 13.
      • 6-8. Success, begin next Adventure with -1hp per level, and a Saving Throw of 13
      • 9-11. Success, begin next adventure with -1hp.
      • 12. Success, no injuries, and you also brought home cash treasure worth 200cc per level!

Post Session

Before each session starts I make a copy of my session report template, which I fill out as we play. After the session (immediately if possible) I flesh out the details into a full session report. My goal with these is not to write compelling reading—I’ve never enjoyed reading session reports, and only started sharing mine by request. The purpose of my play reports is as reference material. It’s handy to be able to type in the name of an NPC and immediately see all their appearances in the game. Frequently I’m able to use it when one of the players can’t find their notes about how one of their magic items works. Just recently it was useful when I started keeping a list of open hooks for Domain Actions. That wasn’t something I had been tracking, but it was simple to look over all the hooks I’d given out and write down the ones that would still be open.

One great failing of my approach is that I over-write my session reports. They don’t need to be anywhere near as long and detailed as they are. This is a failing in my technique that I’ve never quite managed to fix, but I’m sure others could get the same benefits with less effort.

At the bottom of my recap template are a set of questions to consider. I use these to write out a list of everything I want to accomplish before the next session:

  • What needs to be restocked? (At a minimum, one of the world events and two of the Faction Actions. Usually there will be encounters that got used up as well.)
  • Does anyone need to be added to Recurring Characters? (Per my Encounter Table method. Were any NPCs fun enough that I want to see them again?)
  • Who did the characters wrong? (And more importantly: what are they going to do about it? Should they be added to the consequences table, or should a whole adventure be planned around their revenge?)
  • Does anyone owe the party a favor? (Similar to the above: what are they going to do about it?)
  • What Hooks should be added for player actions during the domain phase? (Did anything crop up during this session that players may want to be reminded of?)
  • What tools would help the rough parts of this session work better? (Were the players confused at any point? Was I unable to adjudicate a situation gracefully? Could it be smoothed out with a new procedure, mechanic, or table?)

Over the course of the two weeks between each session I work my way through the list, restocking and revising what is needed.

As of today, those are the procedures I use for running On a Red World Alone. Though, the next session is coming up very shortly now, so by the time you read this it’s very likely something will have changed somewhere.

Photo of my ORWA to-do list. Many items are scratched out, but the ones which haven't yet been crossed off are: Dungeon Impediments, Local Effects, Codify Haven Turn Procedures Generally Better, Weorod How Many Can be used in a battle? Progress bar what does "talk to Needletooth jack" spell mean? What are all 27 of the space hulks in orbit? Reactions to the party's domain actions? Domain level PCs? How do the akiovashans alter their plans? Review domain phases past: what should be different in the world and encounter tables? Are consequences working well? Occurring often enough? World events: review! Neighborhood generator. Movement ought to be reorganized into PROCEDURE! 

A hammer and a pen laying across the paper obscure the rest of the text.

Additional Reading About Procedures

Proceduralism, by Brendan S.
Doctrines of Proceduralism, by Brendan S.
Proceduralism, by Gus L.
Errant Design Deep Dive #2: Core Procedures, by Ava Islam
The Rhythm of Procedure, by Retired Adventurer
Theoretical & Practical Proceduralism, by Marcia
Loops, by Emmy
What Even Is a “Procedure”? by Prismatic Wasteland
The Basic Procedure of the OSR, by Prismatic Wasteland

Miscellaneous References

Meet the New Boss: Some Thoughts on Domain Level Play, by Joseph Manola. (Also recorded as Episode 108 of Blogs on Tape)
A Fracture in Old School Philosophy: Barbarian or King?, by Dwiz
I’m Getting Too High Level For This Shit, by Nick LS Whelan (A short post which may add some additional useful context to the ideas discussed above).
Running Domain Play as a Carousing Table, by Scrap Princess
AD&D’s Domain Game, by Chris Kutalik

Tavern Tales 3 & Deadly Dungeons 15: The Funny Tea Room

The room is simple, largely conforming to the architectural style and level of dilapidation of the surrounding rooms. It is good if this room can be placed adjacent to a dining hall or kitchen, as when the dungeon was active, this room produced a drink which (for some reason) was favored by the lord or lady of the place.

It is dominated by a large pit in the floor, 5ft deep, filled with a swirling, bubbling, steaming liquid of a faintly brown color. On the wall of the room is a large rack covered in pegs, and from many of the pegs hang wooden mugs with a copper inlay. The mugs themselves are essentially worthless, being worth ~3cp each, for a total of 20-60 cups in all. The liquid in the floor both smells, and tastes, like a mild tea. If any one drinks it, they are affected by one of the following, determined by rolling 1d12. All effects are permanent, unless noted otherwise.

  1. The liquid is poisonous to your body. Roll a save v. poison, or a fortitude save DC 15. Failure causes death.
  2. A -1 to a random ability score. Use 1d6 to determine.
  3. Spend 10 minutes vomiting and shaking violently.
  4. Burn the roof of your mouth really, really badly.
  5. Antlers sprout from your head.
  6. Tiny, inefficient wings sprout from your back. They might be of *some* use keeping cool or jumping an extra 3-4 inches, but that’s about it.
  7. Skin turns orange.
  8. Feel pretty good about yourself for the rest of the day.
  9. A scorpion stinger grows in your mouth. It is not harmful to you, nor does it interfere with normal tasks. It can be used to sting anything you put your mouth on, delivering a poison which deals 1d6 CON damage per turn, for 3 turns.
  10. +20 to your strength for 1 hour.
  11. A +1 to a random ability score. Use 1d6 to determine.
  12. +1 level.

Players may continue to drink from the pit as many times as they like. Effects will stack with each other, and any effect rolled twice for the same character should be properly “enhanced” according to GM discretion.  However, once a character has rolled a 9 or higher, their body will have adapted to the effects of the brew. From then on, regardless of the mixture they create (see below), or what they roll, no magical effect will occur. The drink is still quite tasty, though. They’ll find they enjoy it even more than before.

Adjacent to this room is a room filled with barrels. These barrels each contain a mixture which, when combined with the tea-water in the previous room, will slightly alter the random roll. If a barrel is completely dumped into the tea-water pit, then the additive will become inert after 10 minutes. If any two of these are mixed together, then their numerical bonuses or penalties will average. Orange spiral overrides anything it is mixed with. If any of these are consumed without being combined with the tea water, it tastes so awful the players will reflexively spit it out. Forced consumption causes death.

The symbols on the barrels, and their effects, are:

  • Blue Square. Smells like meat-juice. -4 to the random roll.
  • Purple Triangle. Smells like a bowl of raw egg. -2 to the random roll.
  • Red circle. Smells like beets. +2 to the random roll.
  • Black “X.” Smells like coffee. +4 to the random roll.
  • Orange Spiral. Smells almost sickeningly sweet. The random roll is replaced by a 1d6 roll to determine the player’s skin color: 1. Bright Red, 2. Blue, 3. Green, 4. Purple, 5. Orange, 6. Transparent. This effect functions even after the player has become immune to the tea-water’s other effects.

The above room appears in the megadungeon my players are currently exploring, Castle Nalew. They discovered it yesterday, and I think we probably spent an hour or more there. They tried every concoction they could think of, and much of the above information is stuff I had to improvise when they asked questions I wasn’t prepared for. Other information I had to improvise was: what happens when you become transparent twice, and what happens when you feed the liquid to a green ooze?

I could write a rather lengthy post about how much fun we had with this, but much of it would probably come across as “you had to be there” humor. However there is one story which is so impossibly perfect, I could not resist sharing it.

The very first character to dare drinking from the tea was the party’s monk. He rolled a seven, meaning his skin turned orange. Later, when they discovered the barrels in the next room, the monk was the first to try the orange spiral concoction, rolled a 5, making him orange a second time. I said that while he had been “Trump Orange,” he was now a wholly inhuman neon orange. After popping around to a few different colors, he again hit orange twice in a row, causing him to actually begin to glow orange with the strength of several candles.

The character’s name?

“Karrot.”

Sometimes the dice are the best comedians at the table.

Colorful Characters 25: Sestronatara

NOTE: If you participate in my monthly ToKiMo Pathfinder campaign, I advise you against reading this post. It will be much more fun for you to encounter this information through play, than it will be fore you to read it here.

Six hundred years ago, she lived a peasant’s life, and knew herself by a peasant’s name. A name which does not matter, and which she has long since forgotten. Sestronatara was born from that peasant she once was, when her mistress drained her of human weakness and gifted to her a new existence as a fledgeling vampire. In that existence she has served her mistress, as fledgelings do. As she aged she grew in power, and independence. When she had been in her mistress service for roughly a century, she was given a task:

Travel to the Castle Nalew, ancient sanctum of the mad god who one walked the earth. There, locate the Blade of Boleshi, which the mad god crafted from the carapace of the mother of spiders. Retrieve it, and return.

Dutifully, Sestronatara crossed the oceans and deserts of the world, and entered the dread god’s labyrinth to begin her search. She wandered the dungeon’s halls, slaying or enslaving all she met there. Shortly after she arrived, she encountered a paladin; a dwarf named Elzhemer. He also sought the Blade of Boleshi, determined to destroy such an evil artifact. The two fought to a stalemate before retreating to continue their search with a renewed sense of urgency.

For thirty years the two searched, and fought, neither gaining the upper hand. Sestronatara became impatient, and plotted to end her game with the infuriating Elzhemer. In their next encounter, she ‘lost’ her journal while fleeing from her foe. Within, he found every note she’d made for 30 years, and combining her knowledge with his, he knew precisely where to find the long-sought blade.

But unbeknownst to the righteous Elzhemer, his nemesis had disguised herself as a spider on the ceiling. She followed his every step, through hundreds of rooms and countless deadly traps, until the two reached their prize. Before Elzhemer could move to claim the cursed blade, Sestronatara let fall her disguise and made to kill the dwarf. For a day, sparks from clashing weapons were the chamber’s only light, and howls of rage and pain were its only sound. When all seemed lost for him, Elzhemer smashed a glass vial of holy water against the vampire’s head, burning away her skin and hair, leaving her head forever bald. But Sestronatara recovered, and proved victorious. With the Blade of Boleshi, she cut her foe’s hands away, then chained him so she could drag the meat to her mistress.

But when Sestronatara reached the entrance of the dungeon, she found she could not leave. In the 30 years the two had been here, a group of powerful wizards and clerics had banded together and sealed Castle Nalew against any entrance or exit. The vampiress raged and beat against the barrier, but could not escape. And in her 30 years of exploration, she had never discovered another pathway out. The pair were trapped.

Five hundred years have passed since then. Sestronatara has claimed a small wing of Nalew for herself, and filled it with her own fledgelings and slaves. To occupy herself, she collects what objects of beauty can be found in the dungeon, and will offer a good price for any art piece. She has grown powerful, and independent. No longer does she wish to serve the mistress who created her–though she still keeps the Blade of Boleshi hidden away. She cannot disobey her mistress’ final command.

In her chambers, beard grey with age, the handless Elzhemer remains chained. A pedestal has been placed just out of his arm’s reach, and upon it is a hammer and wooden stake he could never hope to use without hands. The paladin’s anguish soothes her.

Sestonatara (CR 8)

XP: 4,800
Female Human Vampire, Sorceress 6
NE Undaed
Init +9; Senses Perception +14, Darkvision (60ft)


Defenses


AC 23, Flat Footed 17, Touch 17 [10 + Dex(6) + Natural(6) + Dodge(1)]
hp 67 (6d8 + 36)
Fast Healing 5
Fort +3 (Immune unless effect can target objects, or is harmless) Ref +8 Will +6
DR 15/Magic & Silver
Resist Fire 20, Channel 4, Cold 15, Electricity 10
Immunities Mind affecting effects, Bleed, Death effects, Disease, Paralysis, Poison, Sleep effects, Stunning, Nonlethal Damage, Ability Drain, Energy Drain, Physical Ability Score Damage, Exhaustion, Fatigue effects, Death from massive damage, effects which require a fortitude save


Offense


Speed 30ft
Melee Staff + 8 (1d4 + 5, 20/x2)(Reflex save DC: 11 v. being knocked flat)
Melee Slam +6 (1d4 + 3, 20/x2)(Magic Weapon)(Energy Drain)
Sorcerer Spells (CL 6th; Concentration +11; +2 save DC for Evocation spells)
3rd (4/day) — Lightning Bolt
2nd (7/day) — False Life, Scorching Ray, Shatter
1st (6/day) — Chill Touch, Burning Hands, Magic Missile, Mage Armor, True Strike
0 (at will) — Dancing Lights, Flare, Light, Ray of Frost, Blood, Message, Daze
Bloodline Undead
Bloodline Arcana Corporeal undead are susceptible to your mind-affecting spells.
Bloodline Powers
Grave Touch — Able to summon a familiar.
Death’s Gift — Resist cold 5, and DR 5/Magic & Silver


Stats


Str 16 (+3) Dex 20 (+5) Con — (–) Int 13 (+1) Wis 6 (-2) Cha 21 (+5)
Base Atk +3; CMB +6; CMD 21
Feats Iron Will, Spell Focus/Greater Spell Focus (Evocation), Dominate Focus (+1 Dominate DC), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Eschew Materials,
Skills Perception(+12), Spellcraft (+10), Use Magic Device (+14),
Languages Common, The Gravespeech, Draconic, Goblin
SQ
–Blood Drain: If an opponent is pinned, may deal 1d4 Con damage per round. Gains +5 HP (or +5 temporary HP) for each round blood is drained.
Children of the Night: 1/day, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. Creatures arrive in 2d6 rounds, and remain for 1 hour.
–Create Spawn: Creatures slain by blood drain or energy drain rise as subservient vampires within 1d4 days.
–Dominate: Target must succeed on a will save (DC 19) or fall under the effects of a Dominate spell.
–Energy Drain: Creatures hit by slam attacks gain two negative levels.
–Change Shape: May assume the form of a dire bat or wolf, as Beast Shape II
–Gaseous Form:
As a standard action, or upon reaching 0 HP, the vampire can assume Gaseous Form indefinitely. Has a fly speed of 20ft with perfect maneuverability.
–Shadowless: Casts no shadows, nor is he reflected in a mirror
–Spider Climb: May climb surfaces as though under the effects of the Spider Climb spell.
–Combat Reflexes: May make up to 5 attacks of opportunity per round. Even while flat footed.

Weaknesses
–Aversion: Cannot tolerate the strong odor of garlic, mirrors, nor strongly presented holy symbols. Must succeed on a DC 25 will save each round, or stay at least 5ft away from these objects.
Entrance: Cannot enter any private home or dwelling unless invited by someone with the authority to do so.
–Sunlight: Exposure to direct sunlight causes the staggered condition in the first round, and utter destruction in the second round.
–Running Water: Being submerged in running water deals damage equal to 1/3rd of max hit points per round. Upon reaching 0HP, the character cannot escape using gaseous form as normal.
–Wooden Stake: If a wooden stake is driven through the heart while Sestronatara is helpless, she is instantly slain. However, if the stake is ever removed, she returns to life unless her head is also severed and burned.

Gear Staff of Impact (+2, Knockdown), Key Ring (Opens her secret treasure room), Wand of Fireball (8 charges), Close-Call-Cloak (+1 to all saves)

Fast Playing Skirmishes

Recently the tide turned in the ongoing war between the elves of the Western forest, and the orcs who had settled in the ruins there. A series of defeats has forced the orcs into retreat. Rather than flee North into dwarven lands, or South where they would likely be subjugated by the Lich, they began migrating East, and established three settlements in the north of the Plains of Nalew. No one holds a true claim on this land, though there is a small human settlement, named Overton, at the confluence of the River Nalew and the Drall River.

The humans of Overton have obviously been distressed by this development. They appealed to the elves for aide, but the elves say they have enough orcs to worry about in their own lands, and are not interested in risking lives in solving human problems. To make matters worse, the orcs have recently erected a fourth settlement. This one south of the River Nalew, a day’s ride from Overton itself, and very clearly an encroachment on human territory.

Fortunately, the local adventuring party returned to town about this time. The mayor begged them for help, and they agreed to do what they could to get rid of the orc problem. Unwilling to take such a large force head-on, the players devised a more cunning plan. First, they did some recruiting around town, and found 10 able-bodied adults willing to join them in battle. Second, they approached the elves again, and laid out a plan which would minimize the risk to elven lives. They also reminded the elves that orcs breed fast, and allowing them to settle so close to elven territory would given them the opportunity to re-invade within 10-20 years. The elves agreed to lend the players 30 archers; but only on the condition that the only real risk be to the players.

The lynchpin of the plan was Betsie, the minotauress PC. For the most part, this has been a humans-only campaign, but I allowed one of the players to take control of Betsie when her paladin died and Betsie was the only friendly NPC around. The players figured that the Orcs, as fellow monstrous humanoids, may be inclined to trust Betsie more than they would trust a human. The plan was that Betsie would tell the orcs that the forest west of Nalew had ruins similar to those the orcs had occupied in the Eastern forest, and that ever since the tribe of Gnolls she’d been in charge of had been killed by humans, there was no one there to occupy the territory. (All of this was pretty much true). Further, Betsie would claim, the ruins were filled with treasure, which she would prove with a massive 5000gp diamond the players had recovered from the area.

The player’s hope was that the Orcs would agree, and she could lead each of the four colonies (one by one) into a bottleneck between a large hill and a river, where they’d be ambushed by the humans, elves, and the rest of the party. It was a solid plan. Or, rather, it was an insane plan, but one which met the minimum standard for logical thinking which constitutes a good plan in D&D. Shortly after the plan was made, one of our players had to leave, and we decided to play board games for the rest of the evening.

That was a month ago. I had that long to figure out how to handle the player’s plan. It’s a good enough plan that I didn’t want to simply have it blow up in their faces; at least not by fiat. Assuming that the reaction dice didn’t cause the orcs to attack her on sight, and the player made her case well enough, I figured the plan would go off. (Though no way were the orcs going to be dumb enough to go in one at a time. They were gonna get together with the other three camps, and march in there 100 warriors strong).

So how do I run this scenario? 100 orcs, 30 elves, 10 humans, and 5 PCs. Obviously I don’t want to model a battle with 140 NPCs at the table, because that would take a week and be immensely boring. I do want it to be random though, because that will create a more interesting scenario than one I’ve scripted. Given the small number of forces on each side of the engagement, I do want to track how many die, but I don’t want a battle between NPCs to take up too much of my time. It has to be about the players, and their actions during the combat. Those actions of the players should also have some bearing on the fight’s outcome, though, even if it’s small.

What I eventually came up with was based on the dice chain mechanic of DCC RPG. The chain I used was 1d4, 1d6, 1d8, 1d10, 1d12, 1d14, 1d16, 1d20, 1d24, 1d30. Each round, each of the factions would roll one of these dice against the other factions, killing that many members.

Assuming nothing went wrong with the player’s plan, the first round of combat would be a surprise round from the elves. I assumed they’d have plenty of time to line up their shots, so the opening volley from the elves killed 3d6 + 12 orcs. So most of the elves would make kill shots, but it wouldn’t be able to exceed the actual number of elves participating.

The PC who was in charge of the 10 humans had chosen a position a little removed from the bottleneck, and I told him it would take 1 full round of charging before he could get into position to attack. Once they were able to engage, I figured the humans could kill 1d10 – 2 orcs each round (as these are not trained warriors), and the orcs could kill 1d10 humans each round.

Starting on the second round (after the surprise) the orcs could kill 1d4-2 elves each round, with a result of 0 or less meaning they still had not spotted any elves. While the elves, now dealing with the chaos of battle rather than a well timed ambush, would be able to kill 1d30 each round.

While all of this was going on, the players would be in the thick of the battle. Each round they faced off against several different orcs (I invented 6-8 variant orcs to keep things interesting). These death-rolls would be be made openly between each round of combat, so the players could see how the battle was progressing around them.

The majority of play time during the battle was focused on the players, with brief interludes between each round while I rolled to see which combatants on each side had died. As the battle progressed, the ‘kill dice’ I rolled were modified by several factors:

  • No faction can ever roll a die with a potential to result in more kills than there are attackers. For example, the elves can continue to roll a d30 for as long as there are 30 elves, but once an elf dies, they move down 1 space on the die chain, to 1d24.
  • Once the orcs score their first kill against the elves, they’ve figured out how to spot the elves and jump up to a full 1d4 on the die chain.
  • Each round, as the elven positioning is further revealed, the orcs roll a die which is one higher up on the die chain.
  • Each orc the players kill will be matched by the elves, who gain a +1 on their kill roll. The result cannot exceed the number of remaining attackers.
  • Any PC knocked to 0HP or lower, or who flees from the fight, will give give the orcs a boost of 1 extra step up the die chain.
  • If the PCs successfully kill 5 orcs in a single round, the elves will rally and receive a +10 to their kill roll.
  • Once any of the 3 factions is reduced below 20 members standing, roll a 1d20 morale check each round. If the result is equal to or lower than the number of fighters standing, the faction will press on. If the result is higher, then the faction will break and flee from the battlefield.

These rules only took me about 20 minutes to come up with, but it seemed like a solid method of running a skirmish like this. And it did work pretty well in play, though I did end up straying from the plan a few times when I lost track of what had happened. The players did succeed in slaying the orcs, though with only 10 elves left alive they may want to watch their back if they ever venture into the Western forest again.

Any of my readers have a better method of running a battle like this one?

Placing Treasure

In the comments to yesterday’s post, regular commentor Jimmy asked:

“I’m bad at placing treasure. Any advice on that?”

You’re not alone, Jimmy. I’m bad at placing treasure too! I even wrote about it just a few months back:

“I also have a bad habit of being a great deal more generous with treasure than I ought to be, because I’m worried about keeping my players engaged in the adventure if they don’t feel suitably rewarded.”

It hasn’t been long since I wrote that, but if I do say so myself, I think I’ve improved a great deal. I’m sure many GMs would scoff at how wealthy I’ve allowed my players to become. But I no longer feel as though treasure “gets away from me.” A lot of different elements come together to support this, so I’ll go over them and hopefully some of what has helped me will help you.

Traditional Dungeon Crawling.

Like many young GMs, the dungeon crawl for which the game was named didn’t interest me when I began crafting adventures. Its only within the last year that I’ve reflected on my own gaming history, and realized that I’d avoided many of the fundamental experiences of D&D which are commonly considered “played out.”

My first real dungeon crawling experience was a mere 6 months ago when I began playing in Vaults of Pahvelorn. Since that experience, I’ve worked similar dungeons into my own games. Dungeons with fifty or a hundred rooms, each of which must be navigated slowly to avoid traps, and carefully examined for hints.

The traditional dungeon crawl is limiting in a good way. It reduced the game to its core elements: the players want treasure, and the environment wants to kill them. The rooms are puzzles where failure means death and success means gold. The obfuscation of heroism is torn away and the game’s foundations are laid bare.

There are many different kinds of adventures, and most of them can be fun. But having thoroughly experienced the game in its fundamental state, I now have a much better grasp for what players must do to earn their treasure.

Greater Rewards Require Greater Trials

It’s easy to get into the first room of the dungeon. Any treasure found there will be minor, if there’s any treasure to find at all. After all: it’s easy. Many adventurers have come this far before you, and would have carried off anything of value long ago. If you want to find some of the good treasure, you’ll need to make your way past deadly traps and merciless monsters which have scared off or killed the adventurers who came before you.

The really good treasure will be behind secret doors, and guarded by deadly monsters or traps.

Gold, Hidden in Non-Gold Form

When we think of hidden treasure, we think of secret alcoves, and gems buried in a pile of fireplace ash. But this is only the most obvious way of hiding treasure. A much better way is to hide treasure in plain sight, as books, fine clothing, land deeds, exotic animals, bags of spices, or any other number of possibilities.

Recognizing treasure is part of the game’s challenge. You can tell your players flat-out that they find 3 silk gowns when they open the dusty armoire. They may or may not realize they’re looking at 300 gold pieces worth of tailoring.

Encumbrance!

While I confess I still struggle with encumbrance in my games, it cannot be undervalued. The character’s income is limited by their carrying capacity. In a society where learning has largely been lost, the discovery of an ancient library deep underground could be worth more than a dragon’s hoard! But books are heavy. How many can each PC actually carry themselves?

Make the players think about whether they’d like to take multiple trips, or hire a crew to get it all out in one go. Make them wonder if the treasure will still be there if they turn their back on it for a few hours. These are interesting choices for the players to face, and go a long way towards maintaining a reasonable level of wealth for them.

Missed Treasure is Forever Lost

Let your players miss treasure, and never hint that they missed it. It may be difficult as fuck, and I’m not perfect about it, but I’ve found it to be an essential skill to practice. I take immense delight in hiding treasure as well as I can without making it downright impossible to find. (with a fair scattering of less difficult to find treasure to keep my players from getting discouraged).

Often, this means my players miss out on a really cool magical sword or badass piece of artwork that I was looking forward to them finding. But that’s okay, because you can always use that treasure again later. And when they do find some of the better hidden treasure, it’s exciting. Both for them, and you.

1d6 For Wasting Time

In keeping with oldschool rules, roll 1d6 once every 10 minutes of in-game time. If a 1 is rolled, then the players encounter a monster appropriate to the area they’re in. If that’s too much fighting for your game, bump the die up to 1d8 or 1d10. The important thing is that there is a penalty for wasting time. The players can search every 10′ square segment of wall in the entire dungeon for secret doors a dozen times over if they please. But they’re going to encounter a shit-ton of monsters while doing it.

Making time a resource which the players have to be careful about wasting, makes them more focused on their goals, and less likely to search for treasure by process of elimination. This means that more of your hidden treasure will stay hidden as noted by the point above. And while I’m never happy to see my players miss out on something cool, I would rather reward smart play than time wasting.

1d6 For Cleverness

Sometimes, while exploring a room looking for treasure, players will look in a place that the GM never even considered. And sometimes that hiding spot is so damned clever that the GM decides they’re going to remember it so they can use it in the future. When that happens, I roll 1d6. On a 6, I tell the player they find a small amount of treasure, despite the fact that I never placed any there.

The treasure they find is usually pretty minimal. A sack of 20 gold pieces or a small gemstone worth about that much.

Budget by Section

This is an idea I just thought of today, so I’ve not tried it, but it seems as though it would be helpful.

Divide your dungeon (or other adventuring area) into whatever sections seem natural. For most dungeons, a single level of the dungeon would probably be most appropriate. Determine what level you think your players ought to reach for completing that section of the dungeon. Look up how much gold the players should have at that point on the wealth-by-level table, then increase that value by 50% to account for the treasure the players probably won’t find.

The resulting gold-piece value should be the sum-total of all the treasure in that section.

Does anybody else have tips? I could still use some improvement myself!

EDIT: Generally speaking I prefer not to edit posts once they’ve gone up, but I’ve just remembered an entire section I had intended to add to this post, and completely forgot about. Apparently I didn’t add it to my notes!

Hoards are for Dragons

Sometimes its appropriate to make a big pile of treasure, or “Treasure Hoard.” A hoard will typically represent multiple types of treasure, and require a great feat of skill to obtain. Hoards should not be the default method of placing treasure. Most treasure should be found piece-by-piece. A coinpurse in this room, a valuable painting in the next. These smaller items are still exciting to find, and they provide context for the day that the players finally do discover a true hoard of treasure.

If every chest contains an assortment of gold, gems, and magic items; then such treasure is the player’s expectation, when it should be a coveted and exciting accomplishment.

Tavern Tales 2: Ooze, Poison, and Near Death Experiences

It’s been awhile, but I have a few more Tavern Tales to tell, if you’ve got the time!

Underwater Ooze

Over the last few months, Brendan‘s Vaults of Pahvelorn campaign has become one of the best parts of my week. I love the game, I love the group, and I love having the opportunity to be a player as a change of pace. I’ve also enjoyed the challenging, and high-mortality style of Brendan’s GMing, despite the fact that it cost me one of my favorite PCs ever. As a group, we’ve learned to be cautious, and when its best to simply run away. I think we’ve become quite skilled at navigating the depths, but our explorations are far from done. And just this past week, we encountered a challenge which very nearly defeated us entirely.

In a large cave, amidst a forest of glass trees, we discovered a series of ziggurats. I won’t bore you with the details, but suffice to say, we had reason to believe there was treasure in those ancient structures. We ventured down the stairs which led into the first, and were immediately confronted with an octagonal room filled thigh-deep with water. We could see a dry passageway leading further into the dungeon straight across the room, as well as a stone slab with a body atop it that we wanted to investigate. But the water was murky, and even a first level adventurer would know not to step into any water you can’t see the bottom of.

We tested the bottom of the water with our 10ft poles, and felt only thick sludge. We thought perhaps it would be safe to trudge through–but when we withdrew our poles, we noticed that the metal hooks mounted on the ends of them were completely gone. Our rat catcher, Beni Profane, pulled a rat forth from his pouch and tossed it squarely into the center of the room, and we all watched expectantly. At first the tiny cr5eature frantically swam back towards us, and dry land. But the rodent didn’t make it three feet before a grey, gloppish ooze rose up from the water, and came down on the rate, dragging it beneath the surface.

Now thoroughly convinced that we didn’t want to step into the water. we broke some of our 10ft poles in half, and used rope to tie foot hold knots to each half, thus constructing a crude pair of stilts. We tied a rope to Beni–as he is our most dextrous party member–and sent him staggering through the mucky black waters to the other side. Once he had successfully made it there, he used an iron spike to mount the rope to the wall, then tossed the end back to us. We constructed a crude bridge of two ropes–one for our arms, and one for our legs–and began to cross one by one.

The dice were not with us, though, and the second to cross–our beloved hireling Levis–caused the rope to snap from the wall. He fell with a splash into the water, and lost all composure. He miraculously managed to flee from the water without too much injury, and continued fleeing towards the ziggurat’s entrance, where we later found him dead from an unknown source.

The rest of us managed to reattach the bridge and make it across. The entire process took at least 40 minutes of game time. But it was well worth it!

…I’m kidding of course. We didn’t find a single copper piece in the entire Ziggurat. And in addition to losing Levis, one of the player characters–Satyavati–also lost his life while fighting a monster in that next room.

Without question, that was our most dismal delve into the depths yet. And I adored it.

Poisoned Journal

I’m not sure whether I’ve mentioned this or not, but recently my younger brother asked me to introduce him to the hobby.  I threw together a quick amalgamation of OD&D rules I gleaned from playing in Vaults of Pahvelorn, made a dungeon, and told him we’d play for three hours on the the following Saturday. Six weeks later, it has turned into a running campaign which I’ve dubbed Dungeons & Dragons & Little Brothers; or D&D&LB for short. Running the game has unfortunately pushed back a few other projects I wanted to work on, but I’ve also been having a great deal of fun with it, so I don’t mind.

In a recent game the party found part of an ancient manor house which had fallen into the earth in ages past. Most of it had been destroyed, but a few rooms remained largely intact, and could be accessed directly from the caves they were exploring. They had good luck finding treasures here, and when they encountered a largely intact, luxurious office room, they started to get pretty excited. Too excited to check under the desk as they normally would have. They didn’t notice the dire rat nesting there until it leapt out to defend its territory. My brother’s character, Garret, took a bite to the face which dropped him to -2 hp.

Now, the way I handle death in this game is thus: If the character reaches 0 hp, then they are unconscious. They can be revived after 10-60 minutes, but cannot fight or move quickly, lest they risk reopening their wounds and taking 1 hp of damage. If the player ever falls below 0 hp, they must make a save versus death. If their save succeeds, then they return to 0 hp and are unconscious. Characters who succeed on a save versus death also receive a permanent disability, based on the manner of their near death. If the save is failed…well…roll 3d6 for your stats, in order.

As it so happened, Garret succeed on his save. He was left with a permanent hole in his cheek which cost him 1 point of Charisma, and was reduced to limping around at 0 hp, but was otherwise none the worse for wear. Garret’s companion, Drako, urged that they should return to the surface so he could recover. But Garret insisted that they had cleared the room of danger, and it would be a shame to go back without looking through the room to see what they could find. As it turned out, Garret was correct. That single room held more treasure than the party had yet discovered in the rest of the dungeon combined. They found ancient books of law from before the fall of human civilization, and even managed to procure a piece of fine sculpture, dedicated to a powerful goddess.

Unfortunately, Garret had been wrong about clearing the room of dangers. For while there were no more vicious creatures there to attack them, there was a vicious poison dart trap. One which stung Garret in the palm when he attempted to open a locked journal. He failed his save versus poison, and had to be dragged back to town by Drako. Even before they made it to the surface, Garret’s mental state had been reduced to that of a vegetable, and it cost the Party every penny they had earned that day, just to restore his mind.

Near Death at the North Tower

For the most part, I’ve been very proud of how quickly my younger brother adapted to the dangers of OD&D. Despite his actions in the previous story, he’s made more good choices than bad ones. But even good players sometimes have bad tactics. And no player is immune from the occasional wrath of poor fortune.

While investigating those underground manor houses, the players came upon a deed to the “North Tower.” They did some investigating, and discovered that the building was still standing, the deed was still valid, and their new property was only a half day’s travel from the town they were residing in. Truth be told I didn’t expect them to find that deed as quickly as they did, but that’s the nature of the game. Sometimes players surprise you.

They decided to go investigate their new property, and promptly found themselves in a pitched battle with the bandits who had claimed the tower as their hideout. It was an absolute route. The magic user was the first to go down. His “Shield” spell gave him an AC of 3 against normal missiles, so he tried to stand in front and offer cover for his companions. The first volley of arrows overcame his increased armor class, and he went down, barely making his save v. death to remain unconscious at 0 hp. The players barred the door from the outside, dragged their companion around a corner, and tried to revive him so they could flee. The bandits immediately succeded on their first 1-in-6 chance to break the door open, and charged out swords and arrows blazing.

Drako held up a leather tarp to obscure her form, and ran for the trees, but an arrow hit her in the leg for 3, which is exactly the amount of HP she had at the time. Garret held out a good while longer with the help of the party’s two hirelings, but he and one of them were both dropped to 0 hp within a few rounds. The remaining hireling wasn’t about to fight on alone, and surrendered. For a moment, I thought my brother was about to learn what TPK stands for. But then I noticed something: Every single member of the party had miraculously ended up at 0 HP. Only one of them had even needed to make a save vs. death.

I couldn’t see why a group of bandits would kill a group of potentially valuable prisoners, so a few days later, the party awoke in a prison, and began to plot their escape.

Critical Hit and Critical Fumble Charts for Pathfinder

I’ve been trying to write a post about critical hits and fumbles for awhile now. A stupidly long while, actually. Like, a month and a half. I’ve had this general idea about wanting to discuss the various ways I’ve seen people handle attack rolls of 1 or 20, but I haven’t been able to pin down what I want to say about it.

I first got to thinking about this when I started playing in my friend Gustie’s Anomalous Subsurface Environment game, where I am a thief named Nire the Dead. Gustie has a really cool method of handling critical hits, where the attacker can either deal double damage, or do ‘something cool.’ It’s a mechanic which doesn’t simply allow players to be creative and try crazy things, but encourages it. A player can always say they want to try something cool, but often the odds of success make a simple attack the obviously better choice. By pre-confirming that something cool will work, the mechanic has an incredibly freeing effect on the player’s imagination.

All of that said, I don’t know if I would want to implement Gustie’s system in Pathfinder. Combat maneuvers already provide a working structure for ‘cool stuff,’ and it’s an extremely efficient one which rewards player ingenuity. I feel like the two systems might not mesh well with one another. Despite not wanting to use Gustie’s system, though, I do want to try something a little more colorful than the basic double damage / critical miss system that Pathfinder uses.

For the last few weeks, Brendan’s Vaults of Pahvelorn game has been using a pair of tables he got from a Lammantations of the Flame Princess supplement. I don’t own LotFP, so I can’t speak to the table’s full content. But anytime a 1 or a 20 is rolled, Brendan asks us to roll a 30 sided die, and something wonderful, or terrible, results. I’ve been fascinated to watch how this table has affected the group. We’re all on the edge of our seat, waiting to find out what the d30’s roll will produce–and there have been some doozies. Like the time one of us rolled a 20, which resulted in a miss, but they then ‘learned from it,’ and gained 1 point to their wisdom score. Or the time one of the party’s cleric’s was granted a new level on the spot.

We’ve had an immense amount of fun with the LotFP tables. But for my Pathfinder games, I wanted to find something a little more grounded. That’s when I discovered a post on Delta’s D&D Hotspot with some fantastic tables from an old dragon magazine. You should definitely take a moment to look over those tables. They’re very nearly perfect. All I’ve done below is parse them down from four charts, to two. And from a d%, to a d30.

Note that a little creativity, and judgement is required from the GM when using these tables. What does it mean in game terms when an orc loses an eye? (Perhaps they’re easier to backstab or flank)? What exactly happens to a shortbow when it’s damaged? (Perhaps the character cannot bend it as far without breaking it, and thus the bow’s range is reduced by half)? I’ve tried to predict circumstances which would make any of the results invalid, and provide contingencies for them. But if you choose to use these tables, I’m sure you’ll discover a few that I missed, and need to either re-roll, or make a judgement call.

Critical Hits (Roll 1d30)

Any attack roll of 20 is a critical hit. Any other other attack roll within critical range must be confirmed as per Pathfinder’s rules.

1-10) Standard critical damage as indicated by the weapon type.
11-15)
Critical multiplier increased by 1. (If a weapon deals double damage on a critical hit, then it would deal triple damage. If the weapon deals triple damage, then it would deal quadruple damage, and so on.)
16)
Normal damage, and weapon is knocked from the opponent’s hands. (If enemy uses natural weapons, such as a bite attack, those weapons are damaged and rendered unusable.)
17)
Normal damage, and opponent’s shield is knocked out of their hands. (If no shield is present, weapon is knocked away instead, as described for 16)
18)
Normal damage, plus opponent’s armor (or natural armor) is damaged, reducing its AC bonus by 1. Armor can be repaired for 1/2 base cost. (If armor is magical, re-roll.)
19)
Normal damage, plus the opponent’s ear is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage, and helm is knocked off.)
20)
Normal damage, plus the opponent’s eye is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage and helm is knocked off.)
21)
Normal damage, plus the opponent’s knee is struck. They are reduced to 1/2 movement speed.
22)
Critical damage, plus the opponent’s right arm is destroyed (Either cut off, or damaged beyond usability).
23)
Critical damage, plus the opponent’s left arm is destroyed (Either cut off, or damaged beyond usability).
24)
Critical damage, plus the opponent’s right leg is destroyed (Either cut off, or damaged beyond usability).
25)
Critical damage, plus the opponent’s left leg is destroyed (Either cut off, or damaged beyond usability).
26)
Critical damage, plus severe damage to the abdomen. (Heavy bleeding, either from a wound, or internally). Target will continue to lose 10 hp every turn (10 minutes) until bbleeding is stopped.
27)
Critical damage, plus severe damage to one of the target’s lungs. Target is left gasping on the ground until tended to. Suffers a permanent loss of 4 Constitution (which also causes a loss of 2hp/level). This ability loss is from the destruction of a lung, and cannot be recovered by anything less than a Regenerate spell.
28)
The attack strikes the chest, and severely damages the heart. The target is immediately reduced to -1 hp.
29)
The attack strikes the head. The target immediately drops to -1 hp and suffers the permanent loss of 4 Wisdom. This ability loss is from brain damage, and cannot be recovered by anything less than a Regenerate spell. (If the target is wearing a helmet, this attack instead deals critical damage, and knocks the helmet from the target’s head).
30)
Roll twice.

Critical Fumble (Roll 1d30)

Any attack roll of 1 is a critical fumble.

1-10) Complete miss.
11-12) Fumbler’s movements put them off balance. They take a -1 penalty to their armor class for the next round.
13) Fumbler’s movements put them severely off balance. They lose Dexterity, Shield, and Dodge bonuses to AC for the next round. If losing these bonuses does not reduce the fumbler’s AC, then they still must take a -1 penalty.
14-15) Fumbler trips, and falls prone.
16) Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
17-18) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
19) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 base cost. This includes magical weapons.
20-21) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
22) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. This includes magical weapons.
23) Weapon is dropped.
24) Weapon is sent flying.
25) Shield is dropped. (If no shield is held, weapon is dropped).
26) Fumbler twists their ankle, and is reduced to 1/2 speed until they have a day to rest.
27) If fumbler wears a helm, it becomes twisted, leaving them unable to see. (If no helm is worn, this is simply a miss).
28) A nearby ally is struck for 1/2 damage. (If no ally is nearby, this is merely a miss).
29) A nearby ally is struck for normal damage. (If no ally is nearby, this is merely a miss).
30) Roll Twice.

Simple, Deadly Poisons

In appendix 1 of the Pathfinder Core Rulebook, a number of poisons are listed. Each poison has a bunch of attributes under their fancy schmancy names. The type indicates how the poison gets inside the body. The onset is how long it takes for the poison to begin its work, while the frequency is how often the poison’s effects will repeat, and for how long. The fortitude save varies by poison, and may be attempted each time the poison’s effects repeat. Normally a single save at any point will cause the poison’s effects to end, but sometimes multiple saves may be required (noted under “cure.”) To be fair, most of these poisons can be deadly, but they don’t really suit my needs when I’m designing a trap.

Poisons highlight a problem I have with Pathfinder: the numerous opportunities to save. It’s an excessive amount of rolling which seems designed to give players a better chance to resist whatever effect is directed at them. But I don’t see why. I prefer a game where an effect either happens, or it does not. A save is either passed, or failed. Allowing 6 saves for a given dose of poison just means that poison won’t be a very large threat to players, because they’ll almost always save within their first few rolls. And the one time that the odds are against them and they roll poorly numerous times in a row, dying because of it, they’re going to feel cheated because their fate was left up to random chance. Survivability from poisons should come in the form of the player’s ability to avoid becoming poisoned in the first place through intelligent play. It should not come in the form of an increased number of die rolls. Many effects, such as enchantments and diseases, suffer from this same problem.

For my own use, I’ve devised a simpler system for poisons which are much deadlier, and simpler to remember. Instead of being enumerated individually, poisons are created by the GM according to these basic guidelines. I don’t find that it’s important to identify the method of contraction, because that’s implied by the delivery method. If the poison is in cloud form, then its inhaled. If it is delivered by a needle, then it needs to be in the bloodstream to work. If it’s in food, it’s an ingested poison.

Most poisons belong to one of six types. These correspond to the six ability scores.

Strength poison weakens the muscles of the victim, and can eventually stop the heart. Constitution poison causes nausea, and makes it difficult to breathe, eventually leaving the victim too weak to swallow food, leading to death. Dexterity poison afflicts the victim’s control over their limbs, and can eventually leave the victim paralyzed. Intelligence poison causes the victim to lose focus, and can eventually leave them in a vegetative state. Wisdom poison tampers with the victim’s connection to reality, and can eventually drive them mad. Charisma poison is rare, and expensive. It saps the victim of their cheer, and personality, leaving them ill-tempered and prone to lashing out at their companions. Eventually Charisma poison can drive a person into such misery that they will wish to kill themselves.

Each of these poisons is available in five levels of potency.

Very Weak poison is old, and may have largely dried up. The save to resist it is 12, and it deals 2d4 damage to the indicated attribute.
Weak poison may be watered down, or perhaps not enough was applied. The save to resist is 15, and it deals 2d6 damage to the indicated attribute.
Normal poison has a save to resist of 17, and deals 3d6 damage to the indicated attribute.
Strong poison may be fresh, or taken from a particularly potent source. It has a save to resist of 20, and deals 4d6 damage to the indicated attribute.
Very Strong poison may have been refined by a master alchemist. It has a save to resist of 24, and deals 3d10 damage to the indicated attribute.

The five levels of potency scale nicely with the levels of character power in a given attribute. Weaker poisons are deadly if the character has a very low score for that attribute, while the stronger poisons are deadly for characters who have high scores in the given attribute.


Graph made with AnyDice

If the save is failed, then the poison will run its course unless an antidote is applied. The first die of the poison’s damage is rolled immediately when the poison is contracted. Every 15 minutes after, another die of the poison’s damage is rolled, until the damage has been dealt in its entirety. If the character takes strenuous action which gets the blood pumping (such as running to get the cure) then the poison may act more quickly (a die rolled every 10 minutes) while a character at rest may be able to hold out longer (a die rolled every 20 minutes)

If the poison reduces the character’s attribute below 0, then the damage is permanent, and the character suffers the fate indicated by the attribute the poison afflicted: death for Strength, inability to eat for Constitution, paralysis for Dexterity, vegetative state for Intelligence, insanity for Wisdom, and suicide for Charisma. If the poison ends its run (either naturally, or because the antidote was applied) before the character’s ability score reaches 0, then the score will regenerate at the standard rate of 1 point per day of rest, until it returns to its previous state.

Non standard poisons may exist, such as poisons unique to a specific creature. But when stocking a dungeon with traps, these six simple poisons in 5 different potencies are varied enough to be interesting, and deadly enough to make players think twice before they open a door with their bare hands.

The only flaw I see in the system is that since the poisons do not have names, players can’t seek antidotes for them. But that’s simple enough: give them names, and have shops sell antidotes for them. Or, better yet, come up with specific plants which can serve as antidotes for them, so players can learn those plants and search for them if they’re poisoned and don’t have any antidote on hand.

Merciless Monsters 9: Kolera (a.k.a. Beetle People)

The Kolera, or ‘Beetle People’ as they are commonly known, were not forged by the gods as other races were. Centuries ago they were created by a mad wizard who wished to enshrine herself forever in the annals of history. A mad wizard whose name has, ironically, been forgotten. She conquered and enslaved numerous villages of humans, and performed twisted magical experimentation on them to bring about a new and powerful race of creatures with insectoid characteristics. Poetic justice was served when the very abominations she’d created devoured her.

In the time since, the Kolera have proliferated, and are now commonly found inhabiting a variety of caves, burrows, and dungeons. Due to the mutations to their formerly human mouths, Kolera cannot speak common. They could understand it if they chose to study it, however they have little desire to deal with humans, or any other non-Kolera for that matter. They are an introverted people, who while not strictly isolationist, are extremely territorial and suspicious of outsiders.

Kolera live in tightly knit colonies, which are typically ruled by consensus. Though they are not hive minded, conflict rarely occurs within a colony. Social rules and the role of each individual appear to be almost instinctual in nature. and rare disagreements are either arbitrated by a third party, or settled by a non-lethal combat to establish the dominance of one party. Very rarely, one Kolera in a colony will rise to a position of leadership, and lead it as a king or queen. As with other aspects of Kolera society, this appears to occur instinctively. The leader knows their role is to command the colony, and the others of the colony know that they must accept orders from this ruler.

Young Kolera are hatched from eggs, and spend the first year of their life as large, starfish-shaped larva. From a distance, an adult Kolera could easily be mistaken for a human. They have a torso, arms, legs, and a head all in the same arrangement as their human forebears. It is up close when the alterations of the mad wizard become obvious. Kolera have large, lidless, compound eyes. They lack lips or a tongue, and instead have a large pair of pincers on each side of their mouth, and in place of teeth, they have dozens of prehensile ‘brushes,’ which funnel food directly into a stomach filled with digestive acid many times more corrosive than a human’s.

Instead of hair atop their head, Kolera have a large shell which serves as a natural helm. There are wings beneath this shell, but they are flightless. Instead they serve as a means of communication between Kolera. Similar shells form on the shoulders and knees. This is combined with hard plates growing on the chest and back, which altogether serve as natural armor for the creatures. Each of a Kolera’s wrists have a retractable antenae growing from them, which serve as a powerful sensory organ which can detect subtle traces of scent or texture which would be indetectable to a human. Instead of hands, Koleran forearms end with six opposed digits–three on one side, three on the other–which resemble large, powerful insect legs.

The lifespan of a Kolera is a mere 25 years. It is a flaw the mad wizard was never able to correct, and she suspected that the gods themselves had cursed her creation with brief life, because they were angered by her hubris. Whether or not the gods were angered that a mere mortal dared to create a new species, the Kolera believe it. Many colonies have attempted to earn the patronage of a deity, who might lift the curse and allow each Kolera to live longer lives. So far they have been unsuccessful, but it is unclear whether that is because no god is willing to life the curse, or because there is no curse and the Kolera are merely constructed poorly.

Kolera

The creature ahead of you looks like an unholy amalgam of human and insect, fused together almost at random.


Kolera; CR 1/2; [Humanoid] [Caves, Burrows, Dungeons] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 200
LE Medium Humanoid (Insect)
Init +2; Senses Darkvision 120ft, Perception +5


DEFENSE


AC 18, touch 14, flat-footed 16 [10 + Dex(2) + Natural(4) + Shield(2)]
HP 8 (1d10 + 3)
Fort +5 Ref +2 Will -1;


OFFENSE


Speed 30 ft.
Melee Spear; + 4 (1d8 + 3)(Piercing)(20/x3)(20ft. thrown)
Ranged Light Crossbow (Custom Grip); +3 (1d8)(Piercing)(19-20/x2)(80 ft.)


STATISTICS


Str 17 Dex 14 Con 16 Int 11 Wis 09 Cha 07
BAB +1; CMB 4; CMD 16
Languages Kolaric
SQ Regurgitate Acid


SPECIAL ABILITIES


Regurgitate Acid Kolera stomach acid is highly corrosive, and Kolera have the ability to vomit their acid out of their mouths. The process is not pleasant and takes about a minute to complete, so the ability is not viable to use in combat. However, it is frequently used to create hazards, or to destroy locks. The acid deals 1d6 damage per round to whomever it comes in contact with (including the Kolera themselves). An individual Kolera can produce about one gallon of stomach acid each day.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Band (6-12) or Colony (100-300)
Activity Cycle An individual Kolera is active for between 12-16 hours a day, but a colony of the creatures is often active 24/7
Diet Omnivorous. Smaller insects and meats from animals and humans primarily, but also a variety of algae and fungus
Natural Enemies Orcs do not get along with them well at all
Treasure Typical


KOLERA CHARACTERS


+2 Strength, +2 Constitution, -4 Charisma: Kolera are physically powerful, but it is obvious from looking at them that something is not quite as it should be. These creatures were not created by the gods, and it shows in the small imperfections.
Darkvision: Kolera can see in the dark perfectly, up to 120ft.
Perception: the compound eyes of the Kolera allow them to see around them much better than most creatures can. This grants them a +4 bonus to perception checks.
Natural Armor: The hard carapace and shells which grow on a Kolera’s body serve as an effective suit of natural armor, granting a +4 bonus to Armor Class. Unfortunately these bulky plates also make it nearly impossible for a Kolera to be fitted for more traditional armor.

Synchronizing Calendars To Avoid Temporal Displacement

For a couple months now, I’ve been considering running a second campaign in my ToKiMo game world. It would be concurrent with my monthly Pathfinder game in that same world. Both groups of players would have free reign to explore and change the world as they desired. The effects of each group’s adventures would manifest themselves in the other group’s world. So if there are rumors of a great legendary sword hidden deep in the forest, then the first group to reach it claims their reward, while the second group to reach it only finds a stone with a strange slit in it.

I’ve wanted to do something like this for years now, ever since first reading the classic “Head of Vecna” tale. I wouldn’t want to pit the two adventuring parties against each other, because I personally don’t think that would be very fun. What I would like is for each party to add life to my game world. I do what I can to make the world around my players seem alive, but there’s only so much that a GM can do. By adding a second party to the mix, it becomes possible for one party to develop a place or an NPC through play, and then for the other party to enjoy the benefits of that development.

Most of the logistical problems involved in running two groups in the same world are minor. If group 1 loots a dungeon, then by the time group 2 arrives at the same dungeon, I’m sure other monsters will have moved in. And if treasure is hidden properly, than it’s doubtful that a single group will ever find all of it, so there ought to be plenty left for the next group to find. And if the players interfere with each other’s quests…well that just sounds awesome, actually. I don’t know why I would want to fix it. There is one problem, though, which I am at a loss for how to fix. How do I keep two games leashed to a single timeline?

When two parties are adventuring separately, what’s to keep them from ending up weeks or months apart from one another? If one of the groups wants to take a month off to craft a suit of armor, and the other group wants each session to begin right where the previous one left off, then this won’t work. There needs to be a method of keeping both parties in roughly the same time period. A task which is particularly difficult since my current group meets monthly, and my new group would probably need to be run bi-weekly.

My first thought is to make time a limited resource for the players. For the group meeting twice a month, they would have a maximum of 1 week to ‘spend’ during the session. For the group meeting only once a month, they would have 2 weeks to spend. Each group would also have the opportunity to spend any time they didn’t use during the game session on other tasks, such as crafting, magical research, carousing, etc. Making time a more tangible resource is something I’ve wanted to promote in my games for awhile, so this would help with that goal as well.

But what if a game session ends on a time sensitive goal? What if the adventuring party is charging into the dungeon to stop a sacrifice which will be performed on the 30th day of the Month of Blood, and they only have hours to spare when our time is up and the session must end? It would be unreasonable of me to force the players to start their next session a week or two into the future, if they didn’t run out of time to stop the sacrifice through play. They must be given the option, in these cases, of beginning the next session immediately where the previous left off.

Perhaps the best way to fix that is to implement a mandatory resting period after an adventure. If group 1 typically has two weeks worth of time to spend in any given session, but a session ends after only a single day, and the next session is a continuation of that same day, then the party must rest for 4 weeks after the adventure to recover from their injuries. I can’t think of a reason why my players would object to this–unless there are further time sensitive goals for them to worry about. If players did object, they could always be given penalties for adventuring while exhausted. A -1 to all physical rolls for each week of rest they miss should work.

But then there’s the opposite problem. What if a single game session ends up taking more time than is allotted to the group? Travel doesn’t take up a great deal of time in the real world–particularly if the players are taking a route they’ve followed many times in the past. But it does eat up game time much more quickly than other tasks do. If you’re running a 3 hour session, and you’ve given the players a week’s worth of time for that session, all they need to do is travel through roughly 30 hexes within the session to exceed the week you allotted for them. And while a lot can happen within 30 hexes, I don’t know if you can (or should) force travel to take up an excessive amount of real-world time just to keep your game’s calendar on track.

The only method I’ve been able to come up with for keeping both parties on track when one spends too much time traveling, is to quietly add a few days to the other party’s resting period at the end of their next session.

I can’t help but feel like I’m over complicating this. Maybe these are edge cases which won’t occur frequently in play. But the last thing I want is for this experiment to turn into a clusterfuck of time travel just because I didn’t create an adequate structure for managing the game’s calendar.

I would very much like some input on this issue, if anyone has relevant experience or thoughts!