Ripped From the (Ancient) Headlines

Ripped From the (Ancient) Headlines

Ripped From the (Ancient) Headlines

Three Adventure Seeds Inspired by Actual Historical Events

By Kevin Whitaker

Hello, fellow role-players! Since I’m going to be on vacation for the next couple of weeks; and I don’t know if I’ll have time to write; I figured I’d post some more adventure hooks. Last week I posted a Fate Accelerated scenario I’m planning on running, and today I wanted to expand on some of the hooks I proposed in my post about historical sources of inspiration for RPG scenarios. I hope you find these interesting and useful!

Refugee Crisis

When people think of the Roman Empire, they tend to conjure up grand marble structures, vast legions, bloody gladiatorial games, and decadent politicians. However, one of the defining characteristics of the empire; and a primary reason for its success and endurance; was how it dealt with “outsiders” and “barbarians.” Unlike many of its contemporary societies, the Roman Empire was usually more than happy to absorb outsiders and use them for its own ends. Some argue that over time, it was this melding of disparate cultures which led to the undermining of what it meant to be Roman. Nowhere was this more evident than on the frontiers; particularly along the Danube river.

In this scenario, the player characters are citizens of an ancient, but steadily fading, imperial power. Rather than living in the center of the empire, they exist on the outskirts — a frontier trading or garrison town along a river or other natural border. Perhaps they are in the service of the local magistrate or garrison commander, and charged with keeping the peace and enforcing the law.

Within the last year or so, things have gotten complicated for the group. A large tribe of barbarians has taken refuge across the river — they have fled from another, more powerful tribe, and are hoping to trade military service and goods for resettlement in the empire. Unfortunately, the dwindling power of empire itself, along with the long and dangerous road to the capitol, means that the barbarian’s petition has gone unanswered for some time. More importantly to the characters, the garrison has been losing soldiers to retirement and attrition, and replacement recruits are becoming fewer and fewer. Come to think of it, the amount of official coinage, and the bureaucrats sent to collect it, have been sparser, as well.

The barbarians are growing restless; they fear for their safety, and they have the skill and equipment to cross the river by force if they want. To make matters worse, the characters have learned a fellow official has defrauded the barbarian chief — taking a tribute payment meant for the Emperor for himself. If the refugees learn of this, at a time when the garrison is so clearly in decline, it could spell disaster. What do they do?

Return of the King

When Henry IV of England came to power, one of the first things he did was imprison his predecessor, Richard II, in the Tower of London, where he then allegedly starved him to death. Richard was then buried not in Westminster Abbey; where the late king had prepared an elaborate tomb for himself; but in a different church some twenty miles away. Many years later, Henry IV’s son, Henry V, had Richard’s body exhumed and brought back to Westminster; in part as an act of atonement for his father’s murderous act; and in part to help squelch persistent rumors that Richard had actually survived and escaped.

The king or queen is returning from their long exile; or at least, their body is. The former ruler was assassinated (or killed in battle) by the current monarch, and then buried hastily in some ignominious place. In an effort to shore up their own legitimacy and gain the respect of the population, the new ruler has sent an expedition to retrieve the body of their former rival for reburial in the capitol, and the characters are part of that expedition. Either they were contracted as mercenaries, or their families are vassals of either ruler. In any event, the success of the expedition is paramount — the former ruler must be returned to the capitol and interred in their proper tomb.

However, resentments often simmer long after a conflict ends, and not everyone wants the previous ruler to return home. Perhaps some nobles, still loyal to their fallen sovereign, want to retrieve the body as a symbol of resistance in order to place some other successor on the throne. Or maybe some new hardliner doesn’t believe the old monarch deserves to be buried with the honored dead of the kingdom, and wants to prevent it. There might even be a third party; some foreign power working in the background; with their own reasons for preventing the success of the expedition.

In any event, the expedition runs into trouble on its way back. Perhaps the group is ambushed, and the body spirited away. Or maybe there’s a rogue element within the expedition itself, and they betray the characters. Maybe the characters themselves are the discontents, and have plans to steal the body for their own ends.

While the Cat’s Away

The Crusades were a pivotal moment for both Europe and the Middle East; it isn’t an understatement to say that the entire course of history of both regions was changed by these holy wars. While there’s plenty to mine for inspiration in the conflicts themselves, I think that’s less interesting than what happened around the Crusades; the fallout from clearing large regions of Europe of its monarchs, and how kings had to weigh their commitment to Crusade against the needs of keeping their domestic enemies at bay to ensure their own reign. Richard the Lionheart, in particular, had to deal with this problem, as his brother John seized power while he was away.

The war has finally turned. After years of struggle against an entrenched, implacable foe, the armies of the assembled kings have taken back key cities and strategic sites. The enemy, though still dangerous, seems, at last, to be giving more ground than they are gaining. The characters; who have fought and bled for the cause; can finally see the glorious end which awaits them. In a few more seasons, perhaps even a single season, the infidels and blasphemers will be routed, and the righteous will occupy the halls of the faithful once more. The anticipation is palpable; the mood in the war camps bordering on rapture.

But all is not as well as it seems. In this moment of triumph, the Champion of the cause; the first-among-equals of the assembled leaders; as received dire news. Their long absence has not been without cost. Unrest and resentment are brewing at home, and enemies of the crown are moving with knives at the ready to fill the power vacuum. The letter to the Champion was clear; if they do not return immediately, they might not have a kingdom to return to.

The dilemma is real. If the Champion (and all their forces) return now, the morale in the armies will collapse, and all of the hard-fought gains could be lost as the rest of the kings and queens begin fighting amongst themselves for the right to rule the armies and conquered lands. Or worse, the enemy will take the initiative again, bolstered by the Champion’s retreat, and take back all that has been won. Already their emissaries move abroad, making promises and deals.

The characters are thrust into the middle of this shifting landscape. Perhaps they have won the trust of the Champion, and they are needed to secure a final, powerful victory before the great ruler returns home. Or maybe they are agents of the enemy, seeking to capitalize on this sudden good fortune. They might even be loyal to the Champion’s enemies at home, and hoping to undermine the Champion amongst their peers abroad, and hasten their downfall.

History of is full of inspiration for any kind of fiction, and even if these scenarios aren’t for you and your group, I hope they pique your interest enough to go find your own “historical headlines” to pull from. I’d love to hear what sources of inspiration you use in your own games!

https://medium.com/@kwhitaker81/ripped-from-the-ancient-headlines-4a4f6ebb90b9

https://medium.com/@kwhitaker81/ripped-from-the-ancient-headlines-4a4f6ebb90b9

Conclave of the Earth Speaker

Conclave of the Earth Speaker

Conclave of the Earth Speaker

A Role Playing Scenario of Intrigue, Plotting and Scheming

By Kevin Whitaker

Hello, fellow role players! This week I thought I would do something a little different. I’m gearing up to run a couple of short sessions of Fate Accelerated for my local gaming group next month, and I thought I’d share my scenario with the internet.

This scenario is for a PVP game, where the characters are all vying to become the next Earth Speaker of their people. The intent is to facilitate a fun social role playing experience, where violence takes a back seat to intrigue, plotting and scheming. That’s not to say violence is unlikely, however.

Feel free to take this and use it and hack it as you see fit. While I’m building this for Fate, it could easily be adapted to any game with a strong social component, such as the Burning Wheel. I’d love to know how it ran or how you changed it, or any other feedback you have. Enjoy!

Setup

The Earth Speaker; the spiritual leader of your people; is dead. For decades, her presence brought peace and prosperity to the tribes of the steppe. Held in high regard by the khans, and always consulted by the sages, she was a force to be reckoned with. Now she will be returned to Mother Earth and Father Sky, and the clans are the worse for her absence.

As soon as was proper, the clans each began putting forth their own candidates for the next Earth Speaker — after all, whomever commands the powers of earth and sky will have influence over the People, khan and herder alike. In preparation for the conclave which will choose a new spiritual leader, your clans have each sent you to the Great Mountain; the heartland of your people. Here, in the shadow of Mother Earth and along the river which birthed all life, you and your rivals will select a new Earth Speaker.

Let there be no misunderstanding; a new Earth Speaker must be chosen. To fail to do so would be an affront to the spirits; proof that man cannot be trusted with the gifts they have given. If you do not choose a new Earth Speaker, then you will all be burned with the deceased, and cast into the waters and sky in atonement for your failure.

The doors to the wooden hall are locked. You eye your peers and rivals with suspicion and jealousy. Which one of you will emerge from the ordeal as the new Earth Speaker?

Rules, Such As They Are

This scenario is written for up to five players, though more could be created. If fewer than five players are on hand, the game master should take any extra characters and run them as NPCs. If five or more players are present, then the game master can act as a referee, and play any minor NPCs the characters interact with.

Conceits

There are no weapons allowed inside the sacred hall. Characters must pass into the hall nude, and then don a ceremonial robe for the duration of the conclave. This does not mean weapons cannot be smuggled in, however!

The characters are served by shamans, specially trained for this task. They are not supposed to speak or offer advice, only to keep the characters fed and bathed.

There is very little privacy in the sacred hall. The structure itself is not much more than a large, single-roomed wooden hut. There are small alcoves; basically partitions made of hanging woolen blankets; but that is it. Each alcove holds a crude mattress of wool and feathers, a chamber pot, and a personal altar for praying to Mother Earth and Father Sky.

The characters are not allowed to leave the hall during the conclave, and the guards are not allowed to speak to them, should they try and communicate through the door. Again, this is the rule of the ceremony, but not the game itself. It can be circumvented.

The conclave will last three days and nights. If at the end of this time a new Earth Speaker has not been chosen, the characters will be trapped inside and burned alive, along with the hall and the dead Earth Speaker. Their ashes will be given up to the waters and the sky, and their names will be cursed.

If the characters are successful and appoint a new Earth Speaker, then they themselves will light the funeral pyre for their predecessor. The specially treated branches she lays upon; along with the ointments and powders used to preserve her; will send blue smoke through the hole in the roof, alerting the guards and the assembled masses to the joyous news.

While violence is prohibited by the rules of the conclave, it is not unheard of. Your people are nomadic and insular, and given to warring with each other. Many Earth Speakers have been “chosen” simply by being the last person left alive at the end of a conclave.

The level of magic is up to the group. Some of the character’s stunts imply miracles and spirits, but that doesn’t mean they have to be “real.”

Characters

The following characters have been sketched out to provide easy starting points for the players. They’ve also been written for Fate, with aspects and stunts. If you’re playing a different game, use these as inspirations for other character traits. If you are running this scenario in Burning Wheel, for example, these could be the seeds for Beliefs, Instincts or Goals.

I have not filled in approaches — the players should do that themselves. Also note that these aspects and stunts are just suggestions; if you come up with something better, use it!

The Heir Apparent

Aspects

High Concept: The designated successor, trained by the Earth Speaker herself to take the mantle and lead the People.

Trouble: Low born. You do not come from a great family, or even a great clan. The Earth Speaker chose you for merit, rather than birth.

I respect Mother Earth and Father Sky, and they respect me.

The Zealot is a false prophet, sent to lead the People astray.

Stunts

Because of my deep connection with the spirits, once per scene I may call upon Mother Earth or Father Sky to perform a minor miracle.

Because I know all of the secret ways, I get a +2 when I attempt to cleverly overcome an obstacle using my knowledge.

Because I am low born, everyone underestimates me. I get a +2 when I attempt to sneakily create an advantage when others are around.

Chosen of the Great Khan

Aspects

High Concept: The Great Khan has chosen me to be the next Earth Speaker, any others be damned.

Trouble: Unqualified. You are more of a warrior than a shaman, and your spiritual gifts are lacking because of it.

The Heir Apparent could make a pliant Earth Speaker, if necessary.

Easily Offended

Stunts

Because I have the authority of the Great Khan behind me, once per scene I may identify myself (“do you know who I am?”) to create an advantage or overcome an obstacle in an argument.

Because I outrank them, once per scene I may force a guard to converse with me, and potentially do what I want (within reason).

Because I am hard to ignore, I get a +2 when I attempt to forcefully get someone to do something they normally would not.

The Zealot

Aspects

High Concept: The people are lost, and need a firm hand to guide them. Mother Earth and Father Sky have spoken to me; only I know the path of righteousness.

Trouble: Dogmatic. Good and evil; black and white; orthodoxy and heresy. You have a hard time seeing shades of gray.

Superstitious

The Reformer is a heretic and a fool.

Stunts

Because I am a demagogue, I get +2 when I attempt to flashily create an advantage by speaking to a group (3+) of people.

Because Mother Earth and Father Sky have given me the power of right and wrong, once per scene I can create an aspect on a character which throws doubt upon their intentions.

Because I am sure in my beliefs, I get a +2 when I forcefully defend against an argument which might undermine them.

The Emperor’s Advocate

Aspects

High Concept: My clan lives in peace with the great Emperor to the east, and his August Majesty wishes me to be a moderating force among the People.

Trouble: Outsider. Many of the more conservative clans consider my people to be soft, and they do not fear or respect us.

Charming courtier

The Chosen of the Great Khan must not be Earth Speaker

Stunts

Because I brought gifts from the East, once per scene I may produce a small luxury item, which has been smuggled in by someone.

Because I am a gifted courtier, I get +2 when I cleverly attempt to create an advantage or discover an aspect while flirting with someone.

Because I am opulent, I get a +2 when I flashily attempt to create an advantage or overcome an obstacle with a display of wealth or privilege.

The Reformer

Aspects

High Concept: The People are stuck, and the Earth Speaker is to blame. We must change if we are to survive.

Trouble: Dark secret. Something from your past haunts you, and someone knows about it!

A sucker for an underdog story

The Emperor’s Advocate does not have the best interests of the People in his heart.

Stunts

Because I know all the apocrypha and contradictions in the legends, I get a +2 when I cleverly attempt to create an advantage or overcome an obstacle by quoting or citing rare scripture.

Because I am a peacemaker, once per scene I can call upon Mother Earth to reduce someone else’s stress by 2, or remove a mild consequence.

Because I am familiar with dirty secrets, I get a +2 when I sneakily try to create an aspect on another character by spreading rumors (true or false) about another character.

https://medium.com/@kwhitaker81/conclave-of-the-earth-speaker-68c6faf05918

https://medium.com/@kwhitaker81/conclave-of-the-earth-speaker-68c6faf05918

Game-Mastering From the Hip

Game-Mastering From the Hip

Game-Mastering From the Hip

Or “Oh Shit, I’m Running a Game Tonight”

by Kevin Whitaker

I have a confession to make, dear readers: last week I nearly fell down in my duties as a GM. I have a game scheduled for Friday evenings, and some members of my group were unsure whether they’d be able to commit. I knew this, and earlier in the week I had decided that if I more than two players showed up, I would run our ongoing campaign; if I only had two players, I’d do a side quest or one-off story. Then Friday came along, and I had prepared… neither. Yep. Totally forgot to do that whole “prep” thing.

To be fair to myself, I’ve got a lot going on right now between work and my personal life. Still, it’s my responsibility to be ready to game, and around lunchtime on Friday I realized I’d failed to do anything at all. Luckily for me, I’ve got some tools in my GM toolbox to help with these sorts of situations. While I don’t recommend always prepping at the last minute, I’ve found these things to be helpful when it can’t be avoided.

1. Always Keep Prep Light (Even When You Have Time)

This one is pretty self explanatory if you’re running games like Apocalypse World or Fate, which stress very light prep on the part of the GM. However, if you’re playing a game like Dungeons & Dragons or Pathfinder this might not be so self-evident. Worry not, fellow storytellers! Even games like D&D; with its massive stat blocks and detailed maps; can be prepped relatively quickly.

If you establish a pattern of “light prep” as your normal habit, then its much easier to do things on the fly when you have to. You’ll feel less stressed, and be able to more quickly focus on what you need to do for your imminent session. Since I keep my own prep as light as possible, I wasn’t as worried about my Friday game as I might have been ten years ago, when I was meticulously planning for every possible outcome.

So what do I mean by “light prep?” Well, I’m glad you asked, imaginary person!

2. Write Clocks and Fronts, not Adventures

When I began running games, I would take the time to write out these grand story arcs, including painstaking descriptions of each and every room and NPC. Inevitably, my players would go in a totally unexpected direction; thus foiling my campaign prep; or miss most of those characters I had detailed so exquisitely. As a result, I just don’t do that any more. Instead, I rely on clocks and fronts to sketch out my adventures and campaigns.

If you’re not familiar with clocks, they’re essentially ways of tracking progress towards a goal. Essentially, they let the GM and players know how close something is to happening, or not happening. While I can’t take credit for them, I did do a fairly detailed write-up previously, and I recommend you take a look for a deeper dive.

Fronts are similar to clocks, but serve a different purpose. I tend to use clocks at a fairly granular level (unless I’ve got a compound clock going), where-as my fronts are at a more “macro” level. Fronts come from Apocalypse World and Dungeon World, and I tend to use the latter form. In a nutshell, a front is an abstract way of tracking the course of impending events, categorized by the type of event; the type of antagonist involved in the event; and what will happen if the event comes to pass. You can read more about them in the Dungeon World SRD. While those fronts are for a fantasy setting, the methodology is universal, and can be applied to any game setting.

Clocks and fronts allow me to craft adventures, or entire campaigns, with a minimal amount of investment. I don’t need to flesh out every possible path the characters can take, because I have a loose, adaptable structure in place to handle unforeseen events. Even with a loose structure like this, however, you’ll often need a map or something more concrete when the action starts.

3. Random Generators Are Your Friend

If I’ve got to pull something together quickly, I usually don’t have time to put together details like a dungeon map, or build a town or city. Often I don’t need this level of detail — maybe my “town” only needs a tavern or a temple, as that is the only place of interest for this session. Perhaps my “dungeon” is nothing more than a cave with one or two rooms, or a large tomb with some central focal point. In these cases, I can skip the maps all together. Recognizing when you can skip steps in prep is essential to going without said prep.

More often than not, however, the characters will be exploring some complex, or they need an idea of just where something is in a town, relative to something else. In these cases, I look to the internet to help me randomly generate things. There are plenty of resources out there for generating cities, towns, dungeons and encounters. While these might not produce perfect results, they are usually good enough for me, especially once I put my own spin or polish on them. The generators linked above are just a few I know of; there are dozens of such programs available for free use, and I encourage you to do so.

Even if you don’t want to randomly generate your adventure map, you’re still able to build one quickly. Instead of painstakingly illustrating some dungeon map, build a flow chart instead. Game masters such as Steven Lumpkin use this method to create complex, interesting adventure locations in a fraction of the time it takes to draw and define things the way a published adventure might be.

Once I have my clocks or fronts ready, and my dungeons and cities laid out, it’s time to populate them with meaningful NPCs. Thankfully, that is almost as easy.

4. Sketch NPCs, Don’t Define Them

Much like campaign arcs and maps, I like to keep my NPCs and adversaries lightly defined (are you noticing a pattern here?). Not only does this cut down on my prep, it means that if I need to create a character on the fly, I don’t have to worry about writing some complex backstory my PCs aren’t going to care about.

When prepping for a session, I usually create any known, major antagonists or supporting characters first. If I don’t have an idea for them already, I’ll once again look to the internet; in this case, a character trait generator. Clicking through this program a couple of times usually yields some interesting personalities, and I’ll use those as guideposts when I play the character. I also always come up with a desire for the character; at least one motivating factor that fuels him. This gives the character impetus, and lets me focus when interacting with the PCs. If that desire or motivation can be used in opposition of something the PCs want, even better. Usually this happens anyway; the evil wizard wants the Scepter of the Jackal God to raise an undead army; but sometimes it isn’t as self evident.

For throw-away NPCs or weaker enemies, I usually just give them something they are good at, and something they are bad at. When they are doing what they’re good at, they get a bonus to their rolls, and when they are doing what they’re bad at, they get a minus. If you’ve played Fate Accelerated, this will sound familiar to you.

If I’m playing a crunchier game like D&D, these sorts of traits and motivations won’t be enough. After all, that evil wizard is going to need some spells to throw around when the fighting starts! In this case I usually just delve into the Monster Manual or look online for something close to what I need, and adjust a few things to make it work with the game or session I’m running. Why do the work yourself, when someone else can do it for you?

And speaking of someone else doing the work…

5. Let Someone Else Do the Work

It’s no secret the internet has been a boon to RPG and tabletop gaming. Never in the history of our hobby has so much material, and so many players, been made available to us. On top of that, the RPG community is often one of the best to be a part of, with fellow gamers contributing all kinds of stuff — free of charge — for their fellow players. To those people I say “thank you,” and I will happily enjoy their generosity.

Random maps not your thing, or not giving you what you need? Google it. Or, if you’re a paying member of Roll20 and running an online game, take a look at their asset market place. While you might not find exactly what you want, I promise you’ll get close enough.

Maybe you need an adventure hook, or an NPC. Once again, the internet has you covered.

It’s all out there, you just have to go and grab it (and give attribution, when required)!

Avoiding Prep Is Not Failing to Prep

Before I wrap all of this up, I want to take a minute to talk about the difference between failing to prep and avoiding prep. Last week, I failed to prep; my week got away from me, and I had to prioritize other things ahead of my gaming session. This is not the same as avoiding prep, which I’ve also done at times in the past.

If you find yourself not wanting to prep, or actively finding other things to do instead, it might be time to take a break. Generally, I’ve found myself avoiding my game prep when I’m fatigued; either I’m bored with the game, or just need to step back from GMing and recharge. If this is happening to you, listen to that instinct. You won’t do yourself or your players any favors by “slogging through it.” Trust me.

Last Minute Prep Success!

Thanks to the things I outlined above, my session last week turned out well, despite my failing to prep. We had two players, and so I was able to have a fun little diversion that turned into an entertaining supernatural murder-mystery. This week, things will probably go back to the already in-progress adventure, but I’ll still be using the methods I’ve described here, because that’s just how I prep. I’m confident that you, too, can use these methods to ease your own prep and make your games more adaptable and fluid, even if you do your homework better than I do!

https://medium.com/@kwhitaker81/game-mastering-from-the-hip-4d479d29870b

https://medium.com/@kwhitaker81/game-mastering-from-the-hip-4d479d29870b

Whitaker’s Descriptive Evocation

Whitaker’s Descriptive Evocation

Whitaker’s Descriptive Evocation

My spell for using cinematic descriptions to draw your players in

by Kevin Whitaker

Galstaff, you have entered the door to the north. You are now by yourself standing in a dark room. The pungent stench of mildew emanates off the wet dungeon walls. — Deadale Wives

Does the above quote sound familiar? I don’t mean in the “yeah, I saw that YouTube video in 2004, too” kind of way. I mean it in the “yeah, that’s generally how rooms are described in the adventures I run/play in” kind of way. Like it or not, this kind of descriptive text is baked deep into the DNA of our hobby — most canned scenarios or adventures include some kind of text like this, whether it describes the scenario as a whole, or precedes the outline of every room in a dungeon. While text like this is certainly better and more evocative than “You enter a square, dim room. There’s a door on the north wall,” it’s hardly exciting or intriguing.

Of course, this sort of descriptive writing also informs how we as creators approach our own scenarios, adventures, and campaigns. That was certainly the case when I began running games; being unsure of how to convey something in my imagination, I naturally looked to the material I had played through or run from the “official” sources.

Unfortunately, much of the canned text provided by authors is bland and boring, and that’s mostly by design. One of the imperatives of RPGs is to “make them your own;” to take what the module gives you, and tweak or change it to suit your players, play style, and setting. This leaves a lot up to the GM, and in many cases, we tend to just rely on what’s written. I’ve personally been guilty of beginning encounters with “ok, let me see what the book says about this room,” especially in my early days as a GM.

Thankfully, there’s a better way; a way of describing things that is rich and textured, and nearly guaranteed to draw everyone at the table deeper into the game. It’s time to stop thinking of our adventures like books, and to start thinking of them like movies.

Becoming a Cinematographer

What movies do you like? Which are your favorites? If you’re like me, there will be some pretty bad films in your answers to those two questions, but there will also be some good or great ones, too. What makes those films memorable? Why do they stand out? Plot and acting, for sure. I’m willing to bet cinematography also plays a part, even if you don’t realize it. The way a movie is shot; the craft of framing, setting mood, and editing; all help to make it memorable and timeless. Guess what? With proper technique, you can use these same ideas to make your RPG sessions memorable, too.

I’m going to use an easy example; the Matrix (the first film, not it’s derivative sequels). Sure, we all remember the kung-fu, bullet-time, cyber-goth fashion and clunky metaphysics. Now take a minute and think about the way in which the film was shot; the precise character and mood of each scene. Every frame of the Matrix was painstakingly planned to evoke a certain aesthetic, or engender a particular feeling, in the audience. I want to stress how difficult — and expensive — this was for a blockbuster, and how much this attention to detail helped to cement the Matrix as a seminal work of film.

Take the blue pill, and this movie is a run-of-the-mill summer blockbuster.

“That’s cool Kevin, but how does this apply to running my D&D game?” you might ask. Well, let’s explore that with the most rote of all RPG scenes; “so you meet in a tavern.” We’re all friends here, so we can admit that we’ve probably begun at least one adventure in our GM careers this way. Maybe your description went something like this:

You sit in the busy common room of the Brown Bear Tavern, the scent of cooking meat rising above the background noise of the patrons relaxing after a hard days work in the fields. The roaring fire bathes the room in a warm red glow, casting dancing shadows as the tavern owner and his employees deliver mugs of ale and plates piled high with steaming food to the various tables.

While you’re observing all of this above the rim of your own mug, the front door bursts open, and a bedraggled and half-crazed elf nearly falls into the room. ‘Help!’ he cries to no one in particular. ‘The goblins are coming!’

This description isn’t too bad, if I do say so myself. It describes the room and atmosphere well enough for everyone to visualize the scene, and get a general idea of what’s going on. The sudden appearance of the elf is urgent, and will probably be enough to excite the party into action. While this setup is descriptive, it isn’t very evocative; there’s nothing interesting or memorable about it, and it does nothing to convey the mood we might want to establish.

So let’s think about it from a cinematic perspective, as if we were directors instead of GMs. How would it be different? Maybe it would look something like this:

The scene fades in to the sound of a fire crackling in a hearth; the flames writhing at the bottom of the shot, lighting a man’s face in a red glow as he reaches a poker in to stir the embers. Over the sound of the fire, we can hear the quiet din of a common room. The camera switches to a tracking shot, following a server at waist height as they move through the tables and patrons in the tavern; one of them passes between the server and the camera.

As we move through the room with the tavern worker, we see the faces of the patrons; either chatting amiably with each other, or staring sullenly into their meals. The sound of the howling wind rattles the shutters of the windows.

There’s a view of the front door from a low angle. With a sudden bang, the door flies open and a frail form nearly collapses down on top of the camera. Now we see the patrons and employees from the back, staring in confusion and concern at the figure, backlit by the moon through the open door. Its an elf. He scrambles to his feet, heaving great, panicked breaths.

“Help!” he cries, sweat dripping down his face. “The goblins are coming!”

There’s the cry of a wolf, as we see a shot from behind the elf, looking into the room. His eyes widen in terror as the camera slowly zooms in, then fades.

So its certainly more long-winded, and it accomplishes the same thing as the previous description. However, I’d argue that it is far more interesting, and better helps convey the mood we want to establish. The goblins are attacking, after all. This isn’t some kind of merry adventure; there are stakes here, and the tension should be high, right from the start.

Of course, I’m not a film professional. I fully expect that a real director, editor, or cinematographer would read that paragraph and balk at my amateurish attempt at things, but by communicating the scene in the language of film; that is, a visual language; we can set a common tone and theme for the players, even though they are experiencing it differently in each of their own imaginations.

Of course, we could push things further to add more interest and tension. Perhaps we start in horror movie fashion, with over-the-shoulder scenes of the elf running through the darkened woods, interspersed with the sign of the Brown Bear swinging in the wind, and calm shots from within the tavern. Once you begin to thing cinematically, all sorts of possibilities present themselves, since you have a huge backlog of inspiration to pull from.

I Know Kung-Fu. Show me.

Cinematic descriptions can apply to more than just environments and the scenes themselves. If you’re looking for ways to make things more interesting for your players, but your unsure of how to deal with the larger and more complicated scenes, try focusing on something smaller and more immediate; combat.

Almost every RPG handles combat of some sort, and some, like Dungeons and Dragons, make it central to the game. As such, describing combat, which can often be repetitive and dull, in an exciting way, can really help to elevate your sessions.

When I first started playing and running games, fights usually went something like:

Me: “I swing my sword at it, and hit.”

DM: “Cool. Roll damage.”

Me: “5”

DM: “Nice. Its dead. The next one attacks you.”

Yawn.

Combat could, and should, be better. Think of all the great fights you’ve seen in the movies, and now try to remember the terrible ones. Those great fights are great for a reason. Watch something like the hallway scene from Netflix’s Daredevil, and think of just how good that scene is. The audience feels every punch; they recognize the desperation on the part of the criminals as Daredevil assaults them; they feel the exhaustion overcoming the hero with every new foe who presents themselves. Combat can feel like that in your games, as well.

Take 3 minutes and watch this. You’ll thank me.

How could we restate the combat above to be more interesting, but still be quick and to the point? Maybe it would go like this?

Me: “I feint a kick at the orc’s shin, then come down with my sword, screaming a battle cry. I hit, for 5 damage!.”

DM: “Your blade bites into its neck, spewing black blood onto the camera. As you wrench the blade free of the spasming foe, you hear a roar from behind you. You turn, and from over your shoulder we see another orc swinging the butt end of its battle axe at your head!”

Better, right?

Look, I know nearly every RPG rulebook talks about making fights more interesting; most of the examples given in those books are of combat, and they tend to describe things pretty well. There’s a reason for that — in most games, combat is tedious and intricate, and anything we can do to help spice it up is worthwhile. Its worth your time, and your players, to be descriptive in what combat looks and feels like.

Special Effects

Similar to combat, magic, super-science and other weirdness can be cinematic, and can also give your players an opportunity to help in describing the scene. Whenever you can, you should ask the players questions like “what does that look like,” or “how does it feel.” By answering these questions, the players can start to bring personal style to their characters, which, much like visual queues in a movie, can tell the audience (in this case the other players) things about those characters.

When a player says “I cast magic missile,” for the first time, ask them “what does it look like?” The answer you get might be straightforward, or it might be surprising. For every “um, what it says in the description” response I’ve gotten, I’ve gotten at least one like “brilliant purple bolts, in the shape of grinning skulls, shoot from my fingers.”

This isn’t reserved for the weird stuff, either. Always be on the look out for opportunities to get your players involved. When one player helps another, again, ask what it looks like. Suddenly, a simple “I help Bannock open the door,” becomes “I shoulder in next to Bannock, and help him press against the door. The veins in our arms bulge, and we slip a little on the dusty floor, but eventually, with a cracking sound, the door gives way.”

Don’t Be Zack Snyder

Having spent a bit talking about how we can inject some cinematic qualities into our sessions, I’m now going to backpedal a little. Not everything needs to be over the top; not everything warrants a complex, narrative description. While injecting your sessions and stories with interest and life is important, those stories themselves; and their pacing; should take priority.

As I’ve said before, don’t get sidetracked by bullshit, unless your players want to — in which case, those things aren’t bullshit anymore, and should be a priority. That scene between your players and the blacksmith probably doesn’t need evocative framing, or to even exist. But if it does; if the group decides its important; then yeah, make it feel important.

In other words, don’t be like Zack Snyder; a director who’s seemingly more concerned with visual impact than he is with telling a good, cohesive, well-paced story.

Nerdwriter says it better than I can.

And… Scene!

I hope you’ve found these tips helpful, and that, if you are struggling to make things more interesting in your games, you can find some inspiration here. On the other side of that, I’m always looking for ways to make my own games more interesting and memorable for my groups. What techniques do you use to set the mood, and build the tension, of your games? Are you a “cinematic storyteller,” or do you have a different style? Let me know — I’d love to read about it!

https://medium.com/@kwhitaker81/whitakers-descriptive-evocation-69f6f7cb8e0

https://medium.com/@kwhitaker81/whitakers-descriptive-evocation-69f6f7cb8e0

Whitaker’s Descriptive Evocation

Whitaker’s Descriptive Evocation

Whitaker’s Descriptive Evocation

My spell for using cinematic descriptions to draw your players in.

by Kevin Whitaker

Galstaff, you have entered the door to the north. You are now by yourself standing in a dark room. The pungent stench of mildew emanates off the wet dungeon walls. — Deadale Wives

Does the above quote sound familiar? I don’t mean in the “yeah, I saw that YouTube video in 2004, too” kind of way. I mean it in the “yeah, that’s generally how rooms are described in the adventures I run/play in” kind of way. Like it or not, this kind of descriptive text is baked deep into the DNA of our hobby — most canned scenarios or adventures include some kind of text like this, whether it describes the scenario as a whole, or precedes the outline of every room in a dungeon. While text like this is certainly better and more evocative than “You enter a square, dim room. There’s a door on the north wall,” it’s hardly exciting or intriguing.

Of course, this sort of descriptive writing also informs how we as creators approach our own scenarios, adventures, and campaigns. That was certainly the case when I began running games; being unsure of how to convey something in my imagination, I naturally looked to the material I had played through or run from the “official” sources.

Unfortunately, much of the canned text provided by authors is bland and boring, and that’s mostly by design. One of the imperatives of RPGs is to “make them your own;” to take what the module gives you, and tweak or change it to suit your players, play style, and setting. This leaves a lot up to the GM, and in many cases, we tend to just rely on what’s written. I’ve personally been guilty of beginning encounters with “ok, let me see what the book says about this room,” especially in my early days as a GM.

Thankfully, there’s a better way; a way of describing things that is rich and textured, and nearly guaranteed to draw everyone at the table deeper into the game. It’s time to stop thinking of our adventures like books, and to start thinking of them like movies.

Becoming a Cinematographer

What movies do you like? Which are your favorites? If you’re like me, there will be some pretty bad films in your answers to those two questions, but there will also be some good or great ones, too. What makes those films memorable? Why do they stand out? Plot and acting, for sure. I’m willing to bet cinematography also plays a part, even if you don’t realize it. The way a movie is shot; the craft of framing, setting mood, and editing; all help to make it memorable and timeless. Guess what? With proper technique, you can use these same ideas to make your RPG sessions memorable, too.

I’m going to use an easy example; the Matrix (the first film, not it’s derivative sequels). Sure, we all remember the kung-fu, bullet-time, cyber-goth fashion and clunky metaphysics. Now take a minute and think about the way in which the film was shot; the precise character and mood of each scene. Every frame of the Matrix was painstakingly planned to evoke a certain aesthetic, or engender a particular feeling, in the audience. I want to stress how difficult — and expensive — this was for a blockbuster, and how much this attention to detail helped to cement the Matrix as a seminal work of film.

Take the blue pill, and this movie is a run-of-the-mill summer blockbuster.

“That’s cool Kevin, but how does this apply to running my D&D game?” you might ask. Well, let’s explore that with the most rote of all RPG scenes; “so you meet in a tavern.” We’re all friends here, so we can admit that we’ve probably begun at least one adventure in our GM careers this way. Maybe your description went something like this:

You sit in the busy common room of the Brown Bear Tavern, the scent of cooking meat rising above the background noise of the patrons relaxing after a hard days work in the fields. The roaring fire bathes the room in a warm red glow, casting dancing shadows as the tavern owner and his employees deliver mugs of ale and plates piled high with steaming food to the various tables.

While your observing all of this above the rim of your own mug, the front door bursts in, and a bedraggled and half-crazed elf nearly falls into the room. ‘Help!’ he cries to no one in particular. ‘The goblins are coming!’

This description isn’t too bad, if I do say so myself. It describes the room and atmosphere well enough for everyone to visualize the scene, and get a general idea of what’s going on. The sudden appearance of the elf is urgent, and will probably be enough to excite the party into action. While this setup is descriptive, it isn’t very evocative; there’s nothing interesting or memorable about it, and it does nothing to convey the mood we might want to establish.

So let’s think about it from a cinematic perspective, as if we were directors instead of GMs. How would it be different? Maybe it would look something like this:

The scene fades in to the sound of a fire crackling in a hearth; the flames writhing at the bottom of the shot, lighting a man’s face in a red glow as he reaches a poker in to stir the embers. Over the sound of the fire, we can hear the quiet din of a common room. The camera switches to a tracking shot, following a server at waist height as they move through the tables and patrons in the tavern; one of them passes between the server and the camera.

As we move through the room with the tavern worker, we see the faces of the patrons; either chatting amiably with each other, or staring sullenly into their meals. The sound of the howling wind rattles the shutters of the windows.

There’s a view of the front door from a low angle. With a sudden bang, the door flies open and a frail form nearly collapses down on top of the camera. Now we see the patrons and employees from the back, staring in confusion and concern at the figure, backlit by the moon through the open door. Its an elf. He scrambles to his feet, heaving great, panicked breaths.

“Help!” he cries, sweat dripping down his face. “The goblins are coming!”

There’s the cry of a wolf, as we see a shot from behind the elf, looking into the room. His eyes widen in terror as the camera slowly zooms in, then fades.

So its certainly more long-winded, and it accomplishes the same thing as the previous description. However, I’d argue that it is far more interesting, and better helps convey the mood we want to establish. The goblins are attacking, after all. This isn’t some kind of merry adventure; there are stakes here, and the tension should be high, right from the start.

Of course, I’m not a film professional. I fully expect that a real director, editor, or cinematographer would read that paragraph and balk at my amateurish attempt at things, but by communicating the scene in the language of film; that is, a visual language; we can set a common tone and theme for the players, even though they are experiencing it differently in each of their own imaginations.

Of course, we could push things further, to add more interest and tension. Perhaps we start in horror movie fashion, with over-the-shoulder scenes of the elf running through the darkened woods, interspersed with the sign of the Brown Bear swinging in the wind, and calm shots from within the tavern. Once you begin to thing cinematically, all sorts of possibilities present themselves, since you have a huge backlog of inspiration to pull from.

I Know Kung-Fu. Show me.

Cinematic descriptions can apply to more than just environments and the scenes themselves. If you’re looking for ways to make things more interesting for your players, but your unsure of how to deal with the larger and more complicated scenes, try focusing on something smaller and more immediate; combat.

Almost every RPG handles combat of some sort, and some, like Dungeons and Dragons, make it central to the game. As such, describing combat, which can often be repetitive and dull, in an exciting way, can really help to elevate your sessions.

When I first started playing and running games, fights usually went something like:

Me: “I swing my sword at it, and hit.”

DM: “Cool. Roll damage.”

Me: “5”

DM: “Nice. Its dead. The next one attacks you.”

Yawn.

Combat could, and should, be better. Think of all the great fights you’ve seen in the movies, and now try to remember the terrible ones. Those great fights are great for a reason. Watch something like the hallway scene from Netflix’s Daredevil, and think of just how good that scene is. The audience feels every punch; they recognize the desperation on the part of the criminals as Daredevil assaults them; they feel the exhaustion overcoming the hero with every new foe who presents themselves. Combat can feel like that in your games, as well.

Take 3 minutes and watch this. You’ll thank me.

How could we restate the combat above to be more interesting, but still be quick and to the point? Maybe it would go like this?

Me: “I feint a kick at the orc’s shin, then come down with my sword, screaming a battle cry. I hit, for 5 damage!.”

DM: “Your blade bites into its neck, spewing black blood onto the camera. As you wrench the blade free of the spasming foe, you hear a roar from behind you. From over your shoulder as you turn, we see another orc swinging the butt end of its battle axe at your head!”

Better, right?

Look, I know nearly every RPG rulebook talks about making fights more interesting; most of the examples given in those books are of combat, and they tend to describe things pretty well. There’s a reason for that — in most games, combat is tedious and intricate, and anything we can do to help spice it up is worthwhile. Its worth your time, and your players, to be descriptive in what combat looks and feels like.

Special Effects

Similar to combat, magic, super-science and other weirdness can be cinematic, and can also give your players an opportunity to help in describing the scene. Whenever you can, you should ask the players questions like “what does that look like,” or “how does it feel.” By answering these questions, the players can start to bring personal style to their characters, which, much like visual queues in a movie, can tell the audience (in this case the other players) things about those characters.

When a player says “I cast magic missile,” for the first time, ask them “what does it look like?” The answer you get might be straightforward, or it might be surprising. For every “um, what it says in the description” response I’ve gotten, I’ve gotten at least one like “brilliant purple bolts, in the shape of grinning skulls, shoot from my fingers.”

This isn’t reserved for the weird stuff, either. Always be on the look out for opportunities to get your players involved. When one player helps another, again, ask what it looks like. Suddenly, a simple “I help Bannock open the door,” becomes “I shoulder in next to Bannock, and help him press against the door. The veins in our arms bulge, and we slip a little on the dusty floor, but eventually, with a cracking sound, the door gives way.”

Don’t Be Zack Snyder

Having spent a bit talking about how we can inject some cinematic qualities into our sessions, I’m now going to backpedal a little. Not everything needs to be over the top; not everything warrants a complex, narrative description. While injecting your sessions and stories with interest and life is important, those stories themselves; and their pacing; should take priority.

As I’ve said before, don’t get sidetracked by bullshit, unless your players want to — in which case, those things aren’t bullshit anymore, and should be a priority. That scene between your players and the blacksmith probably doesn’t need evocative framing, or to even exist. But if it does; if the group decides its important; then yeah, make it feel important.

In other words, don’t be like Zack Snyder; a director who’s seemingly more concerned with visual impact than he is with telling a good, cohesive, well-paced story.

Nerdwriter says it better than I can.

And… Scene!

I hope you’ve found these tips helpful, and that, if you are struggling to make things more interesting in your games, you can find some inspiration here. On the other side of that, I’m always looking for ways to make my own games more interesting and memorable for my groups. What techniques do you use to set the mood, and build the tension, of your games? Are you a “cinematic storyteller,” or do you have a different style? Let me know — I’d love to read about it!

https://medium.com/@kwhitaker81/whitakers-descriptive-evocation-69f6f7cb8e0

https://medium.com/@kwhitaker81/whitakers-descriptive-evocation-69f6f7cb8e0

Tomes of Lore — Sources of Inspiration for Your Campaign

Tomes of Lore — Sources of Inspiration for Your Campaign

Tomes of Lore — Sources of Inspiration for Your Campaign

Volume 1: European History by Kevin Whitaker

Amateurs sit and wait for inspiration, the rest of us just get up and go to work. — Stephen King

It’s hard to argue with Mr. King in this regard. While he was most likely speaking about writers, his affirmation is applicable to any creative pursuit — including roleplaying games. As GMs, we want our players to get engaged in the stories we build with them; to become active participants in the worlds and adventures we’re crafting together. The first part of that is finding a compelling hook or narrative to build upon and explore.

As nerds, we’re living in a veritable golden age for easy inspiration; fantasy, science fiction and superheroes dominate pop culture. Everything from dark and gritty political intrigues to high-flying space operas are within easy reach for any game master. But this ease of access comes at a price; namely that it’s too easy to fall into tropes and predictable plotting. Pop culture is by and large formulaic, as studios and investors are usually unwilling to invest large sums of money into an unproven idea of franchise. That means that even the good stuff (however you want to define “good”) we can draw on usually follows an established pattern.

None of this is to say that using pop culture, tropes, or tried-and-true arcs is “bad,” or that you shouldn’t do it; I’m not yelling at the crazy youths to get off my lawn, in other words. And of course, there are several TV shows, movies, comics and books which break the mold — A Song of Ice and Fire comes to mind, though it created its own tropes — and are great for mining inspiration. Having said that, its often easy to forget that many of those groundbreaking works have their roots in actual history, and that for every Game of Thrones, there are hundreds or thousands of relatively unknown works of fiction which are just as good, if not better.

To that end, I’ve put together a short list of some of the media I’ve been consuming recently. Now, I have a degree in history, so most of the items on this first list are nonfiction, but I promise they are enjoyable, easy-to-digest reads (or listens). In fact, I might recommend the audio versions of them over the written ones, just because they’re more convenient. That’s how I tend to consume my “books” these days, anyway.

A Few Notes

This list is centered entirely on western Europe, mostly because it’s where my interests have been focused for the last couple of months. I plan on highlighting other areas, periods and cultures in future lists; namely Asia, the Middle-East and of course, the various imagined worlds of science fiction.

The second thing I’ll note is that the works in this list, with one exception, are very much focused on the men of history, and powerful men at that. I promise these weren’t chosen for that reason. The simple truth is that in many cases, the stories of women and the poor weren’t written down or captured — the focus was on kings, emperors, sultans and senators. But, I’m always on the lookout for sources which break this mold, so I’m happy to take any suggestions you might have.

And finally, these are all revisionist histories, even the fiction. They try to undo and reorient the work which has come before them, and take less patriarchal, prejudiced, and exclusive views of their subjects. If that’s not your jam, I understand, and I recommend you look elsewhere for inspiration.

The List, in No Particular Order

SPQR: A History of Ancient Rome by Mary Beard

What does it mean to belong to a place, and how can the very definition of “belonging” change over a thousand years? These questions are at the heart of SPQR; a fantastic history of Rome, starting from the founding of the city and ending in 212, when Emperor Caracalla took the shocking step of conferring Roman citizenship to every free person within the empire. Along the way, Beard takes great pains to contextualize the major events and decisions recorded by the Romans, doing her level best to humanize the now nearly mythological exploits of people like Cicero, Julius Cesar, and Marcus Aurelius.

SPQR is rife with possible inspiration for any game which wants to explore the idea of being a part of something bigger than the characters, and how that might evolve (or devolve) as time and events unfold. How do the humans of the fleet react when the Cylons are allowed to join them? What does it mean to be a member of the Nigh’ts Watch, when the Wildlings are manning the castles along the Wall?

The Wars of the Roses: The Fall of the Plantagenets and the Rise of the Tudors by Dan Jones

George R. R. Martin has made no secret of the fact that much of A Song of Ice and Fire is inspired by the Wars of the Roses, and for good reason. This period in European history is filled with the kinds of intrigue, violence, and double-dealing which made Martin’s epic series so popular. Dan Jones does an admirable job of breaking down the hundred years or so between the death of king Henry V of England, and the rise of Henry VIII; detailing the squabbles, revolts and backbiting in between. The ride is suspenseful, action-packed, and hard not to enjoy.

There is so much to pull from here, especially for games or campaigns which want to include political intrigue. Thankfully, Jones also highlights the contributions of the women at court, in particular Margaret Beaufort, Henry VII’s mother. Unless I’m mistaken, Beaufort is the inspiration for the wonderful Queen of Thorns in ASOIAF, and an excellent example of just how successful — and vicious — women could be in medieval Europe.

The Crusades: The Authoritative History of the War for the Holy Land by Thomas Asbridge

The “Holy War” for the Levant is a seminal period in western history; establishing ideas and concepts which have reverberated across the centuries since the Crusades began. Thomas Asbridge takes great pains to contextualize the people and events of that time, and more importantly, give the reader an insight into what was happening amongst the factions vying for power.

In the millennium since the Christian rulers clashed with their Muslim counterparts in the Holy Land, the events and people involved have taken on legendary status. Richard the Lionheart and Salah ad-Din in particular, have benefited from this treatment. In his book, Asbridge works to detail just how, even in the midst of something as unifying as a “holy war,” the realities of competing powers and personalities are front and center, often to grave effect.

This book is excellent for GMs looking to add some realism to their epic campaigns. Sure — the Elven city-states seem united against the predations of the Dragon Queen, but how do they react when the wyrm sends her envoys amongst them, pitting them against each other? What happens when the Marshall of the Outrigger Fleet receives news that his scheming sister has seized power while he’s been away exploring the North? If he leaves, the fleet will collapse in his absence, but if he stays, he might lose his throne.

Hild: A Novel by Nicole Griffith

Ancient history is filled with the stories of powerful men — after all, they tend to leave the most obvious evidence of their deeds. In the past, these men were the focus of most historians, and of most authors writing historical fiction. Thankfully, authors like Nicole Griffith exist to prove that women were just as effective, calculating, and cold-blooded as their male counterparts.

Griffith chose the real-life Hild of Whitby as the main character in her novel, which takes place in dark age Britain. Hild is born amidst a time of chaos; her father is murdered, and she and her mother fall into the custody of her uncle, a warlord with royal ambitions. With their situation tenuous at best and deadly at worst, Hild is forced to step into the role of a mystic advisor. Griffith’s clever writing is such that we, the reader, never know if Hild is truly gifted with magical foresight, or if she’s simply clever and astute enough to appear as such. Even with her “gift,” however, Hild’s situation is never secure, and she and the other women of the novel are always walking the line between aiding the powerful men around them, and avoiding their terrible — and often unprovoked — wrath.

Griffith’s novel is a great tool if you’re looking to run a more subtle game; one where the characters can’t just murder their way through any problem which presents itself. How can the newly blooded vampires survive, when they are beset on all sides by their far more powerful and experienced elders? What do the nerds attending the local high school do, to keep the various “popular” kids around them appeased and working against each other, rather than focusing on their more vulnerable fellow students?

The Fall of Rome Podcast by Patrick Wyman

It’s a well known fact ancient Rome; the most powerful empire western Europe had ever known; fell without warning in the fifth century C.E. to rampaging barbarian hordes. But not really. In his fantastically detailed and narrated podcast, Patrick Wyman takes us on a journey through the death throes of the great empire; the precursors, consequences, and aftermath of its fall. Wyman blends real historical fact with vignettes of everyday life — most of the episodes will build on a particular topic, and then explore that topic through the eyes of a fictional character. It’s an excellent way to get an understanding not just of the end of an empire, but the inner workings of that empire, and how those systems precipitated its collapse.

Wyman’s work is a treasure trove for GMs looking to add interesting ideas to well worn themes. What happens when the barbarians at the gates aren’t barbarians, but refugees fleeing a greater terror — refugees with the will and ability to take what they want? What happens when the authority the characters wield is slipping away, as the center of that authority collapses? Will they fight to keep it alive, or carve off a piece for themselves?

Inspiration is a guest that does not willingly visit the lazy. — Pyotr Tchaikovsky

I hope you’re able to find some worthy inspiration from the the works on this list. I know some of them are intimidating, but you don’t need to read or listen to them all, all the way through. And if you look at this list and think “what the hell is he thinking, I would never look to books like this for inspiration,” then that’s cool, too — where do you find inspiration for your games? I’m serious, I want to know, so that I can keep my own games fresh and interesting!

https://medium.com/@kwhitaker81/tomes-of-lore-sources-of-inspiration-for-your-campaign-39350d128713

https://medium.com/@kwhitaker81/tomes-of-lore-sources-of-inspiration-for-your-campaign-39350d128713

Dungeon Crawl Classics — Session 3

Dungeon Crawl Classics — Session 3

Dungeon Crawl Classics — Session 3

Surf’s Up, Brah! by Kevin Whitaker

Greetings, adventurers! When we last left off, our (second) party of adventurers had fought and crawled their way through the guts of the cursed mountain fortress in search of their captured neighbors and loved ones. Having confronted horrible demons, nefarious traps, and the insidious madness of Chaos, the group now stood at the shores of a vast, underground lake. Their destination; a towering ziggurat spewing gouts of noxious vapor; lay across the water on an island.

Of course they had to deal with the giant tentacle monster which was trying to eat a some of their companions, first.

Things were not looking great for the PCs at this point. One of their number; having been driven insane by some Chaos runes; had stabbed and nearly killed another. A couple more of them were hanging back on the shore, not entirely sure what to make of a mysterious boat which had floated up to meet them when they had arrived. The remaining two, bolstered by their previous successes, had insisted on swimming out to the boat, and had their curiosity rewarded by being attacked by the guardian of the lake. Now, the stats of the guardian are formidable — there is almost no chance that a group of level-0 characters can drive it off (the stats for killing it aren’t even included), so the party was going to have to get creative. Thankfully, two new characters arrived on the scene, just as things were getting going.

As I’ve written about before, my IRL gaming group is a come-and-go affair; anyone is welcome to join, and people drop-in or drop-out on a regular basis. This week, we had someone pop in who hadn’t played any part in the previous sessions. Thankfully, it was easy enough to add them in — I had plenty of spare characters at the ready, and we just determined they had managed to slip away when their fellow villagers had been dragged to the island. Think Merry and Pippin escaping the orcs at Fangorn.

With all the characters accounted for, it was time for some initiative. A few PCs tried to pelt the creature with rocks and arrows from the beach, while one of them raced up a nearby menhir to see if something at the top could help. There they found a great, black candle, and busied themselves attempting to light it. The two characters already in the clutches of the creature uh, tried not to die. And failed. One of them was slammed into the side of the boat, while the other was dragged beneath the waves.

Eventually, the PC atop the menhir managed to light the candle (with the help of one of the new characters), and the monster was appeased. It took one of the doomed swimmers with it as it swam back into the depths… for now.

I Won’t Kill You, But I Don’t Have to Save You

Lighting the candle also caused the boat to close the distance to the shore, allowing the remaining part members to climb aboard with ease. They brought their insane companion along of the ride, but bound her to the figurehead on the prow of the ship to keep her safely away from the group. I mean, tying her to the mast would have probably been just as effective, but her victim was feeling understandably vengeful. With everyone on board, the boat magically set out for the island.

About half way through the short journey, the tentacle beast returned, though it didn’t attack. Sailors on the Starless Sea has the creature wait a few rounds before beginning its assault, in order to give the PCs time to appease it. There are a several options for doing so, but a few of them involved areas of the dungeon the party had already bypassed. Not that any of these options would have mattered; the party was now suitably terrified of the beast, and cowered in the hold while it fondled the boat.

Everyone but their living figurehead, that is.

Tied to the prow of the ship, Pearl was helpless. When I specifically asked the group if they were untying Pearl to take with them, they all balked. So, as the party watched in horror, the tentacles wrapped themselves around the figurehead. Pearl awoke to the sound of snapping timbers as she was wrenched free from the ship, and dragged beneath the dark and churning waters. Thus appeased, the guardian of the lake let the ship pass.

This encounter with the guardian is one of the highlights of the adventure, and showcases some great design. The creature itself cannot be killed, according to the rules of the module. The PCs are simply too weak. At best, it can be driven off. However, the module gives the group several ways to circumvent the monster; there’s a room in the fortress above which has an item to appease it; they can attempt to bribe it with treasure; they can fight it and hope to drive it off; and of course, they can sacrifice someone to it.

This was the path the party took, though they didn’t do so on purpose. That however, opens up great roleplaying opportunities. The universe of DCC rests on a triumvirate; Law, Chaos, and Neutrality. DCC inherits this from D&D, though it simplifies it significantly. While I’m not a huge fan of this kind of morality, it serves well enough in this case. How do lawful (read: good) characters feel about sacrificing someone to the creature? How will that impact their relationships with any deities they choose as their patrons? If the characters don’t care about Pearl, does that slide them into neutrality, or more drastically, chaos? These would be great questions to explore, and Sailors encourages you to do so. They didn’t really matter for my session, though, as this was our final game of DCC with this group.

Pyramid Scheme

With the danger of the lake behind them, the party soon found themselves on the shore of the island, the great ziggurat looming above. They spied a group of demons herding some captives up a ramp nearby, and discussed their options.

A few of the PCs had thought to bring some of the cultist robes they’d found, and wanted to infiltrate the group of demons, hopefully bypassing the need to sneak or climb. The rest of the group, wary of any possibility of discovery and capture, voted to try and climb the pyramid, instead. In the end, the second group won out, and the party started rolling Strength checks to climb the back face of the structure.

Just as in the previous session, I wasn’t interested in the group being unable to climb the pyramid; just how much time and how painful it would be to do so. If they rolled poorly, they wouldn’t be able to climb fast enough to avoid the groups of enemies moving up the ramp, which spiraled around the ziggurat. If they rolled exceptionally poorly, they would fall and take damage (most likely killing the character who rolled). Luckily for the PCs, they all rolled well enough, and were soon on the first tier of the pyramid. However, since they hadn’t rolled exceptionally well, they only managed to miss one group of demons, and had enough time to prepare as the second rounded the corner below them.

Thinking quickly, the group decided to use their wounded companions as a ruse; two of the party donned the cultist robes, and made as if they were beating and chastising the lazy “prisoners.” The approaching pair of demons — who were herding their own group of prisoners — stopped to see what the hold up was. I had the two “cultists” decide who was in charge, and that character rolled a Personality check to fool the monsters. He did not succeed, but also did not bomb the roll. In the interest of time (short sessions, remember?) and moving things forward, I opted to have one of the demons continue on with the prisoners, while the other stayed behind to show these fools how it was done. One of the party ended up taking the brunt of the assault (1 point of damage), while the rest waited nervously for the other group to round the corner and get out of sight.

When the opportunity to strike arose, we rolled initiative. The demon was high on the order, but not high enough, and when the first PC to act rolled a natural 20 the party was rewarded with an instant kill. The creature was gutted before it could land a blow, and its body was soon tumbling down the face of the pyramid to the sands below. Emboldened by this stunning success, the party got to their feet, and decided to continue the charade as they moved up the mountain.

We Are Legion

Once atop the pyramid, the PCs were confronted with the final battle of the adventure; a grand set piece involving a pit of molten lava, a shaman and its acolytes, and an animated magma golem. Rounding out the battle were groups of prisoners waiting to be cast into the fire, along with the hoard of treasure that was meant to join them.

Coming onto the scene, the party immediately tried to plan out their best course of action. The shaman was praying to an armor-clad effigy, while its three acolytes busied themselves throwing prisons and treasure into the lava. To make matters even more daunting, groups of demons were still moving prisoners up the ramp of the pyramid, and would soon be upon the party. The rules of the module state that as long as the party kept up the charade of being cultists, and didn’t attack anyone, the demons would ignore them. However, the shaman would instantly see through their ruse, once it focused on them. Sensing their time was nearly up, the adventurers leapt into action.

The obvious target at this point was the shaman, so most of the party focused on him. The remaining members went after the acolytes. The first round did not go well for the PCs; the shaman took almost no damage, and the acolytes were mostly unharmed, as well. The characters, on the other hand, were not so fortunate; a few of them were killed very quickly.

At this point, I came to another decision point; if the PCs died, that would be it; game over, TPK. Clearly, that is in the spirit of the game, and is what should be done. However, my group only had one more potential session set aside for DCC, and I did not want to run them through this dungeon, start-to-finish, for a third time. So instead, I decided to make ready use of the prisoners. Bolstered by seeing their neighbors fight on their behalf, the captives would themselves step in to replace fallen characters. I’m not convinced this was the correct decision to make; part of me wishes I had just stuck with the ethos of the game.

With replacements secured, the combat continued, and even escalated. Once the shaman knew what was happening, it immediately threw the effigy into the fire, causing it to transform into an armored golem, made of searing magma, and armed with a wicked flail. Rather than having it leap out of the lava in a flash, I let it climb slowly and inexorably to the top of the pit, building the dread and giving the party some time to even the odds. Thankfully, the group started rolling better than they had been, and soon two of the acolytes and the shaman were dead. By the time the golem was out of the pit and on its feet, only it and one acolyte remained — the demons below had fled at the sight of their shaman’s demise. Now the real slaughter could begin.

The effigy is a formidable opponent; it has both a high defense and offense. Any hit from the automaton is likely to kill a character outright, and its own health pool is quite high. Even with the party ganging up on it (the soundest tactical option), it was mowing through them at a rapid pace. Though replacements were hitting the field nearly as fast as characters were falling, it was still a hard, nail-biting fight. In the end, the characters defeated the creature, but not without heavy losses. By the time it fell back into the lava, only one of the original eight characters who began the adventure was left standing, and her only barely. The total party size was reduced to five, and most of them were “new;” either from the beach or the pyramid.

Roll Tide

Their enemy slain and their fellows freed, the characters had one last danger ahead of them; the dungeon itself. With the evil magic which had sustained the structure gone forever, the great cavern began to collapse in on itself. To complicate matters, the seismic activity had triggered a great tidal wave from the opposite end of the lake, theoretically giving the party little time to escape. And of course, there was all that treasure…

Here, Sailors presents the party with a potentially deadly choice; they only have so much time to reach safety, and each scoop of treasure they take, while lucrative, subtracts from that time limit. As the GM, I rolled 1D6+1 to determine the number of rounds it would take for the wave to crash into the island. It would take two rounds to reach the ship, and one round each time they gathered up treasure. But, I rolled a 6, giving the PCs seven rounds to gather treasure and flee for their lives — hardly high stakes, considering. This is one of the areas where I think Sailors misses; I’m not sure how best to improve the situation, but I feel like there’s a better way to increase the stakes, without it being totally random. Of course, as the GM it was my job to provide the illusion of danger — you shouldn’t tell the party they have X number of rounds to escape, after all.

But escape they did. By the time the wave crashed into the island, the party was safely aboard the boat, which was carried out of the cave via an unseen waterway. Thus, did the players rescue (most) of their captured neighbors, and put an end to the evil in the mountains!

Final Thoughts

So, I really, really enjoyed my time with Dungeon Crawl Classics, and my players seemed to as well. Everyone enjoyed the high-stakes, high-lethality of the system, and the mechanics provided moments of high drama and unexpected comedy.

Of course, it’s not perfect. There are times I believe the system is too unforgiving, and the quality of the materials, while excellent overall, has some occasional problems. And of course, I’ve only played a level-0 game. Looking at the main rulebook, I can see level-1 play and above will be much, much more complex; each class has special rules and their own critical hit tables. Monsters, also, have unique critical hit tables, based on their type. Hell, every spell has its own unique table of effects, and thats not even counting the various tables you roll on to cast a spell in the first place. Now, not having played at this level, I can’t comment from experience, but I can already tell that I won’t be able to run games like that for my sessions; we just don’t have enough time, and we’ve got too many RPG novices who come to play, and who would be intimidated by something like that. I’ve been playing RPGs for more than two decades, and I’m intimidated by it.

But, I can say that if you are looking for an OSR game, with mostly elegant mechanics, and some great weirdness to it, look no further than Dungeon Crawl Classics. I don’t think you’ll be disappointed. We certainly weren’t.

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Dungeon Crawl Classics — Session 2 – Kevin Whitaker – Medium

Dungeon Crawl Classics — Session 2 – Kevin Whitaker – Medium

Dungeon Crawl Classics — Session 2

Wherein the Party (Mostly) Survives by Kevin Whitaker

Welcome back, adventurers. Last week my gaming group began their first foray into Dungeon Crawl Classics, an old-school-style fantasy RPG, designed with modern sensibilities. Our group of would-be heroes assaulted a cursed mountain fortress, only to be routed by the demonic inhabitants within. Of the initial sixteen characters, only four made it out alive. But, now reinforced with more “volunteers” from town, they were once again on the road to the ruin, ready to rescue their fellows and exact bloody vengeance on their foes.

Or at least die trying.

Rolling Down the Mountain

Our party started pretty large last session; I was expecting a group of four players, but ended up with six. The first four players had three characters each, and the last two had four characters between them. This week, we were down to a group of four, and I decided to limit them to two characters a piece. I did this largely to combat an issue I ran into in the last session; players splitting their PCs into sub-groups, and then having to manage all of the action as it happened in multiple places. By limiting the number of characters each player had, I hoped they would be encouraged to at least keep their own characters together, if not the entire party. I also knew the group would be more cautious, as the near-total-party-kill they had experienced had calibrated expectations concerning how deadly DCC is.

Recalling how poorly a frontal assault had gone, the group decided to go in the back way; up a rockslide which had collapsed down a cliff edge, which would lead them them right into the courtyard of the fortress. Like most things in DCC, the tumbled stones were far more deadly than they appeared. Characters not explicitly looking for good footholds were made to pass an Agility check, failure resulting in an avalanche as the loose stones and boulders careened down the mountain. All but one of the groups succeeded in their check, and I was forced to make a decision.

You see, the rockslide is a trap, but it behaves more like a monster. Rather than the PCS succeeding in a Reflex save to avoid damage, the avalanche “attacks” the characters with a +5 to the roll. When most of the characters have a defense of 10, this kind of bonus almost ensures the entire party will be hit. On top of that, the avalanche does 1d10 damage, against characters who have, on average, two hit points. The net result was a total party kill, not two minutes into the session.

Now, DCC is a deadly system — it says so repeatedly in the rules, and my players knew what they were getting into — and I had been advised by someone else to play the game honestly; that is to not hold back. But in this case, I decided to soften the outcome. As I’ve written about repeatedly, my play sessions are two hours long or so. Spending twenty minutes to transfer new characters from the list of replacements onto characters sheets isn’t fun. Having your party annihilated in the first few minutes of the game isn’t fun. Not to mention that the mechanics are a little off; since the avalanche attacks as a monster, the character’s aren’t responsible for their own fate. Sure, they touched off the rockslide, but they were then at its mercy. Other traps in the game rely on the characters rolling a save to avoid damage, thus giving them some limited agency. It’s an odd turn of the rules, and I’m not sure why the authors chose to do it.

In the end, I decided that some of the characters had made it sufficiently far enough up the slope to avoid the slide, and some, including the one who had failed the roll, were caught in it, but only took half their HP in damage. Perhaps too beneficent of an outcome on my part, but it kept the game moving, while at the same time providing some kind of consequence for the failed roll.

Strength in Numbers

Once the dust settled and the party had regrouped, they discovered the avalanche had revealed a previously hidden underground passage. Devoid of rope (thank you, random item tables), two of the characters came up with a workable solution involving a length of chain and a torn up sack. Once at the bottom of the passage, the characters were then confronted with an intimidating door, warded with arcane runes.

The alchemist among them rolled well to decipher the writing, and I read off the perfectly old-school (and equally ridiculous) warning to the group. Undeterred, the party set about opening the door; carefully, at first, but then resorting to brute force when the door wouldn’t budge.

This is something of a pattern I’m noticing in Sailors on the Starless Sea — doors and other openings are blocked by high-difficulty Strength challenges. On the one hand, I understand the desire to keep the adventure challenging; level-0 characters have low modifiers, on average, and putting an extremely difficult challenge in their path encourages them to a) work together, b) find a clever solution, or c) find another way through. On the other hand, it’s been my experience that a party will throw themselves against such an obstacle until the GM clearly tells them that they can’t make it through. So, in the case of roadblocks like these, I’ve opted to equate a failing roll not to a failure to move past the test, but instead to how much time it takes to do so. In the case of this door, it took them nearly an hour to open it, all the while unseen things might be happening outside the cave. I find this works as a good compromise; poor rolls carry some weight, but don’t completely block the flow of play.

Once the door had been opened, the party had to contend with another trap; this time a blast of magical fire engulfed the party, and many of them suffered horribly. There were two deaths in the party, but both characters made their Luck checks to recover. I mentioned last week that I had misread the consequences of this particular action, so they got by with less of a consequence than was appropriate, but I’ll be sure to rectify that in our next session.

With the trap sprung, the next challenge lay before our adventurers; a tomb, locked in magical ice, with a very tempting (and potentially dangerous) treasure at its heart — a dead warrior, dressed in well-made armor, clutching a massive (and obviously magical) axe. At the far end of the tomb was a door, which the party hoped would give them a secret way into the fortress.

Upon entering the tomb, however, the characters discovered the dangers; the floor was so slick that they couldn’t find purchase on it, and the cold was so bone-chilling that every round they remained inside would slow them down, and eventually kill them. At this point, so on edge from all of the dangers which had come before, the party decided to ignore the dead man and his axe altogether, and set about finding a way across the tomb and to the door at the other end.

I must say, I love how the DCC rules, or lack thereof, spark ingenuity. In the absence of any kind of skill mechanics, the group had to come up with a fairly slapstick plan; tying something to each other, and then getting a running start to slide across the floor. In other systems, with more codified rules for things like acrobatics or athletics, the group might have been unconsciously driven to a certain plan of action. Without those rules they were more free to come up with something vague, and then just make a roll. I think DCC actually does this better than something like Dungeon World, where even though the rules are vague around outcomes, a player can declare they have a particular tool and utilize it. Here, the group had to make due with what they had, and come up with some kind of solution.

Again, rather than block play with a failing roll, I made the consequence of failure time — characters who failed a roll had to spend more time getting across the tomb, which meant they would potentially take damage, and keep their fellows in the tomb longer.

Missing that Left Turn at Albuquerque

After making it through the tomb, the party was confronted with their next challenge — me misreading the map. You see, the map shows a passage connecting the tomb to the lower levels underneath the fortress, but it is difficult to decipher (I won’t post the map here, for fear of copyright violations). To make matters worse, the module itself never describes the existence of this passage. When looking at the map of the tomb, it just shows a hallway leading away in the opposite direction of the rockslide. With no immediate exit apparent, I made one up; deciding the passage led to a stair, which ascended up the courtyard of the fortress. This highlights what I think might be my biggest gripe with Sailors, and some of the other modules I’ve seen: the maps.

As a whole, the art Goodman Games publishes with their rules and adventures is excellent, evoking the illustrations in old-school modules like Keep on the Borderlands, while keeping the themes of comedy and weirdness present. The maps are really fantastic, in an artistic sense, but they can be very frustrating as play-aids. Since DCC isn’t as concerned with tactical combat as something like D&D, the maps are more abstract. This is fine, but it means that issues such as the unremarked hidden passage are bound to come up.

In the end, it wasn’t hard for me to roll with the punches. The party exited the hidden passage via a rusted great in the center of the courtyard, and then made excellent rolls to sneak towards the tower where they had previously encountered the demons of the fortress.

Into the Depths

Once at the tower, the party fared much better than they had in their previous attempt. Only a few demons remained above ground, including the injured, elephant-headed champion. Even still, the monsters represented a decent challenge to the adventurers, so I was surprised when they went down in just one round. The characters rolled very well, including the first critical strike of the night. This bolstered the party’s spirits, and with the demons dead, the group started down the stairs and into the dark.

As the party descended into the tunnels beneath the fortress, the first thing they encountered were a few small coins on the stair, glittering in the torchlight. The group was understandably cautious, having fallen prey to countless traps and ambushes already. The coins turned out to be just what they appeared — a few single gold pieces, left on the floor when the demons had raided a hidden vault. The vault itself was easily located by the group (there was an elf or two in the party), and soon the party was substantially wealthier, even though the vault had been mostly looted. That being said, they missed the chance to be even more treasure-laden; one of the emptied chests held a secrete compartment, filled with more goods (and a trap).

This little reprieve demonstrates some exceptional pacing and dungeon design. The group had been hammered mercilessly all throughout the adventure; whether by blood-thirsty demons, insidious traps, or dangerous terrain. The sight of something as seemingly benign as a few loose coins immediately put them on edge, and they spent some time making sure both the stairs and the secret vault were safe.

Once they had collected the immediate treasure, they pressed on, again missing the extra loot and danger of the hidden compartment. This was somewhat of a pattern for my group; missing potential treasure and skipping seemingly optional areas. Part of this, I think, is because our sessions are so short. The other part might have to do with expectations. Since my group tends to run more narrative games, the “old school” mantra of “search everything” isn’t the way we tend to play. I might need explicitly remind them at the end of this adventure to expect things in unexpected places.

Leaving behind the stairwell and treasure vault, the party made their way into one of the more interesting set pieces of the dungeon; a long room, with alcoves and murals on the sides, and a pool of dark water in the center. The alcoves contained some moth-eaten robes, and the murals depicted various evil beings doing evil things. The adventure actually provides handouts for these, and my players were happy to inspect them for clues. I as a little skeptical of the handouts’ worth; what they depict isn’t immediately apparent; but I was proven wrong later.

The most interesting feature in the room was the pool. When a character stared into it, a human skull would float to the top, and attempt to get a character to pick it up. These skulls had belonged to the enemies of the fortress’s ruler, and were a potential aid in the final battle. I was interested to see whether the group would be willing to take such obviously evil (and potentially dangerous) artifacts with them, and somewhat to my surprise, they did. Several party members ended up taking one of the macabre totems.

A few of them also took along a robe, as one of the murals depicted an individual wearing something similar. One of the characters, upon learning the robes might represent evil, decided to spit on theirs and toss it into the pool. A nice bit of role playing that, in what had so far been a fairly narratively light game.

Once again, the dungeon held a reward for brazen adventurers; at the bottom of this pool was a secret entrance to another room, which held the most powerful treasure in the dungeon. Gaining entrance would mean diving into a pool full of magical skulls, however, and none of the PCs showed any interest in going for a swim. Again, this speaks to expectations — players need to know to look for things in odd, or dangerous, locations.

Killing Friends and Hugging Enemies

A passage from the pool room led the group, at last, to the area which gave the dungeon its name: a wide underground lake of dark water, with a pyramid shining on an island in the distance. As the party stepped onto the beach, a dragon-prowed junk quietly floated towards them from the direction of the pyramid, stopping some fifty feet offshore. The ship seemed to stop facing a tall stone menhir, rising up from the sands near the water’s edge.

At this point, the party fractured slightly. One member recalled the mural in the previous room, which showed a robed individual standing atop a stone tower, with a boat floating amidst some writhing tentacles. Some others wanted to swim for the boat. While the two groups were debating, another character went to inspect some of the carvings on the menhir. She failed her Will save, and immediately stabbed her companion through the heart with a spear, as her mind was corrupted by the arcane magic of the monument.

The sudden violence ended the discussion about what to do next. While one group subdued the insane attacker, another ran headlong into the lake and swam to the boat. Those remaining on the beach quickly stunned their confused companion, and the character who had been stabbed succeeded in her Luck save to survive. Those in the water were not as fortunate.

As the first character clambered onto the boat to survey it, an inky black tentacle slipped around his ankle, and pulled him off the deck of the junk and into the air. Simultaneously, the water around the boat erupted into a mass of writing, snake-like tentacles, which began to harass the other party members who remained in the water.

We were out of time, though, so I decided this would be an excellent place to end on a cliffhanger. The group agreed, though they were all anxious to return to the adventure next week. All-in-all, it was another successful session.

That Map, Though

Things went decidedly smoother for the group this time around. We had all learned a few lessons from our first session; the party had learned to be more cautious, and to act in concert; and I had a better handle on the rules and the lethality of the system. As I’ve written about above, however, there was still room for improvement.

DCC likes to put rewards in bizarre locations — locations which often don’t make any sense. Consider the room with the pool of skulls; in terms of dungeon design, there’s no reason for that area to potentially drain into another, which means there’s no reason for players to suspect anything exists at the bottom. Now, I understand what the author of the adventurer is trying to accomplish — old school adventures rarely made any real sense, and often had loot in frankly inane locations, or hidden behind ludicrous challenges. DCC revels in its throw-back sensibilities, and wants to reward brazen players for launching their characters into dangerous situations.

Again, this is a matter of setting expectations; players need to either know going in that they should look for rewards in unexpected places, or they need an opportunity to be taught to do so. The problem with the former, is that it erodes some of the mystery. The problem with the latter is that if they miss a treasure somewhere, they’re likely never to know they missed it, and thus the lesson is lost.

As bizarre as some of the treasure locations are, I can’t call them unfair. In fact, I wrote last week that I think DCC does a good job of walking the line between deadliness and fairness, most of the time. That caveat came into play at the beginning of this session, when the entire party should have completely destroyed. Again, I understand the intent here, but this kind of gatekeeping is a little absurd to me, and smacks of the same kind of poor dungeon design that plagues the overly revered Tomb of Horrors from D&D. While I don’t think Sailors on the Starless Sea was written with same malice that ToH was, I think the rockslide “trap” misses in a couple of ways. As I said above, it behaves differently than other traps, in that it “attacks” players, rather than having them make saves against it. More-over, it can (and technically did) kill the entire party, even though it could be the very first encounter they have. That’s a weird way of welcoming players to your dungeon. Sure, the monsters encountered at the gate are also capable of wiping out a party, but there the characters have more agency: they can fight back, or choose to flee, or try bypassing the encounter by outrunning their assailants. They aren’t given any such chances with the rock slide. Some players might enjoy this kind of old-school design, but I think it does a disservice to what is otherwise a fantastic adventure.

My last complaint is, of course, the map, which I also touched on above. I love the evocative style in which the map is illustrated, but that secret entrance needs to be more clearly called out, or at least described in the module itself. I know there’s a second edition of Sailors, and I hope they did a better job there. It didn’t end up being too much of a hassle, but it means I’ll have to pay closer attention in the future to any adventures I run.

That’s it for this week! Next week we’ll wrap up our DCC funnel, and after that, well, I’m not sure. I’ve got a busy few months coming up, so I’m more likely to be playing games than I am to be running them. I’ll have some more general content during that time. In the meantime, I’d love to read your thoughts and feedback on this, or any of my other posts. Let me know what you think about DCC, or how I ran it, in the comments below.

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Dungeon Crawl Classics — Session 1

Dungeon Crawl Classics — Session 1

Dungeon Crawl Classics — Session 1

Welcome to the Grind House by Kevin Whitaker

Warning: There’s some minor body horror stuff in this post.

You’re no hero. You’re an adventurer, a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long dead secrets.

Those are the first few lines for Goodman Game’s excellent Dungeon Crawl Classics; an old-school-renaissance RPG which aims to bring back the spirit of B/X Dungeons and Dragons, while streamlining away some of the fiddlier aspects by introducing some modern game design principles. The mechanics are mostly great, but I’m less interested in them than I am in the philosophy of the game, as highlighted by that quote. “You’re no hero,” it says; indicating a tonal shift so far away from Dungeons and Dragons as to be jarring. DCC leans hard on that idea, and I knew I wanted to bring it to my table almost as soon as I had read the first few pages.

Most games take it for granted that a character is special. Since 3.0 (and maybe 2nd edition, I can’t remember), Dungeons and Dragons has asserted that even at level 1, player characters are unique; they represent a small fraction of the overall population of the universe in-game, and as such, aren’t beholden to whatever constraints are placed on society at large. Pretty much every other game I’ve played takes this approach, because after all, who wants to play some “normal” who can barely swing a sword.

The knock-on effect of this kind of framing is that games have (as a trend) become less deadly over the years, at least in terms of their mechanics. This makes some sense — if you’re character is special, according to the rules of the game, an easy or cheap death runs counter to that assertion. To prevent that, modern games tend to be designed with character death being fairly difficult to achieve.

Now, I’m not saying characters can’t or don’t die in modern games; my experience is just that games work hard to prevent a deadly outcome, and that’s ok — death is one of the least interesting things which can happen to a character, and it’s often not appropriate for the narrative or game being run. Some people lament how “easy” games have gotten as a result but, the fact is difficulty is a terrible measure of game quality when it comes to RPGs. While roleplaying games have their roots in wargaming, that’s been left behind in large part. Even a murder-hobo-simulator like D&D puts up a mask of narrative; indicating, on the surface anyway, the game is at least as much about story as it is about gutting goblins for treasure.

However, dungeon delving is supposed to be dangerous. These are holes in the ground filled with deadly traps and monsters, after all, and no sane person would ever venture into one unless they had to. This then, is the fundamental shift which DCC presents: your character isn’t some badass born to demigod status; they’re a nobody, with no money, no skills, and no gear; who for whatever reason has no choice but to risk their life chasing after treasures which might not even exist.

To support this mechanically, DCC utilizes the concept of a “funnel;” each player begins the game with 2–4 level 0 characters, most or all of whom are expected to die during the first adventure. Any surviving characters are both wealthier (having looted their comrades for gear), and hardier (having survived the gauntlet). Having never run a game that was so uncompromisingly brutal, I was excited to see if my players would share my enthusiasm.

It turns out, playing “normal” characters like these can be incredibly entertaining and rewarding.

Bringing it to the Table

As I’ve written about before, my group runs short sessions, and this puts some constraints on the games we play. DCC skirts the line of what I’d be comfortable running in a two-hour session, and even then I had to make sure I was as prepared as I could be to get things moving quickly. The first part of this involved familiarizing myself with the rules. These are fairly straight-forward for anyone who’s ever played D&D, or the various games it spawned. There are some key differences, and DCC goes out of its way to keep most of the mechanics elegant, at least for low-level play.

With the rules mostly sorted I got down to some of the other requirements. First, I bought a set of funny dice. DCC utilizes Zocchi dice in addition to the standard set of polyhedrals, which adds to the weirdness factor (something else the game embraces). Next, I generated a whole mess of characters. With the game predicting a high rate of character death, I wanted to make sure the group could quickly add more grist for the mill. While the rules for generating characters in DCC are quicker than D&D, they aren’t nearly as fast as something like Apocalypse World. Thankfully, the fine folks over at Purple Sorcerer Games had me covered with their excellent character generator.

I built out starter-groups of three characters each for my players, then generated a list of 100 additional characters to drop in as others died off. Finally, I resolved to adopt two imperatives from other games: Say “Yes,” or roll the dice, and let it ride. Say “Yes” ensures that I only have to worry about mechanics when there’s a reason to do so — some point of drama in the game that needs dice. Otherwise, the character gets what they want. Let it ride means that once a roll has been made, that same roll can’t be made again until the circumstances change. This eliminates constant re-rolling for things like checking for traps or searching a room.

Prep done, I grabbed a copy of Sailors on the Starless Sea and read through it. This module came highly recommended, and after reading it I agree that the adventure is a great way to introduce people to DCC. It leans heavily on the westernized fantasy style, which is so integral to DCC’s predecessors, while also showcasing a lot of the weirdness which DCC itself pushes. That being said, I wasn’t entirely happy with it. While there’s a lot of good stuff in the module, I wasn’t totally thrilled with the flavor — that is to say, beast-men and haunted castles. Luckily, that stuff is easily resolved with a new coat of paint. Instead of beast-men in a haunted, vaguely European keep, I turned them into demonic ogres in a cursed, vaguely Asian fortress. Instead of a swampy, forested environment, I put the dungeon deep in a mountain pass. This made things just different enough so that my players wouldn’t be too bored with the setting (I hoped). The adventure runs fine without the cosmetic updates, of course; I’m just tired of characters with terrible Scottish accents assaulting ho-hum castles and keeps.

Bring Out Your Dead

I narrated a bit of a cinematic opening to set the tone and provide some background, and then the group of would-be heroes were standing beneath the ruined fortress, its collapsed walls looming above the mountain road. There are three entrances into the ruins, and the group chose the most direct — straight up the road to the gatehouse. Not very imaginative, but it certainly got combat started quickly!

Starless Sea puts two “vine horrors” (undead infected with some kind of evil weed) along the path to assault intruders. Having read through the adventure, I knew these creatures didn’t really make sense; there wasn’t any kind of thematic relationship to the rest of the enemies or plot. There aren’t any other plant creatures deeper in the dungeon, nor does the “plant-body-horror” theme carry any further. What does come up are worms and tentacles, so I did a quick swap. Instead of “vine horrors” I made these creatures “worm horrors;” poor souls who had been killed, filled with writhing, demonic maggots, then left on wheels outside the gate. To amp up the body horror a little bit more, I gave them large gashes across their abdomens which were, in fact, toothy mouths which attempted to spew demon worms onto their foes. I left the stats the same though, since the module was clearly balanced against that. “Balanced” being relative here; DCC states up-front it isn’t interested in the kind of play balancing D&D attempts (and often fails) at.

The fight went fairly well. While most of the characters engaged the creatures directly, one group tried to use the two spiked wheels, which the worm horrors had been spread upon, as weapons. While they were successful in getting the wheels moving, the player rolled poorly to hit anything. So instead of hitting the enemies, the wheels crashed into his allies, killing one of them. One or two more characters died during the normal course of the melee, and two characters ran past the combat all together; hoping to get into the fortress and find the treasure rumored to be there; before anyone else.

Those remaining on the road eventually overcame the undead monsters, looted them, and then headed up to the gate. Before they did so, however, I let the dead characters make Luck checks to see if they actually survived. One of them did, and was reduced to 1 hit point, and took a -4 penalty to all their rolls. I actually missed an important bit of the rules here; along with the -4 penalty, DCC also requires a character who’s had a brush with death to take a -1 to a stat. This is something I wouldn’t discover until after the next session, which means several more characters weren’t properly penalized for dying. Not that it mattered — most of this group were going to end up dead, anyway.

The Way is Shut

While the main group had been fighting the undead, the two opportunists; a vagrant and a jester; slipped through the gatehouse and made their way to a tower (the rumored site of the treasure). Now, there was a trap in the gatehouse; two demons who were to drop the portcullis down on the party; but they could of course see what was happening on the road below, and weren’t going to give up the chance to trap the main body of the group. The vagrant and the jester quickly found their way to the tower, and set about trying to open the closed door.

In the meantime, the main group entered into the gatehouse, and the demons above sprung their trap. The portcullis slammed down, killing two more of the party. They then rang a bell and retreated along the battlements to the tower. One of the PCs trapped under the gate made their Luck check, while the other was one of those poor fools who had already been dead on the road. He stayed dead — no second chances!

By the time the main group had made it through the gatehouse, the two who had raced ahead had just about gotten the door to the tower open. Most of the main group went to go and help, while one player’s group instead set off to investigate a mysterious well in the middle of the courtyard. Her group had heard rumors about the well, and she wanted to see if they were true. On their way there, the characters stumbled across a hidden cache in the ground. Now, the module states that character’s shouldn’t be able to find this secret unless they specifically search the courtyard, but I wanted to give this group the opportunity to find it for two reasons; 1) there was an elf present (elves get a bonus to finding secret doors) and 2) I wanted to communicate to the players they should expect things in unexpected places. Now, we can argue over whether a stone slab counts as a door, but I think the other point stands.

The stone slab covering the cache was too heavy for anyone in the group to lift on their own (the rules called for a Strength check of 30; the average strength bonus in the group was +0), so the characters called out to their fellows across the yard to come help. In the meantime, one of the characters already at the slab continued on to investigate the well.

About the time the lucky treasure finders were calling to their companions, those party members had burst through the door of the tower, only to be confronted with a small hoard of demons, led by an elephant-headed champion. Roll for initiative, please.

Tower of the Elephant

Confronted with half-a-dozen enemies, one group of characters broke and ran toward the treasure discovered in the courtyard. The rest stayed and made an attempt to fight it out. They managed to score a few solid hits on both the champion and one or two of his underlings, but in the end, even eight or so level-0 characters were not really a match for these creatures. The champion cut several of the characters down himself, and the other demons picked off a few more.

Just as before on the road, two characters slipped past the fighting and into the tower itself. There they found a prisoner (a replacement character for someone who had lost all of theirs to the demons), and two more demons to fight. With the champion focused on those outside, the characters in the tower actually managed to best their opponents; each coming away with a few less hit points, but a few pieces of loot for their trouble.

Outside, things were a different story. There was now only one character left fighting the demonic champion, and he (wisely) decided to make a run for it. The champion and the remaining demons decided to let him go; instead focusing on the group across the courtyard. These characters had managed to get the treasure cache open (finding a few weapons and some treasure), but were now basically stuck in the hole with the demons approaching. The final character, who had gone to investigate the well, decided to try and goad the demons into charging her. She rolled spectacularly, and one of her adversaries charged pell-mell for her, only to end up falling down into the well. She couldn’t do that for all of them, however, and was soon faced with a spear-wielding demon.

Long story short — all of these characters met their grisly end at the point of a spear or the blade of an axe. The remaining characters (the three in the tower and the one who had fled), made their way back to the gatehouse and retreated to town. Not the most heroic end to their first outing, but certainly a pragmatic one.

Lessons Learned; Things to Improve

Thus ended my first session of Dungeon Crawl Classics, and my first session of any OSR game. The group really enjoyed themselves, even though only 4 of the 17 characters we began with managed to survive. The players had all entered the game knowing the characters might not survive, and that a total party kill was a possibility, so no one was upset about the outcome.

I think as a system DCC accomplishes a lot of what it sets out to do, at least at low level. There’s a refreshing elegance to a fantasy RPG which doesn’t rely on skills. If the characters wanted to do something; say take a reading from a tarot deck, or try to identify a particular undead horror; they just make an attribute roll against a difficulty the GM assigns. There was no fiddling around with finding the right skill to roll. This reminds me a lot of games like Dungeon World, where actions are abstracted to keep the game moving.

I’m also impressed with how DCC walks the line between being deadly, and being fair. The game very rarely feels like its cheating the characters, even though almost any roll can be the end for them. I say rarely, because there are some places where it might be a bit more lenient. For example, many of the characters began with 1 hit point. That guaranteed death from a single hit. While I understand the nature of the funnel is to be deadly, this might be a bit too unforgiving. Of course, players could potentially side step this problem by playing more carefully, but it might also be good to start characters with the maximum possible HP (which is only 4, anyway).

Which brings me to the first thing I need to better at; emphasizing non-combat options. I began the game by trying to stress that combat was not the best, or surest, way to victory, and that characters advanced by overcoming obstacles; not just killing them. Looking back, I needed to do a better job at this. While several of my players had been through funnels before, we tend to play more narrative games, where death isn’t an imminent threat. This, in turn, caused several of them to overestimate their character’s abilities.

The second thing I need to do better at is handling splitting the party, and dropping hints that overcoming things as a group is more likely to succeed than overcoming them individually. The first point is important because our sessions are so short; when one character in a group of three goes off to do their own thing, and there are five groups of three characters; things slow down considerably. The second is important because had I done a better job, say, of letting the characters know that the champion was the lynchpin of the second combat, they might have all ganged up on him.

The remedies for these problems are pretty straightforward. For level-o play, I should probably make each group of characters move as a unit; that way we aren’t splitting more attention than necessary when one player wants their characters to split off from the party. Secondly, I just need to describe things better in the moment to help the group focus.

So that’s it. The players might have left several characters dead on the field, but they’ll be back next week with some fresh “recruits,” ready to wade into the depths of the fortress to rescue or avenge (and loot!) their fallen comrades. The next report shouldn’t have as much preamble as this one, either, since I won’t be too worried about setting up what DCC is about.

What are your thoughts on DCC, or the way I ran this adventure? Drop me a comment to let me know, and in the meantime, I’ll see you next week!

https://medium.com/@kwhitaker81/dungeon-crawl-classics-session-1-598564ff9d1d

https://medium.com/@kwhitaker81/dungeon-crawl-classics-session-1-598564ff9d1d

Locked, Clocked and Ready to Rock

Locked, Clocked and Ready to Rock

Locked, Clocked and Ready to Rock

How to use “clocks” to become a lazier GM by Kevin Whitaker

“I am a lazy GM.”

That’s a statement I read a lot from people; people I respect, who are phenomenal GMs and game designers. I’ve used that statement to describe myself on more than one occasion. Frankly, I think everyone GM should be lazy. I don’t mean “lazy” as in “not working to make your games compelling, your NPCs interesting, and your hooks intriguing.” I mean it as in “doing the minimal amount of prep and upkeep required to meet those ends.” As a GM, I want to spend my time engaged with the players, their characters, and the stories we’re making together. The less bookkeeping I have to do, the better. So, I’m lazy, and thanks to the work of some fantastic game designers, I have one stand-out tool to help me in my quest for laziness — clocks.

If you’ve been around the indie RPG scene for any amount of time, you know I’m not talking about actual clocks. No my friends, I mean metaphorical clocks — tools you can use to do such things as track campaign events across multiple sessions; build tension during a scene in a single session; manage the state of your nefarious organizations, and more. In some games, even character health is represented by a clock. They’re a great way to abstract sequences and goals, but still convey, visually, an imminent outcome. You and your players can see a clock, and know how close it is to striking “midnight,” and thus how close it is to either stopping, or coming to its (often horrible) conclusion.

I don’t know who can be credited with the creation of “clocks as an RPG tool.” My first encounter with them was in Apocalypse World and the games it spawned. Vincent Baker establishes clocks for a few uses in Apocalypse World; namely player health and “Countdown Clocks,” which are used for tracking events that will occur unless the characters intervene. John Harper uses them in Blades in the Dark for all kinds of things; tracking events, factions, long-term projects, etc. No matter who invented it (and if you know, tell me so I can give proper credit), the RPG clock concept has been a godsend for me. So, how do they work?

Time is (not) on my side.

Digital, analog, atomic, cuckoo; the real world has all kinds of clocks, and so it is with RPG clocks. While you can track many things with clocks, in my experience they fall into one of two categories: countdown and progress. What differentiates these two types of clocks? Well, here’s how Vincent Baker defines countdown clocks in Apocalypse World:

A countdown clock is a reminder to you as MC (GM) that your threats have impulse, direction, plans, intentions, the will to sustain action and to respond coherently to others’.

Put differently, the clock is an escalation that ends in some sort of culminating event — Sauron reclaims the One Ring; the Empire destroys the Rebel Alliance; the Barzini family eliminates the Corleones. A countdown clock tells you, the GM, what will happen if the thing the clock represents proceeds unchecked.

Let me give you an example. Say you’re running a bog-standard fantasy game, and there’s a goblin clan menacing the local villagers. The villagers tell the characters something is up, and maybe the goblins are involved. You know that if the players don’t act against the goblins, the village, and maybe the whole duchy, is doomed. But, things don’t start that way, so you come up with an escalating series of events:

Livestock and lone travelers go missing along the outskirts of the duchy.

Several farmers and their families have been taken off into the mountains.

The goblins sacrifice the captives to their god, and a shaman arises amongst them.

The shaman empowers the goblins, and they sack the neighboring village.

The shaman uses more sacrifices to raise undead to assist his clan.

The goblins make their final assault. They and their undead overrun all of the villages in the duchy, and assault the lord’s keep.

You’ll notice that I haven’t listed a “zero-state;” there’s no “everything is fine here” in the list. That’s because things can often be assumed to start at zero. Maybe there’s some event (or another clock) which has to occur before the goblins start their rampage. Until then, things are quiet. This doesn’t always need to be the case; you might have your first segment be “All’s quiet in the mountains,” and then have your first escalation be “farmers are kidnapped,” or something even worse.

You also might be thinking that this series of events doesn’t really need a fancy clock at all. You’re the GM — you can just check off things as they happen. While that’s true, I’d argue that organizing these events visually helps you keep them together in both your notes and your mind; grouped into a clock, this series/front/outline becomes more tangible. More-over, you can strip out some of the finer details from the clock, and then show it to your players, letting them see how imminent or far-off the doom is.

Here’s the clock for this example:

Goblin Clan Countdown

You could also leave some segments blank. Maybe the first two segments of the clock don’t need to be filled with specific events; you’ll know when to fill them in when its time. That clock would look like this:

Goblin Clan “Hybrid”

There’s a further bit of drama you can add to a countdown clock: mandatory badness. In Apocalypse World, and many of its descendants, countdown clocks come with a serious consequence — anything after 21:00 cannot be reversed, it can only be mitigated. In our example, that means once the goblin shaman has risen, the goblins are going to attack the village, period. The best the characters can do is try to keep the damage and bloodshed to a minimum. This doesn’t mean the characters no longer have any agency over the outcome, it just means they can’t prevent the outcome from occurring. When a countdown clock is in play, this is the cost of (1) ignoring the threat all-together, or (2) failing to stop it early.

This might all seem a bit heavy-handed. “What if my players kill the goblin shaman after he makes the sacrifices, but before the goblins attack the neighboring village?” you might ask. Well, the goblins come for vengeance. Or maybe in the absence of the shaman, a clan of orcs sweeps in and takes the goblins as slaves, and the orcs attack the village.

Or, or, or.

Or, maybe there are a few more clocks ticking away, and the death of the shaman ticks them up a notch or two.

Now, as a GM you won’t always have predefined ideas for the scenarios in your session, and if you did, well then you wouldn’t be lazy, would you? Luckily for people like you and me, there’s a different kind of clock we can use.

The March of Progress

Countdown clocks are all well and good, but they can be limiting, or often, a crutch. I know I’m totally guilty of using them as the latter; getting tunnel vision as the characters move through scenarios, rather than reacting organically to what’s going on. Often times, you won’t have any ideas as to what might happen between 12:00 and 00:00 on a clock, you’ll just know that when the clock strikes midnight, something’s going to happen. These scenarios are perfect for progress clocks.

In a progress clock, you define the outcome and a number of segments for the clock, and that’s it. As the characters do (or don’t) take actions that will impact the outcome, you fill in the segments. When the clock is full, the outcome occurs.

John Harper makes liberal use of these clocks in Blades in the Dark, from tracking how complex a lock is to pick, to following the grand machinations of a rival faction. Here’s what he has to say about them:

Use a progress clock to track an obstacle that takes several actions to overcome.

Sneaking into the Bluecoat watch tower? Start a clock for the security coverage of the patrols. When the PCs make progress against the security, fill segments on the clock to track how well they’re doing.

Generally, the more complex the problem, the more segments in the progress clock.

Harper also stresses that the clock should be about the obstacle the character’s face, rather than the method they will use to overcome it; and that complex obstacles should be represented by multiple, layered clocks.

Now, with our example above of the goblins massing for an assault, the progress clock could be fairly straightforward:

Goblin Clan Progress

Whenever the characters fail to check the goblin’s rise, we fill the clock. Or, we could reverse it. Instead of the clock being “Goblin Clan,” we could make it “Village Defenses.” Now the characters fill the clock when they succeed, rather than when they fail.

We could also layer “Village Defenses” with other clocks. Maybe there’s a “Fortifications” clock, and a “Security of the Outlying Farms” clock.

Village Defenses Layered Clock

This is how I start to build complex, interlocking events in my own campaigns. I begin with a simple concept, and then expand from there. Often times I’ll mix countdown clocks with progress clocks; when I have a solid idea of what events will happen, I give it a countdown. When I don’t, I make a progress clock with enough segments to cover how complex I think the end result is.

Or, I’ll mix them in the same clock, as with our example of the “Goblin Attack!” clock where the first two segments are blank.

Now, that’s not to say that only grand ambitions should be represented with clocks. You could easily use them to represent two groups of adventurers racing to reach a treasure, or the systems the characters need to overcome to disable a complex security system. Some games, like Apocalypse World and The Sprawl, even use progress clocks to track player health.

Time’s Up

Clocks threw me for a loop the first time I read about them. My initial thoughts, in fact, were pretty hostile. But after taking some time understand their implementation, I find I now have a hard time running games without them. Even my one-shots will get a clock or two when it makes sense to the situation. If you’re still having a hard time understanding how they might be useful to you, I highly recommend you check out Roll20’s GM prep sessions for Apocalypse World. Adam Koebel does a great job of showing how that game utilizes clocks in the greater context of its mechanics, and even if you don’t plan on playing Apocalypse World, you can get an idea of you might bring them into your own game.

I should point out that while both Apocalypse World and Blades in the Dark use clocks as single parts of wider systems, it doesn’t mean we can’t borrow the idea for different games. As I said above, I use clocks in nearly all of my games, whether they be Dungeon World, Fate Accelerated, or even Dungeons & Dragons.

That’s it for me this week. Next week I’ll be back into my play reports with my group’s first excursion into Dungeon Crawl Classics. In the meantime, if you’ve got something you want to say about clocks, or my interpretation of them, leave me a comment! I always enjoy feedback from our community.

Cheers!

Fun aside: I think Mario 64 might be the first use of a “harm” clock. Seriously, check it out!

https://medium.com/@kwhitaker81/locked-clocked-and-ready-to-rock-c42ac20ffbd5

https://medium.com/@kwhitaker81/locked-clocked-and-ready-to-rock-c42ac20ffbd5