Proceduralism On a Red World Alone

Pixel art of a group of adventurers looking out over mars, towards the city in the dome beneath a starry sky. Adapted from the splash screen at the start of Final Fantasy on the NES.

The current incarnation of On a Red World Alone has been an experiment with a novel procedure of play. The primary aim is to compress the traditional adventurer-to-conqueror campaign structure, so domain play can occur from the first session without ever displacing adventure play.

For those unfamiliar with the (so-called) traditional structure, it is typically presented thus: characters begin as grubby dungeon delvers scrabbling in filth to survive. Through the accumulation of levels, power, wealth, and influence, they become monarchs (or warlords, kingpins, archmages, & popes). In addition to delving dungeons or exploring wilderness, players at this exalted level will engage in ‘domain play.’ How domain play is done has always been vague. Presumably it involves managing large numbers of people and resources rather than only a single character and their personal resources. The idea is compelling, but I’ve never been certain how to approach it. Given how infrequently domain play is discussed, and how incomplete those discussions are, I suspect I am not alone. This post describes my attempt to solve that problem.

Two notes before we dive in:

  • This post will necessarily get deep into the nitty gritty of my game’s setting. I worry that the quirks of the setting may be more distracting in this post than they normally are, so here’s a quick primer for those not familiar with On a Red World Alone. ORWA is set in a densely packed city inside a biodome on Mars. The earth was obliterated shortly after this colony was established, before it had achieved self-sufficiency. The scant few survivors of the human species, traumatized by loss and the struggle for survival, descended into barbarism for centuries. The game is set 500 years after the destruction of Earth. It is the dawning of a new period of enlightenment. Within living memory (Session 1) the Dome was culturally and technologically medieval, but over the past 12 years (176 Sessions) a great deal of cultural progress has been made, and lost knowledge rediscovered.
  • What I describe below remains experimental. Every week I discover new ways to improve on it: develop new tools, discard vestigial mechanics, make key refinements to phrasing. Even the act of articulating my current procedures in this essay has highlighted areas which needed adjustment, so that in places this is now a step ahead of anything my players have seen.

Procedure Outline

Each time we gather to play On a Red World Alone, we start with the Domain Phase. When that’s over we shift to the Adventure Phase until the end of the session.

Domain Phase

  1. Determine Consequences
  2. World Events
  3. Update Progress Bars
  4. Faction Actions
  5. Player Actions

Adventure Phase

  1. Choose a Mission
  2. Preparation
  3. Travel
    • Through the Dome
    • Through the Sewers
    • Into Space
    • Over the Surface of Mars
  4. Exploration
    • Dungeon
    • Neighborhood
  5. Return Home
  6. Haven Turn

Post-Session

  1. Write Recap
  2. Review The Questions
  3. Prepare for next session
Lizard men gather around a wizard, paying great attention to the robed figure as they stare into their orb. Taken from Thundarr the Barbarian.

Domain Phase

The Domain Phase represents one month of game time, and is played through in its entirety each session. With a fair degree of consistency, it takes between 40 and 60 minutes to get through the whole thing. I’m fairly strict about ending sessions 3 hours after start time, so the Domain Phase represents roughly one third of an evening of play.

1 — Determine Consequences

One player is called on to roll a consequence for this session. A riff off Arnold’s “Potential Drama” idea. I maintain a table of consequences that will result from the player’s actions, or from the baggage they rolled randomly during character creation. These can influence any part of the session, which is why I roll them first thing. Some consequences can only occur if a specific player is present, while others apply to the whole party. It’s rare to have a session with everyone in it, so before I announce which die the group needs to roll, I do some quick mental shuffling to figure out which entries on the table are possible today. Everything on the table is specific and prepared in advance. Examples might include:

  • (Only if The Wizard Player is present.) A consequence of the time the Wizard had a spell failure which created a contagious meme about how they smell bad. There’s a bad flare-up today. Everyone the party meets will React at -1 because they think the party are stinky.
  • A consequence of that time the party rescued an artist from a monster that collects artist hands. She has sent the party a gift! A painting that would make an excellent poster, and could serve as a huge boost to a propaganda campaign action. The art may be held in reserve until the party wishes to use it.
  • A consequence of that time the party broke into a mercenary’s apartment, robbed him and then killed him. His crew figured out who did it, and the first encounter that occurs during this session’s Adventure Phase will be an ambush.

2 — World Events

Another player is called on to roll a 2d6 on the table below. Like Consequences, each of these has specific results prepared in advance. I’ve actually got 3 prepped for each, though that’s a bit of excess on my part. Regardless of what is rolled, the prepared results are meant either to create an opportunity for the players to exploit, or a crisis they need to respond to. Whether the opportunity or crisis is better dealt with during the Domain or Adventure phase is often open to interpretation.

  1. Natural Disaster (Example: The Dome’s water systems hit a serious snag. Low areas of the Dome are under 2d12 inches of water. This goes up by 2d12 each week until fixed. Every faction’s Food is reduced by 2 for every foot of water.)
  2. Major Figure Exits Public Life (Usually deaths, but occasionally exile or imprisonment) (Example: Susan Quar, narcotics dealer of note and longtime supplier for all the party’s needs, has been killed. The party will need to make new arrangements.)
  3. Opposed Faction Receives Unexpected Boon (Example: A randomly determined enemy faction discovers an abandoned missile silo in their territory. They keep this very hush-hush, but whispers of excited activity in the area reach the party’s ears. Check upcoming faction actions for that faction. Could any of them be enhanced with a missile?)
  4. Wizard or Dragon Shit (Example: Madam Crucifixion attempted to ambush Dr. Guillotine. She knew just where to go. The battle was brutal. Both survived, and both retreated severely depleted in resources to places where they could hunker down. You could easily identify a few locations to raid while they’re laid up, though if they are able to divine who did it they’d certainly retaliate. Alternatively, you could attempt to destroy one of them in their weakened state. The two are probably the most powerful wizards still living in the Dome (excluding inscrutable Penelope).)
  5. Sub-Faction Action (While the Dome’s major factions all regularly get opportunities to act, this result allows smaller groups to occasionally be at the center of Domewide issues.) (Example: Happy Worm Cultists scavenge food from the players faction. 1 Fewer food this Domain turn. They are well-liked by those who know them, so using force to stop them from eating in order to maintain your taxes would require a roll on the bad reputation table.)
  6. One Additional Faction Action This Session (See Factions Actions below)
  7. Public Need Arises in the Party’s Territory (Example: d4 of the party’s Weorods have been taking undue liberties. Stealing, getting drunk and violent, that sorta thing. Tensions are rising to the point that there are murmurings that large scale violence may break out.)
  8. Public Discovery Made (Example: An archive of “I can haz cheezeburger” memes is discovered online, and spreads rapidly around the Dome. People are quoting it constantly, and it will briefly serve as a sort of universal language of friendliness, allowing the communication of basic ideas outside normal language bounds. After the next Haven Turn everyone will be sick of it and uttering them will probably be regarded as a hostile action.)
  9. Party’s Alliances or Experts are Threatened (Example: The party’s chief engineer recently refused a strange offer to leave your employ and go work for someone else. Now she’s receiving extortionate texts demanding she leak secrets. She won’t reveal what she’s being extorted with, but if you don’t do something about it she’s going to have to give in to the extortion.)
  10. Party’s Tools or Programs are Threatened (Example: Ace Reporter Willie Kypho (formerly of Cult Quarterly) drops the story that the party controls the majority of the Dome’s weather control systems. Why hasn’t this information been shared, or this resource been put to the public good? The party needs to make some response or roll on the bad reputation table.)
  11. Factionogenesis (Example: Duck Folk seize 2d6 blocks of territory in a random location. Call it Duckburg.)

3 — Update Progress Bars

“Progress Bars” being my cheeky re-naming of Clocks. This somewhat tedious-yet-vital activity goes between two more interesting activities in the hopes the players don’t drift too far while I do a bit of bookkeeping. On occasion, clocks will reach a hiccup that I secretly scheduled when the clock was set. It still advances by 1 for this session, but won’t be able to progress any further until some issue is resolved. Thus, if the party are on the ball and get it resolved during this session, they won’t lose any time.

Robed cultists hold a platform on their shoulders, on which rests a large head with a domineering expression. Robots flank the cultists on either side. Taken from Thundarr the Barbarian.

4 — Faction Actions

At present there are 10 major factions in ORWA, aside from the players’ own. Each has their own agenda, and a secret schedule of 3 prepared actions they will take in pursuit of it. When the session reaches this point I call on two players (or three, if a 7 was rolled for the World Event) to roll a d10 to determine which factions advance their agendas this month. Like the World Events these are meant to either create an opportunity for the players to exploit, or a crisis they need to respond to, though sometimes they’re just clues about something big that’s coming in the future that the party may wish to prepare for.

Some examples of recent Faction Actions in ORWA:

  • Pamphlets are distributed to the Akiovashan Faithful, who are set the task of scouring the Dome for a certain room. The pamphlet is very general and mostly pictorial. (Literacy isn’t widespread). For those in-the-know, they’re clearly looking for the Dome’s environmental control systems. Secretly, the party is in possession of several of these. Handing one or more over to the Akiovashans would be massively beneficial to your relationship with that faction. If you don’t want them to find it, you may want to take steps to hinder their search.
  • A large number of “former” soldiers of The Redstone Lords request safe passage through the party’s territory. They’re traveling to the Lords of Light territory to “learn the LoL’s advanced farming techniques, so they can use their strength to feed their people.” Your intelligence reports suggest the Redstone Lords’ disarmament is a ruse, but refusing passage outright would be a very bad move from a public relations perspective.
  • The Hell’s Tenants performed a major raid in Team Gopher’s territory. A hole opened up in the ground, and dozens of mangled horn-headed people emerged, dragging dozens more back down the hole with them. Pursuit was attempted, but failed. The tunnels are too labyrinthine. What are they doing with all of these captives?

5 — Player Actions

Finally, the group takes on the role of their faction’s leadership, with all its resources at their disposal. Between the World Events, the Faction Actions, and any hiccups in the party’s Progress Bars, there ought to be a number of fresh hooks for the party to respond to. I also maintain a list of open hooks left over from previous sessions in case additional prompts are needed, though my aim is that some space is left in most sessions for the group to seize the initiative for themselves.

The group is allowed to pursue a number of goals equal to the number of players present, with each player acting as caller in turn. They do not control any particular characters at this stage. Their own PCs are currently low-level grunts who aren’t important enough to be consulted on matters of policy.

I’ve adopted this unusual form because the mode of play is unfamiliar. There was a tendency early in the experiment for players to use the Domain Phase to support their characters in the Adventure Phase, whereas my goal is to encourage the exact opposite behavior. I want to foster a group who approaches the game as a domain-level problem, and wields their adventuring PCs as tools in pursuit of domain-level goals. Additionally, positioning each player as a caller has been helpful for supporting players who aren’t able to play consistently and don’t fully grok what’s going on. Each player can cede as much or as little control as they want to the rest of the group during their turn at caller.

The group’s faction has a character sheet listing its resources, and there are mechanics for 8 codified actions:

  • Recruit (Gain Human Resources, so long as the faction has enough food to support them.)
  • Diplomacy (Make requests of another faction. What is possible depends greatly on existing diplomatic relations.)
  • Propagandize (Attempt to influence public opinion.)
  • R&D (Set a team of experts to solving a complicated problem, or developing something new.)
  • Public Works (Set a team of workers to solve a simple problem, or build something standard.)
  • Establish Institution (Create an ongoing program, which will be an ongoing drain on resources)
  • Military (Direct the faction’s armies.)
  • Give Quest (Send spies, assassins, and adventurers to accomplish specific goals.)

The breadth of action allowed by “pursing a goal” is left intentionally vague at the moment. I’m searching for a balance between giving each player a satisfying turn at the helm, without allowing the scope of everyone’s turns to balloon into something unmanageable. Most of the time a single action is sufficient for pursuing a goal. There are cases, though, where one action leads directly into another so smoothly that it would be disruptive to cut off the turn. For example, there was a recent turn in which a player organized a counter-attack to reclaim some seized territory [Military], then used footage of the event to convince several other factions [Diplomacy] to join them in issuing a public condemnation of the original attack [Propaganda].

What I may do in the future is create a mechanic whereby the length of each action can be determined, then allow each player to serve as caller for one month’s worth of actions.

A burning sun dominates the frame, looming over a ruined city. A trio of youths stand together in the foreground, the city far behind them. Cover of the novel "Dhalgren."

Adventure Phase

Unlike the Domain Phase, the Adventure Phase is not played in its entirety each session. On average it takes between two and four sessions to get all the way through the Adventure Phase’s procedure. The action pauses when it’s time for the session to end, then picks up where we left off once the Adventure Phase resumes in the next session. This means the Domain and Adventure Phases are usually a little out of sync with one another, existing on a floating timescale where one advances rigidly 1 month each session, and the other phase can spend half a dozen sessions getting through a single day. This may initially seem confusing, but the solution is simple: just don’t think about it. Strict time records must not be kept.

1 — Choose a Mission

When starting a fresh Adventure Phase, the group needs to decide what they’re going to do. They can personally address any of the issues raised during the Domain Phase, acting as a commando team or diplomatic delegation for their faction. Alternately, they can ignore the hooks and attempt to take the initiative on behalf of their domain, perhaps by raiding a faction they dislike, or doing a favor for one of their allies. They can also ignore domain level concerns entirely, and spend this Adventure Phase selfishly seeking personal wealth and power. Experience points in ORWA can only be earned by donating money into the faction’s coffers (1 donated credit card = 1 experience point / 1 level gained = 1 unit of funds usable in the Domain Phase), so even this purely selfish pursuit has the party acting in their faction’s interests.

Generally I will reiterate the most obvious hooks that are on the table here, and ask the party what they want to do. If there isn’t a clear consensus, I’ll randomly appoint one of the players as Party Leader, and ask them to set the goal. (I then note who has been party leader, and they won’t be in the running again unless everyone else present has been leader an equal number of times.)

2 — Preparation

Before setting out from the safety of the walled citadel of their faction, the party has an opportunity to alter their equipment loadout, recruit hirelings, make arrangements with allies, or pursue information. Because this is a setting in which cell phones are ubiquitous, the party can accomplish quite a bit by calling ahead to some friendly NPCs.

3 — Travel

Regardless of what goal the party is pursuing, part of that pursuit will involve travel. ORWA has four entirely different mechanics for handling this, though each share a single procedure:

  1. The destination is set.
  2. The referee determines how many hours (or days, or weeks) the journey will take, and how many encounter checks will result. (# of encounter checks is rounded up!)
  3. The players are called upon one by one to roll a d6, with results determined according to which mode of travel they’re in.
  4. The players resolve the encounter to their satisfaction.
  5. If this mode of travel depends on resources, check to see if they ought to be depleted.
  6. Return to c, and repeat the process from there until the party reaches their destination.

The various forms of travel available to the party are:

Over the surface of Mars. Encounters are rolled less frequently and occur less often in this sprawling red desert. There are locations to find and creatures to contend with, but the greatest danger is the environment. Within the Dome there’s food vendors on every other street, and a climate automatically controlled for human comfort. Outside, the characters must carry enough food to get wherever they’re going and back again, and be prepared for the extreme heat of the day and extreme cold of the night. Note that before traveling over the surface, the party would need to travel through the Dome to one of its exits.

Into Space. One of the party’s key resources is a fixed portal between their walled citadel inside the Dome, and a space station in geosynchronous orbit above the Dome. There’s a space ship docked at the station which the party can use to travel into space. The thing is a 500 year old freight hauling vessel which moves about as quickly as our own modern space ships do. It also runs on a form of solid fuel which the party currently has no means of acquiring more of, so resource management is critically important. Encounters are quite rare in space, though. It’s even more barren than the surface of mars.

Through the Sewers. A labyrinth accessible from manhole covers in the Dome’s streets. The sewers extend further down into the interior of Mars than any player has yet ventured. This is not a mapped space, but rather a Flux which connects both to mapped spaces and to other Fluxes. (Flux Space is another idea I must revisit soon!) I allow players to use the sewers to travel between any two points on the surface. It requires 1 encounter roll more than if they’d taken the direct path through the Dome’s streets, but by traveling in the sewers the players are able to avoid dense crowds of people and factional authorities. Sewer encounters are a couple notches weirder and more deadly than the ones typically faced on the surface.

Through the Dome. By far the most common mode of getting where the party needs to go, since the Dome is where people live and thus where most things happen. There’s no supply-based resource depletion to worry about when traveling through the Dome, since the party is presumably never far from a vendor that sells any basic material they might need. However the Dome is dense with encounters and impediments of every sort, which will tax the party’s less easily replenished resources, like their hit points and saving throws. Of course they can always find somewhere that’ll rent them a bed for a day or two, but such rest gives their goal time to become more complicated.

4 — Exploration

Depending on the player’s goals, the destination they’re traveling to is probably either a Dungeon, or a Neighborhood.

Two explorers have just walked into an apartment, only to find the floor split, the furniture askew, and a deadly hole in the floor. Taken from the Cowboy Bebop anime.

Dungeon Exploration

My dungeon exploration procedure is pretty standard.

  1. The referee describes the party’s current environment.
  2. The party, acting as a group, uses one Exploration Turn to investigate the space they’re in, or move to a different space. If one member announces their intent to take individual action (i.e., hacking a computer), I check in with everyone else in the group to see how their characters spend that same block of time.
  3. The referee relays new information to the party, such as the results of their investigation, or the success/failure of their actions.
  4. After a-c have cycled 3 times, the referee calls on one player to roll the Encounter Die:
    1. Encounter surprises the party.
    2. Party gets the drop on an encounter.
    3. Impediment (i.e., a minor collapse occurs)
    4. Local Effect (i.e., if the dungeon has a unique function, that function occurs.)
    5. Clue. (Either for the next encounter, or to the location of some treasure, etc.)
    6. NPC Chatter
  5. The party resolves the results of the encounter roll, after which the procedure resets. Repeat until the party escapes the dungeon.
An explorer of the apocalyptic wasteland comes across a medium-sized town. A wall of junked cars blocks easy entrance. A hazy smoke lies low over the town. Taken from Fallout 1, the video game.

Neighborhood Exploration

Neighborhoods are not inherently hostile to being navigated the way dungeons are. By definition they are inhabited by large groups of people who have some reasonable expectation of moving around their neighborhood with relative safety. The party doesn’t need to worry about traps, doesn’t need maps, and can’t solve their problems with violence so easily. Rather, the challenge of adventuring in a neighborhood is social. Can you strike up a conversation with a shopkeep and convince her to tell you about the local tough’s watering hole? Can you impress the toughs enough that they’ll tell you where you can find the mercenary you’re after? (Credit to Ava of Errant & Permanent Cranial Damage for this idea!)

Neighborhoods ARE inherently hostile to outsiders, and so it’s important to determine whether or not the party will be clocked as outsiders. Do they speak the local dialect? Are their clothes within the range of fashions that are normal here? Are their hands as calloused, or as soft, as other folks? Each neighborhood has a few key features common to its residents. If most of the party shares these features, the neighborhood will yield to them. If most of the party looks like they don’t belong here, the neighborhood will resist them. (Credit to Ty of Mindstorm for this idea!)

My neighborhood procedure goes like this:

  1. Does the majority of the party share the key features of this community?
  2. Where do they want to begin their inquiry?
    • Going to a local official opens the party to greater scrutiny, but could provide them with greater resources.
    • Merchants are always willing to talk with outsiders, but you’ve got to spend money to get their attention.
    • Bar patrons are often open to striking up a conversation with someone who buys them a drink.
    • Random people on the street are always an option, but most folk don’t love being approached by randos.
  3. After the conversation is resolved, where does the party go next? (Did they learn something they can act on, or do they need to continue searching for their first clue?)
  4. As they travel to their next neighborhood location, the referee calls on one player to roll the Encounter Die:
Party Obviously OutsidersEncounter RollParty Blends In
Locals watch you face danger.1. Encounter Unusual DangerPeople try to help you.
Party shaken down or threatened.2. Encounter a Local ToughThe toughs nod, and pass by.
Your plight is ignored.3. Physical ImpedimentPeople let you know how to bypass it.
4. Local Effect
5. Clue
Your own hirelings.6. NPC ChatterA helpful local appears.
  1. The party arrives at their destination and may continue their inquiry in a new location. Repeat c, d, & e until the adventure is complete.

5 — Return Home

Ideally this should be handled with exactly the same travel procedure as before. Usually I enforce this. Occasionally, doing so would create an awkward break in the Adventure Phrase. One where the Session needs to end in 10 minutes, and the journey home will take 40 minutes. Too long to extend the session for, but an annoyingly short amount of play to resolve next session. When this happens I often handwave the travel home. I do very much prefer to play through it properly most of the time, though.

A visually-busy scene. Outdoors, with a staircase and structures built entirely out of garbage. A photograph of the Cathedral of Trash in Austin Texas.

6 — Haven Turn

The length of a Haven Turn is “however long is necessary for the Adventure Phase to catch up with the Domain Phase on the calendar.” Most of the stuff I once used Haven Turns for has been subsumed into the Domain Phase, with the exception of character downtime. The procedure is fairly brisk:

  1. Hit Points & Saving Throws return to their baseline values. Magic Users may swap their memorized spells. Characters who sacrificed their armor may replace it.
  2. Players may donate as much of their money as they like into their faction’s coffers, gaining xp equal to that amount. (Characters with debt must pay equal amounts towards their debt)
  3. Each player is asked in turn how their character spends the downtime. A non-exhaustive list of options:
    • Relaxation. The character starts next adventure with 1 Temporary Hit Point per level.
    • Research. The character does a deep dive, and may uncover the answers to 3 questions. (Some information may require them to have a specific source of knowledge to dive into.)
    • Relationship Development. Make a social roll to improve your relationship with a certain NPC.
    • Crafting. Describe an object you’d like to make, and make a skill check to build it.
    • Spell Creation. The player writes the first draft of the spell. The referee writes the final draft.
    • Solo Quest. The character pursues a personal goal which would perhaps be too much of a distraction for them to drag the rest of the party along for. The player sets one specific goal which must be approved by the referee, then rolls 2d6:
      • 2. Failure, begin the next Adventure Phase with half HP and a Saving Throw of 15.
      • 3-5. Failure, begin next Adventure with -1hp per level, and a Saving Throw of 13.
      • 6-8. Success, begin next Adventure with -1hp per level, and a Saving Throw of 13
      • 9-11. Success, begin next adventure with -1hp.
      • 12. Success, no injuries, and you also brought home cash treasure worth 200cc per level!

Post Session

Before each session starts I make a copy of my session report template, which I fill out as we play. After the session (immediately if possible) I flesh out the details into a full session report. My goal with these is not to write compelling reading—I’ve never enjoyed reading session reports, and only started sharing mine by request. The purpose of my play reports is as reference material. It’s handy to be able to type in the name of an NPC and immediately see all their appearances in the game. Frequently I’m able to use it when one of the players can’t find their notes about how one of their magic items works. Just recently it was useful when I started keeping a list of open hooks for Domain Actions. That wasn’t something I had been tracking, but it was simple to look over all the hooks I’d given out and write down the ones that would still be open.

One great failing of my approach is that I over-write my session reports. They don’t need to be anywhere near as long and detailed as they are. This is a failing in my technique that I’ve never quite managed to fix, but I’m sure others could get the same benefits with less effort.

At the bottom of my recap template are a set of questions to consider. I use these to write out a list of everything I want to accomplish before the next session:

  • What needs to be restocked? (At a minimum, one of the world events and two of the Faction Actions. Usually there will be encounters that got used up as well.)
  • Does anyone need to be added to Recurring Characters? (Per my Encounter Table method. Were any NPCs fun enough that I want to see them again?)
  • Who did the characters wrong? (And more importantly: what are they going to do about it? Should they be added to the consequences table, or should a whole adventure be planned around their revenge?)
  • Does anyone owe the party a favor? (Similar to the above: what are they going to do about it?)
  • What Hooks should be added for player actions during the domain phase? (Did anything crop up during this session that players may want to be reminded of?)
  • What tools would help the rough parts of this session work better? (Were the players confused at any point? Was I unable to adjudicate a situation gracefully? Could it be smoothed out with a new procedure, mechanic, or table?)

Over the course of the two weeks between each session I work my way through the list, restocking and revising what is needed.

As of today, those are the procedures I use for running On a Red World Alone. Though, the next session is coming up very shortly now, so by the time you read this it’s very likely something will have changed somewhere.

Photo of my ORWA to-do list. Many items are scratched out, but the ones which haven't yet been crossed off are: Dungeon Impediments, Local Effects, Codify Haven Turn Procedures Generally Better, Weorod How Many Can be used in a battle? Progress bar what does "talk to Needletooth jack" spell mean? What are all 27 of the space hulks in orbit? Reactions to the party's domain actions? Domain level PCs? How do the akiovashans alter their plans? Review domain phases past: what should be different in the world and encounter tables? Are consequences working well? Occurring often enough? World events: review! Neighborhood generator. Movement ought to be reorganized into PROCEDURE! 

A hammer and a pen laying across the paper obscure the rest of the text.

Additional Reading About Procedures

Proceduralism, by Brendan S.
Doctrines of Proceduralism, by Brendan S.
Proceduralism, by Gus L.
Errant Design Deep Dive #2: Core Procedures, by Ava Islam
The Rhythm of Procedure, by Retired Adventurer
Theoretical & Practical Proceduralism, by Marcia
Loops, by Emmy
What Even Is a “Procedure”? by Prismatic Wasteland
The Basic Procedure of the OSR, by Prismatic Wasteland

Miscellaneous References

Meet the New Boss: Some Thoughts on Domain Level Play, by Joseph Manola. (Also recorded as Episode 108 of Blogs on Tape)
A Fracture in Old School Philosophy: Barbarian or King?, by Dwiz
I’m Getting Too High Level For This Shit, by Nick LS Whelan (A short post which may add some additional useful context to the ideas discussed above).
Running Domain Play as a Carousing Table, by Scrap Princess
AD&D’s Domain Game, by Chris Kutalik

2 thoughts on “Proceduralism On a Red World Alone

  1. > Flux Space is another idea I must revisit soon!

    I’d be interested in seeing that, especially in how you handle the swap between flux space and mapped space when they’re both in a dungeon. There’s some prior art from The Alexandrian here: https://thealexandrian.net/wordpress/15244/roleplaying-games/thought-of-the-day-blue-doors-of-ptolus where he mentions a diegetic transition between flux space and non-flux space, which seems like it would work for the sewers, but not necessarily for something like The Cozy Catacombs (especially in shifting from mapped space to flux space).

    1. This is very interesting. I can’t say I’ve got any experience with this particular challenge. The transition from one mode of exploration to another feels very natural to me, so it never would have occurred to me that I ought to discuss it if you hadn’t brought it to my attention. Though I am generally much less concerned with things like “Immersion” than Justin is, so I don’t know if my approach would be useful. None the less, I will give it some consideration when I do get around to Flux Space.

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