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A TimerLast week was the first session of my Wednesday night Roll20/Discord group’s new B/X campaign (a continuation of a long-running AD&D campaign that went on hiatus last year). Overall, I think it was a successful revival of the game with both the players and myself quickly falling back into both our roles and the lore of the setting.

There was one aspect of the group’s typical play-style that I was hoping to pre-empt, though: the tendency for the players to over-analyze and debate decisions both large and small so that the balance of any given session is 90% preparing for action and 10% action. While this interest in intense discussion can be taken as a compliment — they’re clearly invested! — it can cause things to drag out unnecessarily.

In the past, I had tried the typical solutions to such issues: random encounter checks, careful tracking of time, and depletion of exploration resources. These were useful tools, but not complete solutions because of two factors: (1) situations often arose where it would not be realistic to interrupt the party’s planning with random events or deplete resources (i.e., the characters are in a secure location with hours/days to spare); (2) any one player could prolong debates with clarifying questions about the situation directed at the Dungeon Master (sometimes relevant, sometimes not) even when a consensus to act had been built.

My solution to the problem of moving things along when the party could realistically be dilly-dallying within the game’s fiction has been to implement strict time limits on decisions on a meta-game level: ten seconds during combat rounds, one minute during exploration turns, five minutes while camping or in a secure location. Failure to make their decisions within those limits means time passes regardless of whether their debates and questions could have “realistically” fit within the time available to the adventurers. After all, we’re playing a game that makes abstractions all the time and there is no reason this approach shouldn’t extend to time management.*

That’s well-and-good as far as it goes, but I also needed to preempt any one player using up the party’s precious time — after all, if individuals are asking me questions and declaring intentions during an exploration turn, there is no way everything is getting resolved within one minute! It was then that the genius of the traditional party caller role become clear to me: a person that was responsible for facilitating a quick discussion of intentions amongst the party members — reminding them of the time limits and reining in those who would use up that time on their character’s individual actions — and then conveying that succinctly to the Dungeon Master for resolution. In short, the caller acts as the editorial voice for the party’s collective Id so that decisions can be made within the time limits imposed by the game’s referee.

The benefits of the caller role are numerous. First, having one person speak for the group means that the whole adventuring party will not be punished for any one player’s use of time unless that player happens to be the caller (in which case the party probably needs a new caller). I can also affirm that, for the Dungeon Master in terms of workload, this system is great: I just need to track the passage of time and not worry as much about making sure no one player is hogging the spotlight during what should be group endeavors. If the group decides to rotate the caller roll, it also becomes an effective way of gently pushing more passive players to step forward and find their voice.

It’s a bit early to give a final verdict on the system since it was our group’s first time trying both time limits and having a caller. There were definitely times the other players forgot to channel their intentions and questions through the caller and times I let them do so. Things did move along at a faster clip, though, and we will almost certain become better at this with practice. I’ll report back on this experiment after a few more sessions when it is clear whether this is a sustainable solution to issue of time management in game sessions.

* I’m not a complete monster, though. My time management rules allow for one thirty-minute discussion each game session without penalty for the purposes of detailed planning or debate during camping/party downtime.

 

An Ancient Dwarven Space Station Explodes

A scene somewhat similar to the explosive conclusion of the previous campaign

After a hiatus of more than a year and a half, my regular Wednesday night RPG group is returning to the campaign world in which they spent almost five years adventuring. During that time, they explored at least three mega-dungeons (depending on your criteria), had substantive interactions with nearly one thousand NPCs, thwarted at least four intricate conspiracies involving criminal enteprises and antagonistic polities, and finished things off by traveling to space where they defeated an ancient AI before it could open a stargate to unleash an armada of resource-hungry space dwarves. It would be accurate to say that I feel a bit of pressure to deliver an experience worthy of that legacy.

Fortunately, a combination of the choices made at the end of the previous campaign and in my work preparing for this continuation should help these new adventures feel like their own story rather than some kind of nostalgic echo of an epic that had reached its natural conclusion:

  • Within the campaign, the players’ solution to the main threat against their world — that AI-controlled space station and the imminent invasion by space dwarves — introduced a new problem on the same scale that is clearly their characters’ fault. To summarize quickly, the sentient sword that they carried for hundreds of sessions manipulated them into replacing the dwarven AI with Asmodeus, Lord of the DVLs (Dedicated Virtual Lifeforms). Asmodeus then preceded to use the stargate to open a portal to hell and unleash his hordes. Meanwhile, since DVLs powered just about all known magic, spells and enchanted items ceased functioning. The last decision the players made was to begin a search for an alternate source of magic to combat the evil their actions had brought into the world.
  • Outside the campaign, I decided that it would be interesting to try the B/X rules as reformulated in the Old School Essentials publications in place of the original campaign’s AD&D 1E ruleset. All the existing player characters were converted to the new system.

These two factors mean that this new campaign should be able to manage a full reset in terms of both content and form without losing the player buy-in established during their previous exploits. There’s obviously a clear goal to inspire and focus the returning characters — to fix what they broke — but there’s no obvious solution to that problem that would throttle player agency. Meanwhile, the sudden change to the in-game rules of the campaign world is echoed by the exterior ruleset change: the loss of magic is reinforced by the decrease in the power-level represented by the move from AD&D to B/X — it’s a brave new world in both realms!

Tonight is the first session of this new campaign, so it will be clear very soon if these factors help with the transition back into the Curabel campaign setting. For those interested in following these new adventures, check out the background documents on my campaign wiki — soon to be joined, I hope, by session summaries written by my players.

Temple Ruins

Temple Ruins – One of the Original Inspiration Images for the Curabel Setting

My plan to post my player’s session summaries with commentary hasn’t progressed much in the last few years. However, I have managed to put together a mediaWiki installation that includes those summaries — all but five out of two hundred and twenty-one! — along with much of the other campaign materials that were originally hosted on our group’s G+ community page. Here are the links to the relevant pages on the wiki, along with a quick description of what you can find there:

I hope to add the Excel spreadsheet of NPCs created by the players shortly (the DM version will need to remain secret a bit longer).

Readers might also be interested in the documents hosted on the wiki related to my group’s recently concluded Stars Without Number campaign and our upcoming return to the Curabel setting for a Old School Essentials (B/X D&D) campaign that I’m calling “Graveyard of Empires: After the Fall.” I will have more to say about both of those campaigns, especially the latter, in the coming months.

It has been exactly one year since the last update here. I’m still alive (and healthy at the moment), still running a Stars without Number campaign that just reached sixty weekly sessions, and still working on my next OSR module to prepare it for publication.

There’s a slight chance I will be a bit more active here soon — the initial drafting and layout of the module is complete and I’m now considering how to handle the illustrations. I have high standards for artwork but no talent and little money, so aligning my expectations with those realities is slowing things down in terms of finalizing the adventure.

In the meantime, please continue to enjoy the various random generators here on the Dwarven Automata site; it’s a nice pick-me-up to glance at the usage statistics once in a blue moon and see just how many are making use of things like the weather generator tool. Thank you!

Just a quick post to let anyone following this blog know that it has not been abandoned completely. The Stars without Number campaign mentioned in the previous post has been progressing nicely for twenty sessions; the system has been easy to use and the challenge of putting together a sci-fi game (a first for me) has been refreshing. At the same time, work continues apace on my second adventure module. All the mapping, keying, adventure hooks, and faction information is done and just the random encounter tables, bestiary, and treasure description remain to do.

As usual, my goal in the coming months will be to post here more often. The realist in me, though, has a pretty good sense of the odds on that resolution being fulfilled.

Detail of illustration by Luka Rejec

Let’s take a look under the hood … (Art by Luka Rejec)

Last week I published my first RPG product, an OSR module entitled Automata Run Amok designed to be an introductory adventure for low-level characters. I’ve been pleased with the reception so far and, barring unforeseen circumstances, there will be a much more substantive follow-up publication next year. Before going to work on that new project, though, I thought it might be good to discuss explicitly some of the design choices that shaped Automata. This post is the first in a series to tackle that subject and it focuses on that topic of perennial debate at the heart of most modules: map keys.

Platonic vs. Aristotelian Map Keys

There seem to be two schools of thought on keying maps for published RPG adventures. In more traditional products, like many of those created in the early days of the hobby by TSR, map keys read like the authors were transcribing the platonic ideal of a play-through for that module: copious text lays out the details of each location with the assumption that every Dungeon Master aims for the same tone and style of information management, that the DM has carefully read and at committed much of the product to memory, and that the group consists of well-behaved players who will dutifully listen to and absorb those details before acting. Everything needed to run the location is present, somewhere in the text, but there’s very little indication that the writers concerned themselves with the realities of variable humans interacting with their creations in real-time. An example of this would be the key entry for the Earth Temple in The Temple of Elemental Evil:

Example Page for The Temple of Elemental Evil

May Zuggtmoy help you if you need to know who and what is in the Earth Temple quickly while running ToEE …

The alternative to this ‘Platonic ideal’ approach is what I guess could playfully be described as Aristotelian — an empirical approach to map key information design based on observation and direct experience of what really happens at the gaming table. There have likely been examples of this throughout the history of the hobby, but the explosion of small publishers and other hobbyists dissecting and philosophizing about RPG design has intensified the drive to innovate the map key. Of course, like anything based on observation and direct experience, this innovation has led to a number of competing and idiosyncratic approaches. I will not even attempt to describe this variety except to say that, generally, these methods favor the hierarchical arrangement of information based on its perceived importance to play and the use of formatting to provide visual cues so DMs can quickly parse what is being presented. My work in Automata Run Amok borrows shamelessly from what I feel to be the best examples of this ‘Aristotelian’ map key design, distilling the practices and recommendations I have encountered over the last few years into what I hope is something solidly useful if not innovative.

Dissecting a Map Entry from Automata Run Amok

So, what does it mean in practical terms for my module to employ ‘Aristotelian’ map key design? That will be easier to explain by grounding the discussion in a specific example from the publication and then explicating how it embodies my design philosophy. Let’s look at the first entry in the key, which describes the public part of a tinkerer-wizard’s shop that has been overrun by out-of-control automata:

Map Key example for Automata Run Amok

Some Aristotelian Key Entries (Click to Enlarge)

This makes an excellent example for three reasons: there is quite a lot of stuff for characters to investigate, its default state is rather static in terms of opposing NPCs and monsters, and it integrates some non-key elements of the module like its random tables and timeline. Even before diving into those details, though, notice how certain items are called out using color or styling (i.e., italics and bold-face) while the key entry largely consists sub-headings and bullet lists to create a clear hierarchy of information. Comparison with the entry for the second room shows that this layout is consistent so that, once the Dungeon Master learns the module’s visual vocabulary, he or she knows everything necessary to parse subsequent entries on-the-fly.

Now let’s walk through each element of the entry:

  • Room number, name, and dimensions (larger red font): As the only non-black font in the module, the red titles for each entry clearly divide up the key’s entries instead of relying on spacing alone to convey this information. This allows the DM to find the entry’s beginning quickly and jump back-and-forth between the text and map without losing his or her place. The number’s purpose should be self-explanatory, while the name of the room simultaneously provides a shorthand indication of what kind of location is being described and makes sure there’s enough text for the red font to stand out. Finally, the dimensions are given in the top line since the player group’s mapper (remember, this is an OSR module!) will need this information. My habit when Dungeon Mastering is to give mappers the information they need early in the description unless there is a logical reason — such as a huge chamber or attacking monsters — that would prevent someone from quickly eyeballing the size of the room. That allows them time to sketch and revise even if the party is prone to moving along quickly from location to location.
  • Brief evocative phrase (italic font): Quite a bit of the debate surrounding RPG map keys involves boxed text and I tend to agree with the argument that blocks of read-aloud for the DM are largely useless or even counter-productive at the table. It constrains the tone of the game to whatever the module author thinks is appropriate for a “typical” group and assumes a level of patience and attention to detail among players that I have rarely encountered in an individual let alone an entire party. However, ditching boxed text does limit the module author’s opportunities to convey the non-visual elements of a room that would be immediately evident — its smell, sounds, and general feel. My compromise is this evocative phrase, which describes the flavor of the room yet still allows the DM to couch that information in whatever tone or style fits their gaming group. For example, this particular room has “shelves of arcana and pungent herbs” — in other words, it’s a crowded shop of curios of mysterious origin suffused with the smells of magical ingredients. My opinion is that a DM doesn’t need more than this to describe the room in appropriate terms according to the needs and attention span of their player group.
  • Subsection detailing room occupants (if any; bold-face header with bullet list of details): Once the DM has been given the top-level information about the room’s dimensions and feel, the module’s key consists of subsections presenting information in a hierarchical list from most to least important. Since the first thing players (and DMs) will want to know is whether a room contains living creatures to either speak with or kill, those are covered in the first subsection entitled “Occupants.” The shop room in the key above is typically unoccupied, but this subsection is still present because there is a chance of encountering monsters (monkey automata) or NPCs (robbers) as the adventure’s timeline, as outlined earlier in the module, advances. When appropriate, this description of the room’s occupants will also cover the likely reactions along with references to the module’s bestiary. A good example of this comes from the alchemy chamber later in the module:

Occupants:
• The first time the party enters the tower, a single monkey automaton (AC:6; HD:1+1; #ATT:2; DAM:d6; Bestiary 1) is in this chamber collecting the last two acid vials (the remainder are already piled on the catwalk near the ladder). Hearing the group enter, it will climb the wall and perch above the door – making a last few squeaks in the process
• When the first party member enters the room, the monkey will attempt a surprise attack and toss one of its acid vials (2d4HP direct damage; 1HP splash within 1’). Any counterattack will cause it to scamper over to the other side of the wall and toss another vial; a successful counterattack will cause it to leap onto the catwalk (which provides 25% cover from missile attacks)

  • Subsection listing and describing exits (bold-face header with bullet list of details): Once the players know whether there’s anything in the room, the next thing they need to know is where the available exits are located and whether those exits are barred, locked, or otherwise impeded. This is also the next thing the party mapper will need to know once the outline of the room is sketched and therefore appears towards the beginning of the entry.
  • Series of subsections listing items of interest (bold-face headers with bullet lists of details): The last thing a DM must provide players is a list of miscellaneous items within the room that can be interacted with or investigated. My intention here is that only the headers would be shared during the initial room description and that the additional information detailed in the bullet lists would only be disclosed if the party spends time (i.e., expends resources) to look more closely at the item in question. So, in our example, the DM would let the party know that there are shelves covered in items, a counter, and a closet in the shop. In most cases, I imagine, the party will be interested in seeing exactly what’s on the shelves and choose to spend a turn investigating those; at that point only they would learn that these contain objects “artfully arranged to look cluttered with no labeling,” including several large crystals (one of which is valuable), spell components if a magic user is doing the searching, and something special from the random magic item table. Similarly, if the party or member thereof spends a turn investigating the counter, they will find the shelf underneath with the book and money-box.

So that basically demonstrates my Aristotelian style of map keying, which leverages visual cues and the hierarchical presentation of information to make running the adventure at the table a smoother experience requiring less preparation. The page layout supports the structure of the key entries, with each two-page spread in the module containing all the entries relevant to the map (an innovation lifted from Maze of the Blue Medusa) and trackers with check-boxes and blanks for the DM to note the passage of time, defeat of enemies, and other changes to the location (suggested by my editor and illustrator, Luka Rejec). When printed out, all of this information would be visible at once and (hopefully) easy to interpret even with the reality of excited players, imperfect recall of module details, and a tone that in my experience inevitably oscillates between epic and farce.

Quick Summary of Map Keying Practices

  1. Consistent ‘visual vocabulary’ across all map key entries
  2. Hierarchical presentation of information (from possible threats to miscellaneous objects to investigate)
  3. Front-loading of information for mapper (dimensions and exits)
  4. Use of ‘evocative phrase’ as substitute for boxed text to convey non-visual information not specifically associated with items in the room (i.e., the ‘flavor’ of the location)
  5. Subsections for each item in the room with which players can interact; bullet list details only shared with players if they expend resources (time, light source, random encounter rolls, etc.)
  6. All key entries appear on same two-page spread as map that references them along with visual tracking tools to keep track of monsters defeated and similar things

[If any of this sounds interesting, please pick up a PWYW copy of Automata Run Amok at DrivethruRPG; if you have any feedback — including reviews — please let me know!]

automata-title-pageThis blog has suffered severe neglect in recent months, although my RPG-related activities have continued unabated. Besides my ongoing first edition campaign (which recently surpassed five hundred hours of play), I have also been working hard on converting some of that game’s early adventures into publications. The first such adventure is the incident at the tinkerer-wizard Talessin’s tower (see the annotated play reports: first session and second session).

That work is now complete and my first adventure module, Automata Run Amok, has gone live on DriveThruRPG as a PDF with print versions to follow as soon as possible both there and on Lulu.com (spiral bound in the latter case!). This module is being offered for free (PWYW) as an appetizer for what I hope to be a series of publications. Here’s the marketing copy blurb for this adventure:

Out-of-Control automata have driven a wizard from his shop. He would like the PCs to solve the problem (without damaging his creations) while his rival will pay for evidence of the wizard’s dabbling in forbidden knowledge.

This is an adventure suitable for four to five low-level characters written to be compatible with OSRIC and early editions of the world’s most popular RPG.  In addition to full details on a tinkerer-wizard’s tower overrun by rampaging automata, this module includes:

  • Random tables to generate elements of a bustling port city situated in the tropics and titles for books on both magic and techno-magic
  • Twenty unique magical items of variable usefulness and danger with which to tempt players
  • Several unique NPCs and monsters, from a clock maker revolutionary to a brain floating in a machine animated by the spirit of a long-dead racist dwarf
  • Eight illustrations by the wondefully talented Luka Rejec

This twenty-page adventure should provide between four and eight hours of Old School fun. Enjoy!

Here’s a link to the page to “purchase” and download the module.

Temple Ruins

Temple Ruins

Just a quick note that +Follow Me, and Die! has posted an interview about my experiences with RPGs and our ongoing Roll20 campaign on his blog: Click here to read it.

Earlier this week, Richard LeBlanc shared his OSR time tracking tool on G+. It was an excellent resource, but not quite what I needed for my current campaign. Using his sheet as a model, though, I decided to create my own version optimized for dungeon exploration in the ongoing AD&D 1E campaign detailed elsewhere on this blog (I will likely create another specialized sheet the next time the group embarks on wilderness adventures). Creating the tracker specifically for my campaign allowed me to highlight those exploration activities I find myself most often needing to record as well as add sections for tracking rounds.

CurabelTimeTracker

Link to PDF: CurabelTimeTracker

Link to Adobe Illustrator File: Google Drive

Here is a quick explanation of the document’s contents:

  • The header allows the DM to record the date (both real and according to the in-game calendar), adventure location, and campaign session number. My own inclination is to use a new sheet each session. I make a quick G+ community post with various bookkeeping information the day after a session, and this tracker has already proven easier to use then tally marks on notebook paper (not to mention the greater granularity of information).
  • Below the header is the first major section of the sheet (each section being indicated by double horizontal lines). This first area is for recording the time spent on activities typically measured in turn increments. As with Richard’s sheet, I use six-piece pies (each representing one hour of in-game time divvied up into ten minute turns). However, instead of generic recording forms that could used for any activity, I went ahead and created dedicated subsections for the specific activities I tend to track: Exploration (i.e., movement), in-depth area searches, casual examination of areas, resting, treasure collecting, destroying doors, memorizing spells, ten round combats, and spells. A few of the activities I am less likely to mark as distinct activities are grouped based on the typical time they take to complete.
  • Next, the middle section of the sheet has areas to record activities that most often take place in increments of one round (i.e., minute) divvied up into blocks of ten — which would be equivalent to a pie slice in the upper area. I wanted somewhere to record this information in the tracker document because these one minute activities tend to add up but often happen in fractions of one turn. A great example of this are listening checks — if you have six rounds of combat and four listen checks spread across a four-hour gaming session, that’s equivalent to a turn and there should be an easy way to track that alongside those activities that are normally a full turn in length.
  • Finally, the bottom section of the document has places for recording the use of limited resources such as light, rations, water, and spells. Light and spells are setup to allow turn-based recording, while the rations and water are simple check-boxes since they are normally exhausted at a rate of one per day for each adventurer.

Fully aware that this document is derivative of Richard LeBlanc’s original and specialized to reflect the peculiarities of my campaign, I still hope there are some who find it useful.

Despite appearances, this blog is not dead and I will be posting regularly again shortly. This week there will be a new random generator for city directions (i.e., the party wants some mundane shop and you need to tell them how to get there) and then I will post the next entry in the session reports — we’re now up to 90 four-hour sessions (!) and beginning the campaign’s third calendar year (soon to be second year of play). Sorry for the long absence — if there’s anyone who cares — but I will always prioritize my DM responsibilities and sometimes that means this blog will suffer.