Welcome to the week four compilation with extra remarks for the RPGaDay 2025 challenge! Additional commentary is in italics. For background information on RPGaDay, see this introductory post. To see my responses to the daily prompts as I post them, please see the dedicated RPG.net forum thread, Mastodon, and Bluesky.
Day 18: Sign
Signs advertise the local tavern or smithy. Modern & sci-fi facilities use signs to guide folks. Warning signs in unfamiliar languages could be counterproductive. Skulls decorating the "stay off the bad guy's lawn" sign get the point across.
To elaborate on these points and an extra:
The colored animal tavern or inn sign is practically a trope for fantasy TTRPGs at this point.
Most large, modern spaces have signage so people aren't milling around and bothering folks for directions.
Figuring out how to discourage people in the far future from poking around places like nuclear waste disposal sites is a tricky problem. Future folks might see the warnings and come to the conclusion that something valuable is buried in those places. Which defeats the whole point.
Decorating things with skulls should be a cause for reflection.
Signage in secure installations could be designed to be altered quickly to confuse intruders, directing hostile personnel straight into ambushes. Digital signs with wireless access would be really handy for this. On the other hand, they could also be hacked.
Day 19: Destiny
No destiny survives contact with the tabletop. The Chosen One dies in a random encounter. The prophesy flies apart on takeoff.
Twist things around to fit. Another Child of Destiny. The oracle spoke metaphorically. Edit to keep the game going
Folks like to complain about things like "player agency" when I make posts like this. I'm convinced that "player agency" is the new "railroading" - a vaguely defined term that people can throw at things they don't like, but can't really articulate an argument against. Just like railroading, I say that most players prefer riding the train for awhile to wandering the desert without direction.
Day 20: Enter
How things enter a game say much about that thing. Quietly? Openly, though the front door? Violently? Or surgically, precisely? A big guy doesn't have to kick the door in, but it helps establish them as the opposition.
This is a distant cousin to the "when in doubt, have a man come through the door with a gun in his hand" quote attributed to Raymond Chandler. His advice has to do with spicing up detective fiction. This has to do with the player's first impression of an NPC.
Day 21: Unexpected
The novelty of the unexpected is overrated. Betrayal? Inevitable. Plot twist? Wears thin. Enjoy the unexpected when it works, but don't rely on it. Focus on core elements - strong characterization, compelling narratives, and engaging the players.
Mister Johnson - the shifty corpo that nobody trusted at all - sells out the player characters! Why are the players yawning?
Surprise is difficult to pull off. It can be done, but it needs foreshadowing. Unfortunately, dropping those hints could tip the gamemaster's hand.
There's also the issue of overuse. Too many unexpected twists may lead players to start looking for them. The surprise wears off in the face of weariness.
Day 22: Ally
I'm coming around to running NPC allies mechanically. I blame Ken Hite and the Network system in Night's Black Agents. Players invest points in an NPC ally, who provides useful services to the PC.
Here's a link to the Pelgrane Press site that goes into more detail on Network.
I really need to circle back to GUMSHOE at some point.
Day 23: Recent
Recent games: Our group is dipping our toes into Tachyon Squadron for Fate Core. We're taking a break from "Nostalgia Tour" - an Old School Essentials campaign that's all classic D&D/AD&D modules. What's next? Still in the idea stage.
We deliberately take breaks from the Nostalgia Tour. Long campaigns tend to wear folks down. It also gives us the chance to try other games.
Day 24: Reveal
Slowly reveal the big bad with rumors and conflicts with their minions. Minimize contact with the PCs to delay proactive actions like attacking the big bad as soon as they show up. Their gloating speeches can be done remotely.
Trotting out the big bad within attack range of the player characters is asking for combat to start. Use encounters with their minions and officers to offer up challenges before such a confrontation. The big bad can write messages to threaten and provoke. Or call in a setting that supports long range communications. Just keep them out of reach until the finale.
Where a middle aged gamer rambles on about his projects and opinions and stuff. Kind of a mess.
Tuesday, August 26, 2025
Wednesday, August 20, 2025
Fate Core and Tachyon Squadron - First Impressions
We're playing Tachyon Squadron for Fate Core while taking a break from the OSE Nostalgia Tour campaign. Military sci-fi featuring space fighters using a more narrative system seems like a nice change of pace. But I had to learn the system before we could jump into it. Easy, right?
On Fate Core
I had no prior experience with any version of Fate. Trying out the game as somebody else runs it would've been the ideal way to familiarize myself. Unfortunately, no such opportunities were on my horizons. I had to build system mastery on my own.
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I had some reading to do. |
In my misspent youth, I could devour a whole book in a day. Those days are a long way gone in my rear view mirror. It took awhile, but I read through both books. What I should do now is go through them again and make notes. But that's a lot of time and study for a relaxing hobby. I'll be winging it from this point forward.
Fate Core splits the narrative load between the gamemaster and players. This is different from older TTRPGs and those that follow in their footsteps. Many GMs and players resist the whole notion of sharing the narrative. GMs because they're accustomed to having near total control over everything in a game that isn't a player character. Players may resist since they aren't used to thinking in terms of narrative aside from their own characters. The learning curve for those not familiar with narrative play can be steep.
On the other hand, Fate has been around long enough to spread its influence around TTRPG design spaces. A fair amount of the 2d20 system from Modiphius borrows from Fate. Determination in Star Trek Adventures, for example, appears to be modelled on how Fate points are spent. The advantage/disadvantage mechanic many know from the world's best marketed TTRPG feels similar to maximizing/minimizing dice rolls in Fate. Elements of the system may seem awfully familiar to any TTRPG player.
On Tachyon Squadron
I've been shopping for a space fighter TTRPG for awhile. Many titles caught my eye, but I kept seeing recommendations for Tachyon Squadron wherever I went looking. Now that I've read through it, I can see why.
Fighter combat in Tachyon Squadron is built around the Maneuver Chart. It organizes all participants in initiative order. Those higher on the chart (usually the player characters due to their bonuses) get to stomp on the plebians beneath them. This is both typical of initiative systems and neatly models how energy states work in dogfights. Certain actions allow movement up and down the chart, simulating combat maneuvers. Overall, it's a clean and neat way of modeling a dogfight without having to set up a miniatures wargame in the middle of a TTRPG session.
Everything else in Tachyon Squadron runs using a streamlined version of Fate Core. Space fighter pilots spend a surprising amount of time running around away from their fighters in the source materials. Having a system that can handle both violent and not so violent interactions equally well is nice.
Finally, Tachyon Squadron deals with the stresses of being a space fighter pilot. Getting into dogfights, gun fights, fist fights, and dealing with whatever the plot happens to be is stressful. De-stressing in a positive way costs a Fate point and some of a pilot's limited free time. De-stressing in a way that lands a pilot in trouble earns a Fate point, but the trouble will be there to be dealt with and the miscreant behavior still takes up time. This models all the drinking, gambling, and other misbehavior common to space pilots.
I may report back once we're done kicking the tires on all this. Unless it turns into an utter disaster. In which case, I'll pretend this whole thing never happened.
Monday, August 18, 2025
RPGaDay 2025: Week 3 Roundup
It's time for the week three compilation of my responses to the RPGaDay 2025 challenge! This post includes additional commentary that won't fit into the confines of social media. That commentary is in italics. For background information on RPGaDay, refer to my introductory post. To see my responses to the daily prompts on the day of, see the dedicated RPG.net forum thread, Mastodon, and Bluesky.
Day 11: Flavor
Folks prefer organic over boxed text. Working details into the flow of the game is fresher than reading novel excerpts at glassy eyed players. Cook flavor into play.
Remember boxed text in classic AD&D adventure modules? Remember enjoying boxed text in classic AD&D adventure modules? I don't. Reading boxed text and having boxed text read at me was an excruciating experience. Especially when the module designer got cute and included some key detail at the very end. The kind of detail that would've been the first thing anybody on the scene would've noticed.
A far better way of conveying flavor to the players is for them to interact with it. Short, punchy descriptions that they can act on in the moment. Clear communication in the gamemaster's own voice beats droning through something that somebody else wrote.
Day 12: Path
I discuss the path forward with our group. Where we think the current campaign is headed. The games we're interested in playing later. Ideas for what to do next. Talking about the path ahead maintains interest and generates enthusiasm.
I've learned - through painful experience on both sides of the gamemaster's screen - to value transparency when talking about the games we play. Clear communication sets expectations. It lets participants know what's next, what's around the corner, and what's down the road. It's difficult to get folks to buy into something without a back and forth on what that thing is.
Day 13: Darkness
Darkness - the absence of light - symbolizes depression, a lack of enlightenment, and evil. Let's subvert that! Darkness is a good place to hide, be left alone, or find quiet. A somber tone need not characterize those who are in it.
Equating darkness with serious mental struggles, ignorance, and the enemies of good has unfortunate implications. Emphasizing the positive aspects of darkness flips that narrative on its head.
Day 14: Mystery
How I run a mystery is informed by GUMSHOE. Players ask questions? They get answers. Players need to know something to move the game forward? They get what they need to know. Moving the mystery along is better than watching it grind to a halt.
I talk about GUMSHOE elsewhere on this blog. In fact, I wouldn't shut up about it for awhile. It's a system I really need to get back to running.
Day 15: Deceive
As a gamemaster, I don't deceive players about meta stuff like the campaign premise. The old switcheroo easily goes bad. In game? Things like NPCs lying through their teeth (or equivalent) to the player characters is fair and expected.
There's a difference between one participation lying to another at the table and a gamemaster-controlled character deceiving player characters within the context of the game. Folks who showed up expecting one kind of game may not welcome something completely different. And this honesty needs to go both ways. A player who promises to engage with the premise and fails to do so should expect to get called out.
On the other hand, players and player characters aren't exactly shocked when NPCs to try to deceive them. It's accepted and expected behavior.
Day 16: Overcome
There are many things to overcome to get a game together. Rules. Character generation. Adventure creation. Campaign management. But the biggest challenge to overcome is scheduling. Somebody needs to write a guide.
Going through a core rulebook to gain enough system mastery to guide players through character creation and play is a time consuming process. Absorbing the setting information needed to write adventures and come up with campaigns is also a pain in the rear. It's less reading for pleasure and more like academic study. I have to take notes and review them. Test time comes when our group is sitting around the table.
On scheduling, with all the "how to play" articles and videos out there, I'm surprised "how to handle scheduling for your TTRPG game" isn't its own sub-genre of TTRPG advice by now. There's a clear need for it.
Day 17: Renew
Everybody's got to refresh, renew, recharge. Long campaigns. Repetitive play. Grindy mechanics. Take a break. Try a new game. Reconnect with the source material by consuming genre content. Take a walk. Touch grass.
I'm not fond of "touch grass" as a saying, but it is important to go outside, move around, and stop to smell the roses from time to time. Putting a long campaign on hold for a palette cleansing run through another system or genre can help to maintain interest in gaming over the long term. When I start running out of juice as a gamemaster, I put away the game materials and either read a book on a non-gaming topic, watch a movie or TV show, or play a video game. It's a good break and can spark creativity.
Monday, August 11, 2025
RPGaDay 2025: Week 2 Recap and Commentary
Welcome to my RPGaDay 2025 week two compilation post. As I've done before, this post also includes additional commentary that's too verbose for the character limits of social media. The additional commentary is in italics. For information on RPGaDay in general, see this post. Want to get my responses to the daily prompts fresh on the day? See the dedicated RPG.net forum thread, Mastodon, and Bluesky.
Day 4: Message
Casting a hook involves sending messages to the players. Distress calls. Bounty posters. Orders from above. Notes left at taverns. "Go here for adventure" is always the meaning.
My group seems to prefer mission-based campaigns. Even when I'm running an open-world game, I send "adventure here" messages to give players a sense of direction. They don't have to take the bait in that case, but I offer it as an option. Mission-based games provide a sense of clarity. Some might criticize them as railroading, but I go with what works for our group.
Day 5: Ancient
Ancients are handy in fantasy settings for explaining where all the ruins come from. Sci-fi precursors are handy for (not) explaining how physics are being defied in the setting.
The real fun is subverting the "everything comes from ancients" thing.
Example: Technology in Mass Effect? Precursors. Subversion? There are older precursors that those precursors got their tech from. And killed them. And they're coming back to kill everybody.
I offered ancients as a reason for all the dungeons adventurers delve their way through awhile back. It makes sense and goes back to sources like Tolkien and Howard. Sci-fi precursors is something I'd like to muse about on this blog. Unfortunately, every draft thus far is too long and meandering for me to post.
Day 6: Motive
Not every villain has a "realistic" motive. Reasonable motives make a character understandable. But plenty of folks have selfish drives, petty goals, and cheerfully sacrifice the long term to get what they want. They accumulate vast wealth, maybe get into politics. Their complete lack of empathy becomes everybody's problem. A perfectly realistic villain motive.
I haven't given up on smart villains entirely. However, criticism of stupid, short-sighted, or pointlessly cruel bad guys as "unrealistic" ring hollow for me these days.
Day 7: Journey
Have an off ramp for that epic journey. Maintaining interest in a sprawling hex crawl, mega dungeon, or what Ken Hite calls a "trip up the Nile" is hard. Folks can burn out partway through. Have a way for the journey to be interrupted or take a IRL break.
I considered referencing the band Journey, but Polyhedral Nonsense took the idea for a ride and went further than I could have. Go give it a read.
I also toyed with a rant tearing down Campbell's hero's journey, but that would run longer than I have time for.
I really was going to do something with the band Journey. And I really do have issues with Campbell. Maybe that would be another good post idea.
Day 8: Explore
Going boldly is baked into many TTRPGs. Over and under. What's behind a door or beyond the stars. The familiar masking the unfamiliar. Things passing unnoticed in busy places. Stepping into these spaces is a basic part of the hobby.
It's difficult for me to think of a TTRPG that isn't fundamentally about exploration in some sense. That doesn't mean that they aren't out there. Indy TTRPG space is too big for me to keep tabs on.
Day 9: Inspire
Inspiration is hard to simulate. "Your song or speech stirs the hearts of your allies" is functional, but vague. A mechanical bonus is dry and unsatisfying. Modeling a deeply emotional response and its effects is an uncracked design challenge.
Think about times when something inspired you. Breathing and heartrate go up. The feeling of something new and exciting opens up in front of you. Evoking those emotions and how they influence a person's behavior is difficult to do in a game.
Day 10: Origin
The origin of D&D in wargaming is well established, but how modern #ttrpgs came to be is a longer story. Genre emulation, crafting games around telling stories, and developing play outside of the tactical murder hobo came later. Understanding that is important as the hobby continues to evolve in new directions.
There have been various revolutions in how TTRPGs work and what they do. Pushing miniatures around tactically is still part of things, but it's no longer the beating heart of the hobby. How those changes came to be seems as worthy of study as the early days of D&D.
Wednesday, August 6, 2025
Lost World Island Life, Part 1 - Running (Some of) X1 The Isle of Dread in OSE
I asked our group what D&D adventure module they wanted after B4 The Lost City. D&D module X1 The Isle of Dread was the strongest contender. We're about a quarter of the way through it. Seeing a long series of sessions between where we are and any possible end point, I put a pin in it. We'll be taking a break from the fantasy tropics for awhile and come back fresh later in the year.
Conversion from D&D to OSE
The stats for most of what's in X1 The Isle of Dread are already in Old School Essentials. And converting between the two systems is as straightforward as it gets. I'm not sure it will continue to be this easy when I start adapting AD&D adventure modules.
My conversion was incomplete when I starting running the module. I concentrated on getting everything in the waters around the island done first. Next came everything in the southern half of the island. I left the northern areas, including the plateau, for later. This turned out to be a good thing, since I'll be adding a few things to the north and central areas in response to what the players are engaging with. More on that down below.
Preparing to Depart
I linked the two adventure modules together with the party's need for an active volcano. The party killed Zargon, B4 The Lost City's big bad boss monster, but needed to destroy his horn to keep him from regenerating a new form. Immersion in lava was the only known method, but I ruled that no sources were available in the area of The Lost City. (There is the option of placing an active volcano in B4 The Lost City as written. I choose not to for this campaign.) Fortunately, the party learned from their trusty Gnome contact Wigglewort that a newly discovered island to the south might have exactly what they needed. And he just happened to be organizing an expedition there, but sure could use the aid of an adventuring party to map the place and look for trading opportunities...
Sea Cruise
Roped in by Wigglewort's offer to help solve their problems in exchange for going on a hex crawl, the party boarded his ship for a more than three hour tour. The few small islands sighted along the way were ignored in favor making steady progress towards the mysterious isle. The couple of random encounters provided little challenge for the party of dungeon-hardened adventurers. The ship did sustain light damage from the weather, but nothing that the crew couldn't repair once they found a place a source of wood and a place to beach the hull.
The party choose to circle the isle rather than immediately making landfall. Wigglewort suggested making contact with the villages marked on his map. The indigenous people might make good trade partners and their villages would be a useful base to explore the isle. The party agreed and the ship sailed down the eastern side of the isle. This was uneventful, as the party cautiously avoided all the tempting opportunities to leave the ship and get into trouble.
Pirate Bay
The ship and party were welcomed by the indigenous people of the southern peninsula. Wigglewort found that they were already prepared for trade with the wider world. Bargains were struck between the Gnomes and villagers as the party collected rumors to guide their next moves.
The indigenous people told of pirates raiding their villages. The raiders came in canoes, wielded weapons of steel, and carried off many villagers to a fate unknown. "Sure would be nice," they didn't quite say, "if some adventurers would come along to track the pirates down to their island base, crush them, and save our fellow villagers."
Not being the types to ignore an obvious hook, the players began planning the operation. The villagers were able to supply the rough location of the pirate encampment. The plan was to have Wigglewort drop them off away from the pirate camp and scout the place out. The adventurers would then determine if a siege, infiltration, or assault would make the most sense.
The party was able to slip on the island, avoid pirate patrols, and approach the camp from the landward side. The first attempt to infiltrate the camp at night was successful in giving the adventurers a good idea of the layout and defenses. It also quickly escalated into full blown battle after they were discovered. The party gave much better than they got and pulled out before taking too much damage. They spent the next day resting, healing, and laying low from pirate attempts to locate them.
The next night saw the party launching a determined assault on the camp. The pirates, having failed to find the party during the day, were clearly making preparations to leave with their prisoners. The party wiped out the pirates and rescued the prisoners.
The party used a pre-arranged signal to summon Wigglewort and his ship. The rescued villagers and everything of value were packed up. A giant squid attack interrupted the trip back to the villages. The beast was driven off, but more damage was done to Wigglewort's ship. It would definitely need repairs before sailing back to the mainland.
In the Jungle (and Other Terrain)
It was at this point that we finally got to the meat of the adventure - a hex crawl. The Isle of Dread is one of the first hex crawl adventure modules. This makes it notable, but it suffers from not incorporating lessons from later decades of TTRPG development.
The party would have plenty of time to explore the isle while Wigglewort and his Gnomes repaired the ship. The indigenous villagers took the party as far as the tar pits they used as a resource. The players decided to focus on the south. It was closest to their effective base of operations. They'd also sighted some active volcanoes in the area while on their way back from dealing with the pirates. Just the thing for dealing with Zargon's horn!
I'm not going to offer a blow by blow account of the party's explorations of southern isle. The highlights included chucking Zargon's horn in an active volcano after the cleric had a nightmare about his followers heading to the isle in pursuit of it. They also encountered a Living Iron Statue guarding some ruins, a patrol of Lizard Men, and some Phanaton gathering fruit. Things were capped off when the party ran into some Rakasta. Things were amiable enough for the cat warriors to take them back to their camp and begin laying down the groundwork for a trade deal with Wigglewort.
The Isle of Dread relies on random encounter tables. There are relatively few keyed encounters on the overland map. This does insure that every group's experience with the module is unique. However, results from the random encounter tables require some finesse. Since the tables cover huge areas of the isle, many creatures will end up in the wrong biome. It doesn't make sense to me for Lizard Men to be wandering around an open plain, for example. This could be addressed with more fixed encounters or tables for each biome, but either would add page count to what is a slim product by modern standards.
Sometimes the dice are cooperative and the results are underwhelming. I don't assume that any random encounter will automatically be hostile. I use the reaction tables to set the mood of whoever is encountered. Since our group doesn't simply charge everything they run across, this makes some encounters non-events.
Example #1:
"You see some animals in the distance."
"We avoid them."
"Cool. Next hex."
Example #2:
"You encounter somebody capable of talking."
"We talk to them."
*Rolls neutral or friendly reaction.* "They engage in conversation."
*Have a role playing encounter.*
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My working folder, some notes, a previously owned copy of X1, and my copy of the OSE Referee's Tome. Note the price tag on the module. Remember when Half Price Books had TTRPG stuff for dirt cheap? |
Conversion from D&D to OSE
The stats for most of what's in X1 The Isle of Dread are already in Old School Essentials. And converting between the two systems is as straightforward as it gets. I'm not sure it will continue to be this easy when I start adapting AD&D adventure modules.
My conversion was incomplete when I starting running the module. I concentrated on getting everything in the waters around the island done first. Next came everything in the southern half of the island. I left the northern areas, including the plateau, for later. This turned out to be a good thing, since I'll be adding a few things to the north and central areas in response to what the players are engaging with. More on that down below.
Preparing to Depart
I linked the two adventure modules together with the party's need for an active volcano. The party killed Zargon, B4 The Lost City's big bad boss monster, but needed to destroy his horn to keep him from regenerating a new form. Immersion in lava was the only known method, but I ruled that no sources were available in the area of The Lost City. (There is the option of placing an active volcano in B4 The Lost City as written. I choose not to for this campaign.) Fortunately, the party learned from their trusty Gnome contact Wigglewort that a newly discovered island to the south might have exactly what they needed. And he just happened to be organizing an expedition there, but sure could use the aid of an adventuring party to map the place and look for trading opportunities...
Sea Cruise
Roped in by Wigglewort's offer to help solve their problems in exchange for going on a hex crawl, the party boarded his ship for a more than three hour tour. The few small islands sighted along the way were ignored in favor making steady progress towards the mysterious isle. The couple of random encounters provided little challenge for the party of dungeon-hardened adventurers. The ship did sustain light damage from the weather, but nothing that the crew couldn't repair once they found a place a source of wood and a place to beach the hull.
The party choose to circle the isle rather than immediately making landfall. Wigglewort suggested making contact with the villages marked on his map. The indigenous people might make good trade partners and their villages would be a useful base to explore the isle. The party agreed and the ship sailed down the eastern side of the isle. This was uneventful, as the party cautiously avoided all the tempting opportunities to leave the ship and get into trouble.
Pirate Bay
The ship and party were welcomed by the indigenous people of the southern peninsula. Wigglewort found that they were already prepared for trade with the wider world. Bargains were struck between the Gnomes and villagers as the party collected rumors to guide their next moves.
The indigenous people told of pirates raiding their villages. The raiders came in canoes, wielded weapons of steel, and carried off many villagers to a fate unknown. "Sure would be nice," they didn't quite say, "if some adventurers would come along to track the pirates down to their island base, crush them, and save our fellow villagers."
Not being the types to ignore an obvious hook, the players began planning the operation. The villagers were able to supply the rough location of the pirate encampment. The plan was to have Wigglewort drop them off away from the pirate camp and scout the place out. The adventurers would then determine if a siege, infiltration, or assault would make the most sense.
The party was able to slip on the island, avoid pirate patrols, and approach the camp from the landward side. The first attempt to infiltrate the camp at night was successful in giving the adventurers a good idea of the layout and defenses. It also quickly escalated into full blown battle after they were discovered. The party gave much better than they got and pulled out before taking too much damage. They spent the next day resting, healing, and laying low from pirate attempts to locate them.
The next night saw the party launching a determined assault on the camp. The pirates, having failed to find the party during the day, were clearly making preparations to leave with their prisoners. The party wiped out the pirates and rescued the prisoners.
The party used a pre-arranged signal to summon Wigglewort and his ship. The rescued villagers and everything of value were packed up. A giant squid attack interrupted the trip back to the villages. The beast was driven off, but more damage was done to Wigglewort's ship. It would definitely need repairs before sailing back to the mainland.
In the Jungle (and Other Terrain)
It was at this point that we finally got to the meat of the adventure - a hex crawl. The Isle of Dread is one of the first hex crawl adventure modules. This makes it notable, but it suffers from not incorporating lessons from later decades of TTRPG development.
The party would have plenty of time to explore the isle while Wigglewort and his Gnomes repaired the ship. The indigenous villagers took the party as far as the tar pits they used as a resource. The players decided to focus on the south. It was closest to their effective base of operations. They'd also sighted some active volcanoes in the area while on their way back from dealing with the pirates. Just the thing for dealing with Zargon's horn!
I'm not going to offer a blow by blow account of the party's explorations of southern isle. The highlights included chucking Zargon's horn in an active volcano after the cleric had a nightmare about his followers heading to the isle in pursuit of it. They also encountered a Living Iron Statue guarding some ruins, a patrol of Lizard Men, and some Phanaton gathering fruit. Things were capped off when the party ran into some Rakasta. Things were amiable enough for the cat warriors to take them back to their camp and begin laying down the groundwork for a trade deal with Wigglewort.
The Isle of Dread relies on random encounter tables. There are relatively few keyed encounters on the overland map. This does insure that every group's experience with the module is unique. However, results from the random encounter tables require some finesse. Since the tables cover huge areas of the isle, many creatures will end up in the wrong biome. It doesn't make sense to me for Lizard Men to be wandering around an open plain, for example. This could be addressed with more fixed encounters or tables for each biome, but either would add page count to what is a slim product by modern standards.
Sometimes the dice are cooperative and the results are underwhelming. I don't assume that any random encounter will automatically be hostile. I use the reaction tables to set the mood of whoever is encountered. Since our group doesn't simply charge everything they run across, this makes some encounters non-events.
Example #1:
"You see some animals in the distance."
"We avoid them."
"Cool. Next hex."
Example #2:
"You encounter somebody capable of talking."
"We talk to them."
*Rolls neutral or friendly reaction.* "They engage in conversation."
*Have a role playing encounter.*
There aren't necessarily bad results, but might not be what the module designers intended.
Worse, from the players' perspectives, non-event encounters don't really earn gold. Which means little XP from such encounters in Old School Essentials. I do give out some XP for RP, but the gold value of treasure is the main source of XP income in the game.
Putting a Pin In It
At this point, we were roughly a quarter of the way through the module. Things seemed to be running long and we decided to take a break. I wonder how many groups have made it all the way though this module? Is it a campaign killer? Do groups get part way through the isle and lose interest?
The lack of keyed encounters make the isle feel sparsely populated in a way that random encounters don't address. The place could easily support two or three times the number that are in the module. I'm using our break to add some fixed encounters to fill in some details that seem lacking.
The first are signs of the civilizations previously inhabiting the isle. There are hints in the module as written. Who built the stone wall separating the indigenous villages in the southern peninsula from the rest of the island? The Kopru are stated to have ruled a kingdom in the past, but the only remanent of it is on the "Taboo Island" at the end of the module. Adding ruins of defunct human and Kopru civilizations would add a sense of history to the place. Some of them could be mini-dungeons suitable for a single session.
Worse, from the players' perspectives, non-event encounters don't really earn gold. Which means little XP from such encounters in Old School Essentials. I do give out some XP for RP, but the gold value of treasure is the main source of XP income in the game.
Putting a Pin In It
At this point, we were roughly a quarter of the way through the module. Things seemed to be running long and we decided to take a break. I wonder how many groups have made it all the way though this module? Is it a campaign killer? Do groups get part way through the isle and lose interest?
The lack of keyed encounters make the isle feel sparsely populated in a way that random encounters don't address. The place could easily support two or three times the number that are in the module. I'm using our break to add some fixed encounters to fill in some details that seem lacking.
The first are signs of the civilizations previously inhabiting the isle. There are hints in the module as written. Who built the stone wall separating the indigenous villages in the southern peninsula from the rest of the island? The Kopru are stated to have ruled a kingdom in the past, but the only remanent of it is on the "Taboo Island" at the end of the module. Adding ruins of defunct human and Kopru civilizations would add a sense of history to the place. Some of them could be mini-dungeons suitable for a single session.
Second are clues to foreshadow the final encounter with the Kopru. As written, they are just kind of hanging out in their lair at the bottom of the dungeon they are in. Without more context, players may not realize that they are more than random monsters. A few statues - defaced so the Kopru's appearance comes as a surprise - and some inscriptions telling their tale would build up suspense. These would be found to the north of the isle, closest to the Kopru encounter.
Finally, indications of prior visitors. Not all of the current inhabitants appear to be indigenous to the isle. The populations of Aranea and Phanaton seem too small to be self-sustaining. And the Rakasta camp is explicitly stated to be temporary. These folks and others had to come from elsewhere. Over the seas is the most plausible explanation, but a more fantastic one is suggested in the Manual of the Planes (2008, 4E). I'm still playing with the idea.
Finally, indications of prior visitors. Not all of the current inhabitants appear to be indigenous to the isle. The populations of Aranea and Phanaton seem too small to be self-sustaining. And the Rakasta camp is explicitly stated to be temporary. These folks and others had to come from elsewhere. Over the seas is the most plausible explanation, but a more fantastic one is suggested in the Manual of the Planes (2008, 4E). I'm still playing with the idea.
Monday, August 4, 2025
RPGaDay 2025: Week 1 Recap and Commentary
As I've done for previous years, I'll be compiling each week's responses for RPGaDay in a post on this blog. Each post also features additional commentary that wouldn't fit in the character limits common to social media. That commentary is in italics. What is the RPGaDay challenge? See this post. Want to get my responses fresh on the day? Look to the dedicated RPG.net forum thread, Mastodon, and Bluesky.
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All of this year's prompts in the form of a bookshelf. |
Day 1: Patron
The hooded figure in the tavern? Mr. Johnson in the cyberpunk bar? The shadowy organization? The mysterious contact? Have them be upfront, supportive, and entirely trustworthy. Throws players for a loop after decades of getting stabbed in the back by the obviously evil corporate interstellar overlord vampire.
The sudden, but inevitable betrayal was a worn out trope before the turn of the millennium. There is a grain of truth to it - the petty, selfish, and greedy are rarely good managers or leaders. The majority of villains should be too shortsighted and self-centered to realize that good talent is both hard to find and can find work elsewhere. However, having an employer - even one with an MBA or "evil" in their title - who values the ability to get things done and rewards consistent results could be a welcome change of pace. Or it could throw the players off balance. Either is good.
Day 2: Prompt
Murder hornets? Yesterday's news. Radioactive wasps? That's where it's at (link to a Popular Science article about a hornet's nest found in a former nuclear weapons site).
Folks who follow my socials know I shared a link about this last week, but it's good enough for a repeat.
Radioactive wasps are a versatile prompt. Superhero origin - radioactive bug bites are an established source of superpowers. Kaiju origin - radiation is an established source of giant monsters. Weird element in a modern campaign - radiation is an established source of weirdness in both fiction and reality. An enterprising GM might be able to work it into a fantasy campaign with a little work.
Day 3: Tavern
Strict "no adventurers" taverns are local watering holes, have exclusive clientele, or don't want to pay the insurance premiums.
Taverns catering to the adventurer market feature quest boards, private meeting areas, and back rooms selling specialty gear.
"Travelers" taverns will serve adventurers, but prefer traders and pilgrims as they are less likely to wreck the joint.
Most adventures will find themselves in a tavern at some point. However, not all taverns serve the adventurer demographic. Low level adventurers tend to be frugal - there's not much money to be made there. Adventurers who survive to reach high levels tend to set up their own hangouts, even if the game doesn't overtly support domain management. The middle levels are where money can be made. They spend freely on rich food, strong drink, and a certain quality of entertainment while waiting for the next adventure hook to present itself. Unfortunately, they also bring trouble in various forms - the attentions of dark powers, political upheavals, assassins, and former romantic partners. Sometimes all at once. Sometimes all in the form of the same person. Sometimes that person is a party member. Also, the watch is rarely up to the challenge of breaking up a brawl involving adventurers outside of genre-aware locations. All in all, it might not be worth the money. So it does make sense that some places will look to other markets.