There’s More to Life Than This

I was thinking about the level progression in the game so far, and it struck me that it’s been sort of slowish.  But I didn’t want to simply throw more fights at everyone and turn it into a straight up hack and slash.  That’s just not the flavor we’ve been fermenting and it’s not anything I want to steer towards.  I want this game to be about more than fighting constantly. So I thought I’d settle in and figure out some guidelines for non-combat XP rewards.  This is what I came up with. Continue reading


How to be a Good Player

Time is a very precious resource when playing a tabletop RPG. There are some things that can help us conserve this and make the game much more streamlined. Some of this is basic obligations you will need to fulfill when you take on the social contract that is agreeing to playing a game. Some of them are tricks you learn over time. Continue reading

Inventory Tracking? STOP Hammerspace!

Encumbrance. Inventory locations for individual items.
Fine ideas, but who can be bothered? That’s the sort of thing for simulations, not games about knocking orcs over the head and stealing their wine barrels.

Yet, in a tight environment like a megadungeon, filled with pit traps and such that can break your precious and hard won potions, it matters. Likewise, it matters whether or not you can actually haul that pile of treasure the Otyugh was ignoring out of this god forsaken place and back to civilization, or if your pockets get full and you have to leave it all behind!

So… We do need to track this stuff somehow, but it has to be easy and, if possible, fun as well.
I present to you: The Anti-Hammerspace Inventory Tracker Continue reading

Is Loot a Pain in the Ass? Roll With the Assets Wheel!

Sweet, sweet LootZ.  It’s kind of the whole point.

But… Do you really need to keep track of every single copper piece? Why? What the hell for? What happens when you want to buy something but you are missing A gold piece? Doesn’t that sort of suck?

In order: no, because that’s the way it’s always been done, see last answer, that sucks, yes I just said that.

Let’s change up the way we count our change. Continue reading

Resource Tracking: Chain it Up!

Resource tracking is vital to the proper feel of a dungeon crawl.

You want the archer to feel the tension as each shot empties the quiver a bit more.
You need drama present when a character weighs out their water skin, wondering if they can make it another few hours till they find a clean source, or an exit.
And you definitely want the dark humor of watching a wizard scrabble around in her component pouch for one more pinch of rodent bone dust as the monster makes its way down the hallway!

But resource tracking is also a pain in the ass and feels like homework.
So, we’re going to implement a new way of doing things! Continue reading

First Escape Attempts & Mulligans

The players controlling both Foxfire the rogue and Gargamel the wizard were not able to make it to our second session, so we had to roll on the Escaping the Dungeon chart. This would be the first test of the system. They had a fairly accurate map and weren’t too far away from the entrance to the complex, so I gave them a 75% chance of escaping without having to roll on the Failed Escapes table. Aaaaaand… They both failed. Continue reading