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Cave Demon, Frank Frazetta

What is this game about? How is the game about that? Why is that fun?

In the early/mid 20-teens, there was a lot of talk in the indie RPG sphere about the “Big Three Questions”. You can’t design a coherent game if you can’t answer the Big Three; your back cover pitch had better answer the Big Three; and other claims to that effect. Someone expanded the idea to 19 questions that, if you could answer them, would practically write your game for you.

Another version of the Big Three was: What is this game about? What do the characters do? What do the players do? (What does the GAME do?) (And how is that fun?)

I don’t see these iconic questions coming up anymore in the game design hobby discourse. But I thought I’d take a stab at answering some of them for the game I’m writing now. Working title: Project Sabretooth.

The game mechanics are worked out and written down enough that I should be playtesting now. I’ve run a couple of limited playtests on sub-systems; and both would have been more successful if I’d given a better pitch of the game concept at the start. To create a scenario, it helps to know what a game is about. So, on the eve of a full-game playtest, I’m struggling with how to convey the game’s concept in — let’s say — 60 seconds or less. And I thought answering the Big Three might help me with that.


What is this game about?

Fast-paced cinematic adventures in a mythic bronze age.

How is the game about that?

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I just need a place to put this image on the web, so I can link to it from adeptplay.com.

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This is a procedurally-generated image. A Xothian (one of Cthulhu’s kin) rises out of New York Harbour.

This image appears in this post on Adept Play: https://adeptplay.com/2024/03/10/arkham-city-ny/

I’m working on a game concept, and I want a four-way resolution mechanic that comes close to Apocalypse World RPG roll probabilities (including “12+” critical successes), but that uses a dice pool.

Apocalypse Dice

Roll 2d6. Outcomes are interpreted as follows:
12+ = Critical Success. 10+ = Success. 7-9 = Mixed success. 6- = Failure.

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(The above is modeled on anydice.com with the formula: output 2d6.)

Fate Dice

Fate RPG was the first dice pool I tested. Roll four dice. Each die has an even chance of turning up a +1, 0, or -1. Add up all the dice, giving an outcome of +4 to -4.

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I feel like I should celebrate D&D’s birthday. Not just buy whatever “50th Anniversary Special Edition” books and tchotchkes the trademark’s present owner will put out; but really celebrate it, personally, with other people.

I’m just a little bit older than the game itself.  I first played it when I was around 8 or 9, I think, when a friend of mine handed me a character and then demonstrated that he, as DM, had absolute control over me. The first edition I owned for myself was Moldvay Basic. When I was 10, I started my school’s D&D club (we met once). I didn’t play every year since, but the game has had a lasting influence on me. A fascination with ancient, classical and Medieval history; a love of reading and writing; a facility for complex systems of rules (helps with everything from dealing with technology to doing taxes); and the development of some social skills in an otherwise very shy guy. Not to mention countless hours of imaginative fun, and some lifelong friendships.

How will I celebrate D&D’s 50th?? I don’t know yet!  I need to brainstorm.

Ideas Of Various Quality & Practicality:

  • Put on a big Medieval dinner party for my friends
  • Run a nostalgic adventure featuring iconic D&D monsters and dungeon tropes
    • “An owlbear, a beholder and a gelatinous cube walk into a bar.”
  • Dedicate the year to teaching new players how to play (including how to DM)
  • Finally publish one of my adventures, or game worlds, or some of my writings on how to be a better DM

Symmetrical? Ambivalent? Not sure what the best term is for this idea, but here’s the idea.

Problem: Too many skills on the character sheet.

What’s the difference between Perception, Investigation and Insight? Am I Deceiving or just Negotiating? What skill does my opponent roll to oppose me?

How many skills should an RPG have, anyway? Does it need skills at all?

You can certainly role-play without skills on your character sheet. Some games only have ability scores. Ghost/Echo has no ability scores but has one skill per character (“the thing you’re good at”). Do skills make the game fun? I’m going to say: yes. It’s more than just getting a bonus. The fun is in playing to your strengths: choosing your character’s actions to bring those bonuses into play. A character that’s good at talking their way out of things is going to approach a situation differently than a character that’s good at fighting. That’s role-playing, and that’s what we’re all here for.

But you can definitely have too many skills in a game. I’m looking at you, Call of Cthulhu (you too, Trail).

Solution: Symmetrical Skills

When someone tries to Deceive you, what do you roll to oppose that? You roll your Deception skill.

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Read this synopsis of play and notice how very different it feels from your typical D&D session.  My discussion of story-level magic items and other “interventions” follows.

Session 6: Three Visions

Gorunx, Ioun, and the Pirate Captain hold a secret audience with Anatola, revealing to her the results of their “visit” to Niblocus and Panur. The group is unanimous in their belief that the warring gods are best destroyed, or, failing that, left somehow locked away to attack and kill each other. Anatola’s powers have been on the decline, but she perks up when she hears of Ioun’s dimension-traveling skiff.

Gorunx, Ioun, the Pirate Captain return to the Sea’s Call, and from thence, launch Ioun’s skiff at the close of day. Anatola sets light to mystic herbs and then, with Ioun’s aid directs the boat towards the Cosmis (aka Karmic) Maelstrom. When they arrive at the massive, planar whirlpool, Gorunx, Ioun, and the Pirate Captain experience separate visions:

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D&D Is Ours Now

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Art source – cover art of Heroes’ Feast – The Official D&D Cookbook from Ten Speed Press, by Kyle Newman, Jon Peterson, Michael Witwer.

Back to the OGL thing for just a minute. Mike Shae still talks about it a lot on his weekly show, it’s like listening to someone in therapy work through their trauma (hey, fair enough, he just saw his career flash before his eyes).

(I’m not going to re-cap the whole OGL debacle of January 2023. Surely you remember it; if not, these two articles by Linda Codega will catch you up: Dungeons & Dragons’ New License Tightens Its Grip on Competition and Dungeons & Dragons Scraps Plans to Update Its Open Game License.)

Anyway, I really like Mike Shae’s perspective on all this. If I may paraphrase:

Now that the 5e SRD is in the Creative Commons, D&D belongs to us, the people, like never before. Nobody can ever again claim ownership of D&D (except of the trademark itself). It’s out there, anyone can publish D&D stuff now.

And the division between “official” D&D content from WotC and “3rd-party” content from everyone else… is erased. When anyone publishes D&D stuff, whether they are a big hitter like Paizo or Kobold Press, or a sole auteur like M. T. Black or Keith Baker, or you or me, it’s just as “official D&D” as anything from Wizards.

I like that.

Travel – The RPG

Random idea for a campaign. Or an RPG, I don’t know.

Session-1

You are young-adult humans, all of the same generation, all in the same village. We spend the session coming up with stories about other places in the world that we’ve heard about. The Dramojh fortress at the top of yonder mountain, where the Hikili invasion was finally halted. The great stinking city of Zandria, where they say you can hear every language in the world, and see the temples of 1000 gods. The cliff-caves of Tothran where winged people have dwelled since the time our holy scrolls were written. Latnia, where legendary Eraklos fought the gods – once the centre of a mighty empire, now a ghost-town of marble monuments, they say. Etc..

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Samarkand, by Richard-Karl Karlovitch Zommer (1866–1939) – Christie’s, LotFinder: entry 5146250 (sale 7684, lot 349, London, 26 November 2008), Public Domain, https://commons.wikimedia.org/w/index.php?curid=19321607

Session-2

You pick a destination, or a direction, and as a group of wide-eyed level-1 characters, you set out to discover the world. Which legendary spot do you want to see first? Which strange people? Will it be like your grandparents’ stories, or completely different?

Yeah.

I love exploration in fantasy RPGs, but I think what’s missing is the anticipation that you get when you travel to a place you’ve heard and dreamed about your whole life. When I went to Athens and Istanbul I was fucking beside myself with glee. I still ache to see the Silk Road for myself.

For a game, I don’t know if it would be more fun to make up a bunch of places and legends and then go there and see how much is true and how the GM has tweaked it. Or to read a really polished and well-written almanac about a fantasy world – not factual stuff like a GM’s setting book, but rather “this is what you have heard about these places since you were a kid”, so there’s still lots of room to be surprised. Like reading all the Greek myths and then going to modern-day Greece (or Medieval Greece, at least).

Yeah. This is the game that retired-me is writing while I work my 9-5.

File under: ▶ GM with too much time on his hands, ▶ Lonely fun.

I’m getting ready to run Sorcerer RPG for some new players. I made up an example character and kicker*; then I put on my GM’s hat and developed the hypothetical game’s backstory and situation. It was a surprisingly satisfying exercise, and I would love to play or GM for this character now! Here she is, for posterity.

First, the Two Statements about this hypothetical game:

THE SETTING: Present-day Toronto from Bloor to the lake.  Shiny downtown and the old neighbourhoods.  Apartments over shops, million-dollar towns, sagging porches, busy parks, community centres, local grocers, old diners, bank towers, old factory buildings, new start-ups.

SORCERY IS: All the classic demonic stuff: runes, candles, glyphs & sigils, bloodletting, chanting, true names, quoting infamous grimoires in ancient languages. Demons are: zoomorphic humanoid or goblinoid (horns, fangs, tails…), grotesque. Accurately described by Dante et al, but they all pre-date Christian mythos.

*Kicker: A player-authored event that will happen at the start of play, and that presents an immediate problem or dilemma for the player’s character. The kicker provides the opening conflict that establishes a player-character as a protagonist, and is central to how the scenario is generated out of player input. It must be something that the character can not ignore, and can react to in one of several ways. An attack by a hungry demon is not a good kicker; it implies nothing more than one fight scene. Finding one’s mentor torn in half is a good kicker.

Now, here’s Alex.


Alex Exemplar

CONCEPT: Alex is a working boxer: she has a day job (construction), and has been boxing for too long now to ever be a champion. She lives frugally and saves every purse she wins. She has learned sorcery from her uncle, who is not the adept that her father was, and who is spending his inheritance on alcohol. Alex’s demon Nirar (parasite) helps her win bouts and has kept her competing long after most boxers retire. Its Need is making bets, which is risky business when its on her own matches, but is another source of income. Alex’s ambition is to buy back the family manor house.

APPEARANCE: Fix muscular woman, 30s, short blonde hair (dyed), crooked nose, boxing scars, impatient demeanor.

TELLTALE: Sorcerous tattoo

SCORES:

Stamina5Sport (Boxing), Fitness Nut
Will3Driven
Lore2Apprentice
Cover5Boxer, Construction Worker
Price-1, Impatient (-1 in lengthy interactions)
Humanity5

KICKER: Alex needs just one more big win, and she can finally buy back the old family manor from the bank, reclaim her family’s legacy. But today, she learns that someone else has bought the manor. They’ve already changed the locks and moved in.

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I wanted to show someone my notebook for my homebrew D&D campaign. I keep it in OneNote, which is perfect. You can organize info into tabs (chapters), pages and sub-pages, and headings and sub-headings on a page. And you can cross-link to other pages and sub-headings. I gather EverNote can work the same way. And Sly Flourish swears by Notion.so, which is (I gather) like a free version of OneNote. Details on Notion.so here (link).

Here’s my campaign notebook in OneNote:

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Tabs for DM tools (like random tables, CR charts), session notes (shown), PCs, NPCs, custom monsters, scenarios (adventures), fronts, factions, a world almanac, and more. Each tab has several pages under it. I could never keep all this info organized in a word processor.

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