Friday, January 16, 2026

 Unfortunately, the new work situation prevented me from attending the monthly meetup for the first time in forever.

I'm currently thinking about trying to drum a session in the next two weeks to make up for it.

Which brings up the eternal question: What do I run?

I could run one of the adventures that I could have run at the meetup, either D20 Modern or Ashes Without Number which I have already written adventures for. But I've already run them at previous events. So I might feel comfortable running them in a pick-up environment like another meetup, but I think asking people to make the effort to come and game with me outside that schedule calls for something new.

But adventure writing is a slow process for me, especially if I'm trying to write something that doesn't suck. So on top of the usual challenge of coming up with inspirations, I've got to make steps to bullet-proof the adventure. (I'm realizing that I should spend some time writing about what makes a good adventure for me, whether I'm reading them or writing them, but I don't think this is that post.)

I did talk about my basic procedure for prep a while back, so I don't think I need to go over the steps again. But I think it would be useful to figure out how to speed up that process.

A lighter system might help, but it's going to have different demands. All Outta Bubblegum is super light, but it still took a while to figure out how to write an adventure for it. Another thing that took a lot of time was figuring out the backstory sufficiently to make it work. How do you kidnap Santa Claus, especially as we've granted him an increasing number of magical powers,

So maybe I'm looking for a stronger setting or at least set of setting assumptions so I don't have to do that level of work for every scenario.

Another possibility is to dig out a system with a lot of published adventures and run one of those. The big one here is D&D in all of its flavors and variations. But not all of those adventures are particularly good.

 No conclusions here. Just a progress report that's keeping me away from making actual progress. Though stay tuned for my thoughts on what makes a good published adventure.

Wednesday, January 7, 2026

 Well, I said I was going to be blogging more, so here we go.

 I started my new job this week, so I've been dedicated to training for the last few days. This has largely consisted of hours and hours of training videos. I did get some measure of practical experience today, though it is my least favorite part of any job: Making phone calls.

The worry that I am intruding on someone by calling them out of the blue makes me anxious. And the fact that these were, in fact, telemarketing calls reminds me of the ire that many of us have for telemarketers. When I was looking for work, telemarketing was one of the jobs I most definitely did not want. It's not what this company hired me for and the training videos suggest that there will be other things I will likely be doing once business starts in earnest.

This does mean that I'm somewhat busy up until my gaming club's monthly meetup this Saturday. I'm not sure I would have something new for them, anyhow. Even if I were to try to dedicate myself to the pursuit (which is something I have tried thanks to my recent unemployment), I don't think I could come up with a scenario for me to run within the space of a week.

It feels like I can run a heavily improvised game at the drop of a hat, or I have to spend many months crafting artisanal adventures.

I've got my starter D20 Modern Tabloid World scenario, as well as my starter Ashes Without Number adventure, ready to go. And now the pregens for each have backstories, which should make it easier for players to pick up what I'm putting down.

Thursday, January 1, 2026

Resolutions

 Another year over and not a lot to show for it.

Not nothing, though. I lost my job a few months ago, so I've definitely been in a downer phase. But it did allow me to develop some material to actually try out Ashes Without Number.

I also learned the value of backstory. While I haven't done campaigns for quite some time, I have kept myself busy with one-shots for the local gaming club. So I've written some adventures and made sure to provide pre-gens. But these have always been purely mechanical constructions, a set of stats to roll against as necessary.

Then someone asked on the gaming club's Discord server: How much backstory is appropriate for a pre-gen? I realized that my answer was "None" and that quickly followed the realization "Am I doing it wrong?"

For a game like D&D, the mechanical setup of a character actually conveys a decent amount. Elven fighter, dwarven rogue. Halfling monk. It tells you enough that you can have an idea of what they are like and what they can do without having to read the character sheet in depth. And even though I don't do D&D anymore, that thinking stayed with me. Especially for one-shots, where the character is only going to get a limited amount of "screen time."

This caused me to go back through my collections of pre-gens and try to assemble a few paragraphs of backstory.

For my D20 Modern pre-gens for my "Tabloid World" scenario, I tried to come up with a basic paragraph explaining the character's deal. While it is a class-based system, the classes are deliberately flexible and bland, so just saying "Smart Hero" tells you a lot less than "elven bard." So I went back over the choices I made and tried to tie them together and turned that into a tight paragraph. I then spent another paragraph describing an encounter with the bizarre that led them to working for the Midnight Star (named after the tabloid themed Weird Al song).

Then I went over my Ashes Without Number pre-gens. For now it's just a paragraph for each one giving a rough explanation of their abilities and a bit about how they learned or used them. A little bit to tie them to the local area and/or what made them pull up roots and become a wanderer in the wastes of Humboldt and Del Norte counties might be nice, but I think there needs to be more detail on the current version of the setting for me to have enough of a handle to make those sorts of additions. Maybe filling in those details for the characters will give me more of a hook into the setting. We'll see.

But my crowning achievement would have to be the backstory work for my All Outta Candy Canes Christmas adventure. The All Outta Bubblegum rules don't do character stats. The only stat you have is how much Bubblegum each character has remaining, but the character's deal doesn't involve the rules at all. My previous solution was a character sheet consisting of a photo of a military action hero and a little form inspired by the GI Joe action figure file cards for the player to fill in as they chose.

This year, I upgraded that approach by filling on the file card myself. In some cases, it was very easy, since they were pulled from the live-action GI Joe films. I just used the GI Joe file card for that character. In other cases, I tried to extract the relevant information regarding popular film characters and populate the cards with that. For example, I couldn't not include Arnold Schwarzenegger in my list of action heroes, so I dug up what information I could about his character Dutch from the movie Predator. Since the premise of my All Outta Candy Canes adventure calls for military action, I tended to favor roles that were military in flavor. So Stallone goes on the list as Rambo.

This resulted in probably one of the best runs of this adventure.

Now that I've gone on about my accomplishments this year, what are my resolutions for next year?

Blog more: I'd like to get back to a weekly schedule. Mostly for my mental health. Like I said, I've been in some doldrums lately (and actually for a while) and one thing I can do is imitate Milo from The Phantom Tollbooth and try to escape the doldrums by keeping my mind active. Whether this means this is a gaming blog, and Oz blog or a descent into madness, who can say?

Run a campaign: This has been on my list for a long time, but only rarely accomplished. My usual standard is 2 sessions in continuity with each other. And I haven't always made it.

Saturday, October 25, 2025

Ashes: Redux

 Well, I finally got the chance to run that Ashes Without Number adventure I had written.

Someone on my local gaming Meetup group's Discord mentioned that they were interested in trying out Ashes Without Number and I remembered that I had an adventure already written. I offered to run if there were enough interested people, which there turned out to be.

The slamon run was an environmental hazardh rather than an encounter, so I worked up an abstraction of the bridge crossing to work as a minigame. To simplify the scene, I broke down the bridge into only what was relevant. Based on the length of the bridge (this is a real bridge, so I have that information), I divided it into squares equal to the distance a character can move as a Move action. So a character taking a double Move would move 2 squares. Moving only 1 square meant that the character could take another action, such as Defend, offering a defensive bonus against slamon attacks. The slamon themselves would be taking slam attacks, potentially pushing characters off the side of the bridge. Based on AWN's shoving rules, Fernbridge is about 3 shoves wide. 

The players had a good amount of fun with this minigame, though they did also take the effort to secure a slamon for themselves.

When it came time to rescue the doctor, they decided to pursue a negotiated solution instead of the tactical scenario that I had planned for. While my intention had been to curtail that option, I hadn't built it up as effectively as I should have. When they approached the Town Watch guarding the Death House, the guard responded "I'm not the person to talk to" which led them to try to track down the person who they should be talking to and then talking them into releasing the prisoner.

As always happens, if the players go someplace that I don't plan for, they unlock my "easy mode." It took some rolls, but they made all of them and were able to talk the mayor into letting the doctor go.

There was a time after that where I considered adjusting the adventure  (As a one shot, there's no need to assume that I can't run it again, or that this outcome is canon to any eventual campaign) so that the "talking solution" was more viable. But I got some feedback from the player who requested the session that they were disappointed that they didn't get to test out the combat system.

So I'll be coming up with a few lines for the guards to more effectively block the Interaction approach and push it into Combat/Exploration as intended.

Another very important lesson: Get feedback from your players!

Wednesday, October 1, 2025

Ashes Part 5

 Just a couple more things to make sure that everything is ready to go.. 

In the strict order laid out by the book, I'm jumping around a little bit. The reason for that is that I wanted to have an adventure ready to go for my local gaming Meetup, so I moved that step a bit further up the list. Nobody wanted to play my adventure, so it's still waiting and might get a little polish as things proceed.

Since I do seem to be going with the Crisis campaign structure, one of those skipped steps is determine the first and second crises the party's home base will be dealing with.

 Crisis

Communications

A relay or node collapse has turned local comms into one or more islands

Law Enforcement

Law enforcement has retreated to defend only itself and its immediate supporters 

Now, the book says that I should use the first crisis as a hook for my first adventure, using the Starting Adventure Generator tables, then foreshadow the second crisis for the next adventure. But I've already written an adventure. What should I do?

I think for now, I'll keep that adventure in my back pocket. Try to run it as a more standalone adventure for an introductory one-shot. Sort of like the TV movie that would serve as a "backdoor pilot" for a series.

So what would the first adventure in the ongoing campaign look like?

Let's consult our Crisis Adventure generator tables and see what we get.

A Friend has suddenly lost a critical Thing and needs to get more from a Place. 

Friend: Canny old artisan or tech

Thing: Fuel for vehicles or generators

Place: Semi-active battlefield

Now let's see where these results lead us.

Our home Enclave is Eureka, primarily the Old Town region. The setting is a ways past the apocalypse, so more like a Fallout than a Walking Dead, so this might be a failure in the old, wired telephone system that has been brought back to life, or it might be a new system using slightly futuristic (or retro-futuristic) methods. But there's a link somewhere that means that some part of town can't reach out to some other portion. That link can be restored by refueling something, but the necessary fuel is near a semi-active battlefield.

Let's assume that there's some sort of transmitter that's gone down. A repeater tower like modern cell phones use to stay in the network. It can be repaired, but it needs to be refueled. This fuel takes the form of an atomic (or some other bafflegab) power cell. Every power cell in town is working hard keeping other repeaters and other technology powered, so the party will have to find one that's not being used. The most likely place is salvaging a semi-active battlefield, full of the wreckage of various war machines.

The battlefield itself is within the Ruins of Eureka, where the local Beastmen (whom I've decided are Ratfolk) fight to keep their territory. I like Fort Humboldt for this, since it's a good defensible location, within the Ruined portion of Eureka, and it's close to the highway, which means that it might be useful for controlling traffic into and out of the civilized portion of Eureka.

What we have here, then, is an escort quest: The party must protect a canny old tech as they scout out vehicles, either along the highway or along the only road into the Fort, for ones carrying functioning power cells, while the ratfolk attack with ranged weapons at their leisure from the bluff.

The only thing left is to foreshadow the second crisis that we rolled up. On the one hand, without adequate communications, it seems very likely that law enforcement would become very cautious and defensive. But once the communication crisis is resolved, that should resolve itself, right? Unless something happened during the communications blackout that got them good and scared. And the cause of the failure isn't something that's been discussed, so it might have been a deliberate act of sabotage rather than a random failure. 

But that's for next session... 

Tuesday, September 23, 2025

Ashes Part 4

It's just a skeleton of a setting, but that's fine. The flesh of it can come as we play and create scenarios.

Now we need to decide which of the campaign structures that the game provides are we going to use.
 
The two options are Exploration and Crisis.
 
Exploration is very much in the mode of the Fallout games. The characters wander the wasteland and see what new hope or horror lay over the next hill.
 
Crisis is closer to something like the Walking Dead. Things are actively happening and coming for the players, who are likely attached to a community of some sort.
 
To help make up my mind, I used the Starting Adventure Generator tables for each structure and went with the adventure prompt that seemed the most promising.
 
Exploration
A Friend is being threatened by a Complication, with the source somewhere out there at a Place
Friend: Wandering Peddler
Complication: The zone of interest has been contaminated by a recent disaster
Place: Toxic waste disposal site

Crisis
A cunning Enemy is responsible for provoking a Complication in order to harm a Friend
Enemy: Aggressive refugee leader
Complication: Flooding has trapped a Friend or the PCs for the immediate present
Friend: Harried medical worker
 
I wound up going with Crisis because the idea of flooding hooked me. Knowing a bit of local history, I knew about the flooding of the Eel River and other waterways back in 1964. Since this is a location that's between two of my Enclave locations, Eureka and Ferndale, it felt like an opportunity.
 
It also gave me a chance to incorporate something else. As I've been musing about this post-apocalyptic version of my hometown, one thing I thought of was mutated versions of local creatures. One thing that the region is notable for is salmon. Make a salmon bigger and more dangerous, and you've got a slamon, capable of overturning boats. A flooded river with immense slamon swimming upstream could make for a fun encounter.
 
The idea of a harried medical worker also played into this being about Ferndale, since we know there's some sort of illness plaguing the town. And this is actually the point where I decided that the plague was radiation.
 
So a refugee has come to Eureka seeking medical help for the plague afflicting them, but things didn't go to plan, so they are now planning to get revenge on the medical professional who treated them, flooding the Eel River to prevent rescue.

A little more thought and the backstory started to come to me: The refugee had actually come from Ferndale with a family member to get radiation treatment in Eureka. The family member was too far gone and didn't survive the treatment. In grief, the survivor kidnapped the doctor and took him to Ferndale to be afflicted by the radiation and die of radiation sickness.
 
In order to make sure that the doctor gets the strongest dose possible, I decided that there was probably a location that was particularly radioactive. If I had gone with mutant cowpox or something, this location might have been a hospital. Since it's radiation, I thought there might be a place with a significant concentration of radioactive materials.
 
So I came up with the Death House. Built with the materials traded from scavengers who looted the old nuclear power plant, the people of Ferndale built a house as a wedding gift for a newlywed couple. But all of the radiation from the building materials meant that the couple didn't live long after their wedding. Once they realized what was going on, the house became a method of imprisonment/execution for the community's criminals. 

The interesting thing is that the thrust of the adventure is a rescue operation, so a confrontation with the main villain is not guaranteed. They may not stick around, since they have been treated for radiation and would only pick up more the longer they stayed. The Death House is operated by the Ferndale town watch, who were told that their prisoner was a raider who had murdered the family member, so the villain doesn't have to stay to ensure the execution.

The possibility of a continuing or recurring villain could definitely be interesting.

Going too much farther along the plot line is getting ahead of myself, since this is supposed to be run in a sandbox style, with the players making choices and taking action on their own.

Friday, September 12, 2025

Ashes Part 3

 Now that I've got my Enclaves in place, it's time to roll up some Tags for the Ruins.

 Arcata

Tags: Political Gulag, Highshine Concentration

The Highshine Concentration is actually a bit serendipitous. While "Highshine" is specific to the sample setting, which we may or may not be using, it refers to a high potential for mutation and weirdness. Which lines up with my thoughts about weird science going on at the University that's there. The Political Gulag is something that I didn't expect. One of the other Enclaves (Eureka is closest) is using it as a sort of exile prison.

Crescent City

Tags: Zombie Swarm, Psychic Stronghold

Both of these tags are about things that I haven't ruled out, but also haven't really engaged with previously. It suggests to me that there is a population of psychics who have mental control over a larger population that is largely passive, but not actually undead.

Eureka (Ruin)

Tags: Disguised Purpose, Beastmen Lair

Another thing that I didn't really delve into is the idea of mutant beastfolk, like mutant ninja turtles and such. The Disguised Purpose is interesting as well. It could mean that the beastfolk are more civilized than they present themselves as and have some advanced resource that you wouldn't think that they could use.

Hoopa

Tags: Black Site, Hidden Site

On the one hand, this is kinda cool, like Humboldt County got it's own Area 51. On the other hand, this site was going to be an excuse to go inland, since everything else is along the coast, so having it too dark and hidden would be no fun. Another thing to keep in mind is that this is a reservation today. Making it a government or corporate site might make it another example of exploitation of Native Americans.

It's probably best to assume that the Native American communities there built it up. Maybe the lead up to the apocalypse included a fragmented United States, so you not only get states seceding (and maybe further fracturing), but also Native American nations and communities asserting themselves. Whether Hoopa tried to make a go of it as an independent micro-nation or was a member of a confederation of Native American states is undetermined at this moment, but they clearly took every effort to keep what power and independence they could.

McKinleyville

Tags: Failed Community, Mass Grave

This is freaking dark. Something terrible clearly happened here. Something to think about.

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