Designing a Village in Detail

Not too long ago, Zalekios conquered a small village. It’s something I’ve wanted the character to do for some time. And, in our last game, my GM was gracious enough to include an opportunity for conquest. To be honest, I have no grand and evil scheme to further overpower my character through corrupt governance. Certainly, I have plans on how I’ll make use of my subjects, but the ways in which the town will benefit Zalekios are much less interesting to me than the challenges and opportunities ruling over a town will provide. The need to fortify it, defend it, and ensure that my subjects are unable to oust me while I’m out adventuring, all sound like interesting and entertaining challenges to me.

So once I had the town under my thumb, I asked my GM if it would be alright for me to make a detailed map of the village. He agreed, and we spent some time going over what my limitations were. Geographically, the village is located in a large area of plains, with no major shifts in elevation or terrain type for several miles around. Neither are there any significant bodies of water, or forested areas nearby. Honestly, I think he just made the environment as simple as possible because he’s afraid of my ingenuity. But that’s okay with me. I like a challenge.

I was also told that I had a total of 377 villagers, 27 of which could be level 1 experts, adepts, warriors, or aristocrats. The rest are level 1 commoners. Other than that, he left everything up to me. I’ve checked in with him periodically throughout the town creation process, but he hasn’t vetoed any of my decisions yet. Of course, I’ve kept everything in line with what one would find in a dirt-poor town, so he hasn’t had much to say “no” to. He and I have been playing games together long enough that we have a pretty good sense of what the limits are in each other’s games.

Now, even as a GM, I don’t often have the opportunity to truly build a thoroughly detailed community. Normally it’s simply not an efficient use of time. It’s much easier and faster to simply plot out the most basic outline of what the town is like: what kind of government it has, what its economy is based on, whether it has any unusual traditions or culture, and whether it has any noteworthy landmarks or NPCs. Everything else can be generated on the fly. Even with more detailed cities which my players return to often, I rarely do more than sketch out general “districts,” and identify the location of the main roads through the town. The port city of Niston, which the players in my Ascendant Crusade game have visited in between adventures for several years now, is still just a rough collection of squares marked “Affluent Area,” “Merchant Section,” “Slum,” “Docks,” and so on.

As a player preparing to govern this town, however, I find the idea of exacting detail appealing. Knowing precisely how many warriors are in the town guard will help me plan my defenses. And since the character in question is Zalekios, knowing just how many commoners I can eat before my breeding stock gets too low is important! Additionally, a large part of my plans involve modifying the town, in the form of watch towers, walls, work camps, etc, so I want to know precisely what I have to work with.

I decided to start by figuring out what kind of population I have. I broke my population into three age based groups. First would be children, defined by Pathfinder as anyone under 15 years old. Last there’s the elderly, which I defined as anyone over 55. In between those two groups are the adults. So out of my 377 total population, I needed to figure out how many people fell into the three groups. I decided to use a population pyramid to work out a basic percentage. I spent some time looking for one which applied specifically to medieval villages, but didn’t have any luck finding one. So I just stuck with the closest to average I could find. What I wound up with, using some very rough estimation, is 91 children, 260 adults, and 26 elderly. I figure that, to keep things simple, I would split the genders evenly. Since my population is an odd number, I flipped a coin, and determined that the odd person out is a woman named Old Ms. Dyterran, by far the oldest person in the village at 84 years. Her children are dead of old age, but she lives with her grandson and his family. She likes to tell scary stories to children.

Outliers such as old Ms. Dyterran aside, I find these numbers to be telling of the type of community this is. With a max population of 377, it’s a very small community. People’s lives will be interconnected. But I would estimate that the community is still too large for everyone to know everyone else. Even acquaintance level relationships are difficult to maintain when there’s several hundred of them. However, when you break things down by age, the numbers get remarkably smaller. If there are only 91 children under the age of 15, then how few must there be between the ages of 8 and 12? If there’s only ten or twenty kids your age in town, you probably know all of them. That goes doubly so for the old folks, who probably all know each other quite well by now.

Moving on, I estimated that there would be 89 households, based on the adult population. That’s assuming that every household is centered around an adult couple. Children and elderly would live with said couples, as would a number of dependent adults who are over the age of 15, but have not yet struck out on their own. This would mean that there are 2.9 adults per household, 1.02 children per household, and 0.29 elderly per household. So if you walk into one of these 89 homes at random, the odds are that there are two wedded adults there, who live with one young child and one adult child. And there is a roughly one-in-three chance that one of the couple’s parents is still alive, and also living in the house. So most homes contain 4-5 people.

Once I had some ideas on what the population numbers looked like, I moved on to economics. Fun fact, if you google “Plains People,” all you really come up with are the Plains Indians, and they were nomads, so information on them was no help in this project. However, Wikipedia has a great deal of information on plains which I found extremely useful in this endeavor. While it may not be an ideal source if you’re looking for facts you can rely on, Wikipedia more than accurate enough if you’re just looking to inject a little realism into your role playing games. Turns out “plains” is an exceptionally broad category, which covers dozens of terrain types.

I decided that my GM’s goal in providing me with an endless flatland of plains was probably closest to the American prairie. Which, I learned, is excellent for farming. However, farming there required more advanced farming equipment than was available when it was first settled. Apparently, up until that point, farmers used wooden plows, but steel plows needed to be developed to handle the tougher earth. I decided one of my experts would need to be a dedicated toolmaker. Animal husbandry is also an option for people living in an area like the American prairie. Using that information, I decided that farming would be the main source of food and income for this village, with pigs and chickens providing them with some dietary variety.

The only major landmarks of note are the homes of the mayor and wizard, both of whom Zalekios killed in his secret coup. Since Zalekios is impersonating the mayor, he’s taken up that residence, and billeted his small army of 33 goblins in the Wizard’s home. I mocked up this “Town Character Sheet” in open office writer.

From there, it was time to draw the map. As with the previous steps, I decided to do some research first. I dug through a number of sources for maps, including my own books, the Cartographer’s Guild, and just plain old google image search. I saved a few dozen samples to reference as I went to make my own map, and used elements from several of them. However, this map, from the Warhammer Fantasy RPG, was my biggest aide. It is at the same time both extremely simple, and extremely detailed. If you step back and look at the whole map, you see what appears to be a birds eye view of a large city. Each building and side street is distinct, and you get a sense of what the town is like from a street view. There are clearly affluent areas near the parks, with larger houses, etc, along with poorer areas of much smaller buildings clustered together. Yet for all its detail, the map is drawn quite simply. Each individual building is little more than a brown shape with either an “X” or an “I” drawn on top of it to indicate the slant of the roof.

To start with, I sketched out a “districts” map, like the ones I mentioned above. It looked like a series of circles, like a bulls-eye. The small, center circle was designated for important buildings, like the mayor’s residence. It’s also the location of the town square, where meetings would be held. Around that is the residential area. This was a much larger section, which would contain most of the town’s buildings, arranged around the center of town roughly evenly. The largest circle, by a significant margin, is the farmland, which surrounds the entire town.

Here’s what I’ve come up with so far:

The areas of brown within the town indicate pig pens, whilst I imagine many homes have chicken coops next to them. The small circles in the center of the two ancillary “town squares” represent wells. The two white buildings are the Mayor’s residence and the Wizard’s home. The crosshatch patterns surrounding the town represent farmland.

There are still a number of problems with this map. My scale is way off, for one thing. The more important buildings near the center of town should be much larger, while the residential buildings can be relatively small. The farmland was also truncated due to the limited size of the paper. Normally I’d remake the map before posting it, but at this point I’m not sure I’ll bother remaking this map. Even though it’s not “to scale,” it effectively demonstrates the layout of the town.

Anybody else have experience detailing small towns? Any tips on how to improve my process?

Puzzling Obstructions

A Pathfinder GM has any number of time tested challenges to present his players. The most common is combat, but to focus on combat exclusively is to lose much of the flavor which makes fantasy role playing so entertaining. Bargaining with an NPC, planning a raid, exploring the wilderness, crossing a river of magma, or any one of innumerable challenges can be utilized by a skilled GM to provide players with engaging games that keep them coming back to your table for more. One of the most maligned, and most poorly implemented, types of challenge is a puzzle.

I’d like to define precisely what I do, and what I do not mean by ‘puzzle’ before proceeding further. Note that these are not common definitions, simply terms which I find useful to facilitate clarity of discussion.


An obstacle is anything which hinders a character’s progress towards a goal. A lock would be a very basic example of an obstacle.

An obstruction is a simple, or even natural, type of obstacle. Obstructions are general-purpose, and likely identical to any number of similar obstructions of the same type. Examples of obstructions would be locked doors, walls, pits, or even most traps.

A puzzle is a more elaborate form of obstacle than an obstruction. It is almost always created by an intelligent force, and is likely unique in its design. Examples of puzzles would be riddles, a door which only opens when four statues in a room are turned to face each other, or a box with no visible lid which opens only when submerged in holy water.


Puzzles are some of the most difficult obstacles to manage successfully, and should be used sparingly. In fact, a great many GMs I’ve spoken with over the years believe that puzzles should be considered verboten. And they have an excellent point! Puzzles can stop a game in its tracks. Almost by definition, puzzles have only a single answer. So instead of the players attempting to concoct their own solution (a great strength of tabletop RPGs) they’re attempting to figure out what the GM’s solution is. And if they get stuck when trying to figure that out, then the progress of the game can come to a screeching halt. And that’s when people start looking for a new GM.

But I hold that puzzles have their place. Maybe it’s it’s simply because the early Legend of Zelda games are near and dear to my heart. No dungeon, temple, or crypt seems quite complete without a puzzle. Recently I ran a game where the players faced several puzzles crafted for them as a test by a master illusionist. All of the puzzles challenged my players, without becoming game-stoppers. I’ll use those puzzles as examples.

Puzzle The First

GM says: “You enter what appears to be a small grassy field within the tower. The walls and ceiling are made of dirt, and a dirt path at the far end of the room leads down. There are [number equal to the number of characters present] horses present, docilely grazing.”

Additional Information: The horses were very friendly, and could be ridden easily. If any character attempted to walk down the dirt path, they were asked to make a reflex save. Failure meant they fell into the path as though it were water. A round later they fell out of the walls or ceiling of the room, taking one point of damage. After one player did this, the voice of the wizard filled the room with “Your feet won’t work there! You’ll need these!” and as he speaks, clovers sprout from the grassy ground.

Intended Solution: The players were supposed to ride the horses down the dirt path. If they did, they would suffer no adverse affects. The clovers were a hint about cloven feet, but if they’d strapped the clovers to their feet somehow, I would have allowed them a half-success. They would sink up to their waist, and be able to slog their way down the ramp. I also would have accepted simply jumping off the edge, down to the bottom of the ramp. Though though as it was a 20ft drop, falling damage would apply if they didn’t make a successful acrobatics check.

What they did: My players were, at first, very wary of the horses. Just outside the tower they had been dealing with a stampede of horses, and didn’t want to get thrown off another raging horse. They did attempt to walk down the ramp, and triggered the hint. Someone suggested strapping the clovers to their feet, but before anyone tried that, one of my players decided to mount a horse and go for it. It worked, so everyone followed suit. The entire puzzle took perhaps 3-5 minutes to solve.

Puzzle The Second

GM Says: “This is a small room with a stone floor. There is a line on the floor ten feet away from a door opposite where you entered. The line is painted on a single, long piece of stone, and beneath it is written in common ‘You must stand behind this line to open the door.‘”

Additional Information: The stone which the line is printed on is 12ft long, and loose. Characters can pry it up easily, and beneath it is a 15ft coil of rope. The door is on on hinges which allow it to open both in or out. Pushing on the door while between the line and the door will be next to impossible. However, the door will open easily to even small amounts of force, so long as the originator of that force is behind the line.

Intended Solution: None, really. Though I did have three expectations of how the puzzle might be solved: The 12ft long piece of stone might be used to push the door open, the rope might be tied to the door, and pulled from behind the line. Or, alternatively, the players might throw heavy objects (or even each other) at the door.

What they did: My players really surprised me with this one. Rather than doing what I expected them to do, they first tried to open the door by taking the rope they found beneath the stone, and laying it out right next to the door, then trying to push the door open. When this didn’t work, they tried the same thing, but this time they moved the stone with the line on it. Given the way I worded the rules, I decided that this should work, and allowed them to open the door. However, if I had decided that the line was somehow intangibly tied to its original spot, I think my players still would have figured the puzzle out promptly. This one was quick. Perhaps 2 minutes tops.

Puzzle The Third

GM Says: “There are 5 buckets hanging on the wall with labels on them. Each apparently has a different color of paint in it–red, blue, green, yellow, and black. Across the small room from the entrance is a plain door.

Additional Information: Behind the door is a stone wall. However, when the door is painted, opening it creates a portal based on the color used. The color/portal associations are as follows: Red opens a portal to the doorway the PC’s entered this room through, Blue successfully allows the PCs to progress to the next room, Green opens a portal to the first layer of hell, yellow causes those who pass through the portal to simply come back out of the portal again, and black opens into space looking down on the planet (a wall of force stops any air, or players, from going through the black door.) The labels describe these locations, but are written in gnomish (the language of the illusionist who created this trial). This was intended as a hint to the illusionist’s identity. He had thus far presented himself as a 9-ft tall humanoid.

Intended Solution: To paint the door blue.

What they did: My players probably struggled with this one the most. I probably should have provided better clues. Rather than paint the door, they painted the stone wall behind the door, but I decided to allow it. It took them perhaps 5 or 6 minutes to progress past here.

Puzzle The Fourth

GM says: “There are three iron doors exiting this room. High on the wall is a window made of grass. A green light filters into the room, the blades of grass creating a collage of lines and edges over every surface the light touches. In the center of the room is a large lens mounted on two axes so it can be turned in any direction. It is presently focusing a small beam of light onto the floor, warping the lines and edges created by the grass window’s light.”

Additional Information: All three doors open easily, with no trouble. This is the first puzzle the players encountered which was truly dangerous, as two of the doors led to particularly deadly traps, the natures of which are not important to the puzzle. If the characters examine the area of distorted light, they will notice that the lines & edges of the light form the word “look” in common. Directing the lens toward the doors will identify them either as “Death” or “Forward.”

Intended Solution: To go through the door which reads “Forward” when the light is directed at it.

What They Did: I must confess, my memory is somewhat fuzzy on precisely how this final puzzle played out. I do recall that they were somewhat confused by the lens at first, but they did notice that it said “look.” (I allowed them a passive perception check to notice it.) After that they made the leap to directing the lens at the doors, and found the correct way out easily. The entire process was brief, perhaps 2-4 minutes.

I view all four of these puzzles as successes. The players enjoyed themselves, and had some good discussion about what solutions they should attempt. Up until that point, these players had participated in sessions which focused on exploration and combat, so it was a good way to give them a new type of challenge. As mentioned before, setting up a good puzzle can be extremely difficult, so it’s important to proceed with caution if you’re planning to use one. While hardly exhaustive, I find these tips very useful in designing my puzzles.

  • Puzzles should almost never be required for progression through the adventure, and if they are, they should be easier than normal. You might notice that the four above puzzles were in fact required for progression, since the characters were after the illusionist for help. But neither were any of them particularly difficult to sole, and I was flexible with my solutions. If you do make solving a puzzle a necessary, then you risk the players becoming stuck. And if they get stuck, the GM is left with two options. One, the GM can give them out-of-character help, or somehow allow them to bypass the puzzle. This steals player agency, and makes players feel as though they’re being railroaded. The other option is simply to allow them to remain stuck for as long as it takes, even long after they’ve lost interest. Both responses suck the fun out of a game. Since the GM is the fun facilitator (or the funcilitator!), sucking the fun out of a game is a pretty severe failure of GMing.
  • Make sure there are clear hints to help players succeed. Looking at the puzzles above, the first one had the four leaf clovers, the second had its conditions spelled out, and the fourth had the spot of light which formed the word “look.” Only the third puzzle lacked a clear hint, and that was the puzzle which stymied the players longest.
  • Allow “half solutions” which help the players get there. If the players try something that doesn’t work, they’ll rarely attempt subtle permutations of what they’ve already tried. So if they attempt a solution which is close to the answer, but not quite, then after they fail they’re likely to try something completely different, rather than try something similar to what has already not worked. If the solution your players come up with is near the mark, give them some indication of that. If it’s a door they’re trying to open, have the door open just a crack, but no further. In the first puzzle above, I would have allowed players to have some success by putting the clovers on their feet, even though this was not the “correct” answer.
  • What is obvious to you as the designer of the puzzle will never be as obvious to the players as those challenged by the puzzle. This rule is absolute. Err on the side of caution. It’s better that your puzzles be too easy, than too hard.
  • In order to help with that previous point, confer with a third party before the game. Asking a friend who won’t be playing in the game to solve your puzzle will give you a better sense of what works and what doesn’t.

My GMing Methodology for ToKiMo

Me: “Shortly after mid day, you hear some noise coming from behind a nearby shrub covered ridge.
Gibbous: “Doubtless more of those cowardly Kobolds we faced earlier!”
Rosco: “Probably. We should take a loo-“
Gibbous:“Ho there you cowardly lizards! Show yourselves, and let the might of St. Cuthbert judge thee!”
Me: *blink*
Me: “Um…the tribe of Kobolds is now alerted to your presence…
Gibbious: “Wait…what?”
Phoenix Dark: “I knew we shouldn’t have brought the cleric.”
Gibbous: “Nothing we can do about it now. Charge!”
*Gibbous charges over the ridge into the Kobold camp.*
*Roscoe and Phoenix look at one another.*
Me: “Don’t worry. You two both have abilities which work from range.
Phoenix: “Phew!”

A little less than a month ago, I wrote about my GMing methodology for The Ascendant Crusade. In that post I mentioned that I run a few other games as well, including one other major campaign which I’ve dubbed ToKiMo for my notes. The title is a portmanteau of the players names: Todd, Kiersty, & Morrie. ToKiMo has developed very differently than The Ascendant Crusade did. When I started TAC, I had a great deal more time to devote to gaming than I do now, and in fact I still rely on many of the notes I made back in 2009. ToKiMo, by contrast, started during a very busy time in my life, with a very different group of players than TAC has.

In this post, I’d like to detail. the process I undergo in preparation of a ToKiMo game. Bear in mind that ToKiMo has only had a handful of sessions to grow and develop, so in many ways I’m still experimenting with each game. Bear also in mind that I got Batman: Arkham City yesterday, and I’m god damned shocked that I’m writing this post rather than playing it right now.

With the first session of ToKiMo, I pulled one of my favorite tricks to pull on new players. I call it the “Generic Fake Out.” When I’ve got a group of mostly new players, I often present them with a task which is completely formulaic. The kind of task they’re expecting to see: attack the goblin tribe, attack the kobold tribe, attack the orc tribe…essentially they attack a tribe of something, normally on behalf of a village which is too weak to defend itself from that tribe of something. For ToKiMo it was Kobolds, and the village was weak because an ancient red dragon had bathed it in flame on a lark.

The players were then able to buy equipment, explore the world around them, and eventually decided to hunt down the Kobold village. And, just like every other group before them, once they found said village, they charged it with swords out, arrows notched, and spells on lips. Here’s the fake-out part: whatever kind of creature I pit my new players against in the Generic Fake Out, diplomacy is always an explicitly stated option. The quest giver always mentions that they’d accept a peaceful resolution, but players never go that rout. New players always have a predetermined notion of what adventure gaming is, and they stick to their script.

Once the deed is done, and the players are covered in the blood and gore of the fallen monsters, I step out of character for a moment to point out to them that diplomacy would have been an option. And that while attack the village was not necessarily wrong, it was a more “neutral” act than it was a “good” one. Most often the players are surprised, having ignored the hints about diplomacy because they assumed it was just flavor text. In the future they approach the game with more attention to detail, and a realization that they have more options than the first one which pops into their heads.

I employ the generic fake out tactic for three reasons. The first reason is to give players a taste of what they expect from adventure gaming. As a GM, it’s important that I’m running games for my players which they will enjoy, but when someone has never played before, I have no idea what they’ll like and what they won’t. Giving them an adventure which (likely) fits their preconceived notions of what D&D / Pathfinder will be like is a good starting point for me to judge what works for the group, and what doesn’t. The second, and primary reason for the generic fake out, is to help new players break bad habits before they start. Tactical Infinity–the ability to attempt anything you can conceive of–is the greatest part of RPGs, but many new players don’t even realize it exists because they’re applying the same logic to tabletop games that they apply to video games. And video games always have a very small, very specific set of tactical options for any given situation. By letting them go down the beaten path, then showing them that there was an easier & better option available to them, I help open their minds to the innumerable possibilities that await them. The third and final reason is that nobody expects the handful of Kobolds who escaped to show up in a later session. And they certainly wouldn’t return with class levels, hungry for vengeance. (Spoiler: that’s exactly what happens).

Since the first ToKiMo session, I’ve tried to give the players a completely different experience every time we gather around the table. With the second game, I wanted to give Roscoe, the party’s hunter, some time in the limelight. I also wanted to introduce the party to the concepts of puzzles and traps, as well as give them another opportunity to creatively handle a village of hostile foes. So the mayor of the town they’d rescued in the first adventure came up with another task for them: seek out the wizard Mahudar Kosepske, and beg him for aid on the villages behalf.

The mayor was not certain of the wizard’s precise location, but knew that a certain herd of wild horses would run non-stop to the wizard’s location if they heard his name. This gave Roscoe an opportunity to make use of his tracking ability, first to find the herd, and then to follow it when it outpaced the party. Once arriving at the tower, Mahudar insisted on testing them before granting them an audience. The players were forced to make it through five puzzle rooms before they were able to proceed to the wizard’s chambers. I must admit, I’m always worried when I make puzzles a requirement for forward motion. If the players get stuck, the GM is forced into the position of either giving them the answer (stealing their player agency, and their sense of accomplishment), or allowing them to beat their heads against the wall until they don’t want to play anymore. Still, I decided to risk it, and the players easily made it through all 5 puzzles by coming up with some very satisfying solutions. Everyone seemed to enjoy the change of pace, so I’ll probably be including more puzzles in the future.

Finally, once Mahudar was reached, he revealed that the spell the players needed would require a specific reagent. One which would be difficult to obtain: the branch of a tree which was struck by lightning, but did not burn. He directed the towards one, and even teleported them near its location, but warned them that the goblin tribe which surrounded it viewed it and it’s fire-immune wood as a gift from their god. And also that said goblin tribe had been at war with a neighboring human settlement for generations. To their credit, my players did attempt diplomacy. They just didn’t do a good enough job of it to convince the extremely prejudiced goblins to help them. And with stealth being out the window, the players opted to simply run into the village, grab a branch of the tree, and flee like the dickens.

Shockingly, through some of the most hilarious antics I’ve ever seen at the game table, the players managed to survive.

In our upcoming game, I’m continuing the trend of giving the players different experiences with each session. While I’ll not go into specifics, the upcoming adventure includes some hex crawling, small scale combat, a mystery, a few role playing encounters, and the largest dungeon I’ve ever made for level 2 characters.

Should be good times!

Sitting Behind the GM Screen

I’ve helped a lot of new players take their first shaky steps into role playing. In fact, nearly every group I’ve GM’d has been composed entirely (or nearly so) of new players. As sessions pass, it’s always exciting to see how those new players develop. Last weekend, during his third game, one of my players absolutely delighted me by fully jumping into the role of the goblin Poog. Other players in that group aren’t quite there yet, but I saw them all become a little more comfortable with experimenting once there was somebody besides me doing voices. I’ve seen similar things occur with most groups. Some surprise me with their ingenuity, coming up with quirky uses for their spells; others develop a go-to tactic, like performing a bluff check, which they build their character’s personality around; and still others start asking me questions about what they’d need to know to be a GM.

Nearly every group of new players produces a future GM. Most of them start out with some truly terrible ideas. Their brains are caught up in the planning of things: the heroes, the villains, how events will play out, and how good will eventually conquer evil. That’s completely fine, but if you prefer the planning part of things, then write a story. I love stories! I read them, I write them, but I don’t run them as games. Games give the players choices, and when the player has real choices (or “Player Agency,”) no plan will ever remain on track for long. Being a game master is 30% planning, 70% execution.

Below I’ve detailed several important elements which help me in the execution phase of running a game. They are divided into three groups: Note Design, Table Setup, and Adjudicating the Game. I would like to stress that there are many schools of thought, and different methods work for different groups. This is just how I do things. It’s my hope that this can serve as a resource for new GMs who are still trying to find what works for them. But I would certainly welcome any comments from veteran GMs who have suggestions for me, or who would simply like to compare styles.

Note Design may sound like the planning part of the game, and it is. Having some manner of plan beforehand is helpful for most GMs. The important thing is that the plan be fluid and easy to adjust on-the-spot when the players do something unexpected. But that’s not what I want to discuss here.

What I mean by note design is the way your notes are arranged before you. Whether you keep your notes in some kind of special software, or in a word document, or in a ratty old binder like I do, it’s important that those notes can be referenced as quickly as possible. Many GMs, including myself if I’m feeling absent minded, write notes as a sort of stream-of-consciousness exercise. When your notes consist of a series of paragraphs which mix player information, GM information, and game mechanics information, things are going to go poorly. If you don’t accidentally tell your players about the secret door they haven’t found yet, then it’s probably because you’re holding the game up with your incessant note reading.

Organizational tools are your friends. If you have any adventure modules around, take note of how they arrange their information. There are clearly marked sections for things which should be read aloud to the players, all the NPC stat blocks are normally in the back of the book, and miscellaneous information is kept in sidebars. With a glance, a prepared GM can filter out what is needed and what isn’t without stopping to read. Even if you’ve never seen an adventure module, it’s not too hard to use color, font size, boxes, and bold/italic text to separate information into types. As an example, you can always put monster stats in boxes, room descriptions in red, potential NPC dialogue in blue, and dice checks in bold.

Page number references are also important. Nothing slows a game down more than flipping through a rule book. If you need to use a mechanic or spell which you’re not intimately familiar with, put a page number in the notes. That way, if you have an ogre who likes to throw people into a nearby spike pit, you have a quick note reminding you what page number the grapple rules are on. I’ve even got a rule at my table that if a player can’t give me the page number for their spell, then the spell fails.

As a final note, if you’re making a map for your game, use nonspecific notations for it, or create a duplicate with nonspecific notation. Players may want to see the map, and you may want to show it to them. Only too late will you realize that there’s a big X marked “Villains hideout” which all the players have now seen.

Table Setup is how you set the table. Just like when you were a kid, except instead of plates and forks, it’s pencils and dice.

This is my gaming table right now. It’s not the prettiest thing in the world, but it’s functional. I’d like to make note of a number of things.

  • The central part of the table, where the battle mat is, is clear. Things may be placed on it during gameplay, but it’s important to try and keep this area free of clutter. Otherwise transitioning into a battle will require you to clean off the mat first, which will kill some excitement.
  • I use a mark-able battlemat which I got for less than $20. It has paid for itself a dozen times over already. It’s a great way to create environment detail quickly for the players.
  • Everybody has space. I’ve got these nice little folding tables which I constantly find uses for. Here, each player has their own personal table for papers, snacks, drinks, books, or anything else they’ll want close at hand.
  • Comfortable upright chairs. The idea is to keep everyone comfortable enough that they don’t feel compelled to leave, but not to allow them to get so comfortable that they don’t pay attention to the game.
  • Everybody has paper and pencils. These are not just helpful, they are essential tools which are too often neglected. Players will need them to keep track of their HP, make note of temporary inventory items, or help them remember what the tavern keeper’s clue was. I always make sure to keep a couple extra pencils behind the GM screen to avoid anybody needing to take time to sharpen the pencils.
  • Notes on the PCs for the GM’s use. Aside from all the normal things a GM needs (game notes, dice, monster manual) it’s good to have a few basic notes on what the character’s abilities are, to facilitate secret rolls and speed the game along. For example, I take note of my player’s AC. That way I don’t have to ask the player if they were hit, I can simply tell them that they have been hit, thereby keeping things moving at a faster pace. It’s particularly useful to know what your player’s perception skills are. Otherwise you need to ask for a perception check from your players, and even if they fail, they now know something is up.
  • A GM screen to keep my notes and rolls private. The GM needs to handle a lot of material which would spoil the game if players knew about it, so the screen helps with that. It also, handily, contains a bunch of quick reference charts for rules.
  • Monster markers. I keep these in the little wooden box which I got them in. I actually picked these up at a garage sale a few months back, and they’ve become an indispensable part of my games. Nothing beats the look on my player’s faces as they enter the goblin village and watch me put token after token onto the battlefield.

Adjudicating the Game is the main event. You’re sitting behind the screen, the players are in front of you. To be honest, I’m always speechless for a moment when this happens. I shuffle my notes and wonder how in the world I’m going to keep these people entertained for the next few hours. You would think I’d be used to it by now, but for some reason I lose all my confidence every time I stand on the cusp of starting a new game. I tentatively read the opening lines of the adventure, often something as simple as “You were at location X performing task Y, then event Z happened and now you’re in situation S.” Then there’s a brief pause as the players wait to see if I’ll continue, and in that second I’m positive that I’ve failed. Then somebody speaks, and I respond, and I suddenly remember: I’m good at this.

There’s no trick that makes you a good game master. There are lots of tricks which help to make you a great game master, but being a good game master is more a matter of philosophy than it is of method. A good game master recognizes that he or she is there to facilitate a fun game for the players. Such a GM realizes that their own fun is contingent on whether or not the players are enjoying themselves; and that the player’s fun is likewise contingent on the GM putting the player’s enjoyment before his or her own. This means letting the players drive the game with their actions. The GM should never have an ‘agenda,’ should never want a certain event to happen so badly that they manipulate the game towards that end.

Improvisational skills are extremely important in this regard. It is a universal law that players are unpredictable. The only way to combat their unconventional thinking is to think just as unconventionally as they do. And since you’re the GM, you’ve got to do it a great deal faster than they do. If they miss your clue about the evil cult hiding in The Gilded Goblet, and instead head to the local brothel to look for clues there, then by the time they arrive you should already know which of the women within is secretly a succubus who kidnaps her clients to serve as sacrifices for the cult.

I could go on for pages about other skills which have improved my GMing at the table, but most of those skills deserve their own post, and will get it someday. For now, I’ll end with the three cardinal rules of being a good GM which I’ve learned.

  1. Frequently look around the table to make sure everyone is having fun. If a few people aren’t, try to engage them in the game. If nobody is, change your approach completely.
  2. If something is holding your game back, identify it, and figure out how to overcome it. Always be critical of yourself in a positive way.
  3. Never, ever, stop looking for ways to improve the way you manage your gaming table. Blogs (such as this one) are a great resource in that quest.

We Be Goblins! (You Be Food!)

“We Be Goblins!” is a charming little Pathfinder module which Paizo has made available as a free PDF through their online store. I printed out a copy a month or so ago, and thoroughly enjoyed reading it. Despite the short length of only 16 pages, there are some remarkably charming touches which make this module memorable for me. The adventure is well designed with a good mix of challenges for the players. The pregenerated characters are interesting, and developed well enough to give players a baseline to role play from without being constricting. There’s a good sense of humor throughout the adventure as well, with a number of catchy songs scribbled in the margins. I must admit, I’ve recited a few of them to myself while driving. They are quite catchy:

We be Licktoads! We Make Raid!
Put the longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!

Cut the parents into ham,
Smush the babies into Jam,
All the rest in pot get stewed,
We be Licktoads – YOU BE FOOD!

Which brings me to one of the biggest draws to this module: playing as evil goblins. Players have never been prevented from playing as evil characters, or from playing as goblins; the Monster Manuals and Bestiaries even have racial traits for goblins which players could use if they liked. But as I’ve discussed in the past, while not forbidden it’s certainly not encouraged. Despite that, something about Pathfinder’s version of goblins has caught hold of players. As any sensible company should, Paizo is cashing in on that with a number of products. The artist who designed Pathfinder’s Goblins can be thanked for that, I think. He or she somehow managed to take the most generic-of-the-generic fantasy monster, and reinvent them into something which is both classic and novel, adorable and terrifying all at once. The song above is a testament to all four seemingly contradictory traits.      

On a lark last weekend, I decided I wanted to see how this adventure played at the table. What’s more, I wanted to do it with enough people for all four of the pregenerated characters to be in play. So during the week I conferred with the players from two of my gaming groups. Remarkably, each of them had Saturday free. Considering how difficult it can be to get either group together for a game, I thought it might be a titanic effort to get both together at once. But everybody was open to my first suggested date and time. So this morning I got up, cleaned my apartment, and was going over my notes just in time for people to start arriving.  

The opening of the adventure is somewhat wordy for my tastes. My rule of thumb is three paragraphs. If I’ve got more than three paragraphs to read before the players get to start taking action and making choices, then I edit down. I may pride myself on my writing, but my friends didn’t make room in their busy schedules to listen to me read aloud. They came to play a game. All the same, the introduction didn’t go off too poorly. The players got a good sense of who and where they were. But to be honest, if I were to run it again I think I would cut a lot of the introductory crap and jump into the bonfire as quick as I could. That’s where the game really got moving.

After the goblin leader provides the PCs with their mission in the opening scene, the tribe has a bonfire celebration to, as cheif Gutwad says, “burn bad luck away from [the PCs].” Essentially it’s a big rowdy goblin party in honor of the PC’s upcoming quest. Here, I think, would have been a much better place for a lot of the exposition which happened at the start of the adventure. Rather than have the goblin chief tell the players to avoid the creature known as Lotslegs Eat Goblin Babies Many, the PCs could have overheard frightening stories about it from other goblins during the feast. But this is a minor nitpick at worst.  

The content of the bonfire are four “dares,” as the goblins call them. To test the bravery of the PCs, the tribe presents them with challenges. If they succeed, they are rewarded with the right to borrow a few pieces of magical gear. If they fail, or refuse the challenge, they are mercilessly mocked. I must admit I was somewhat worried that this was the kind of thing which sounded good on paper, but wouldn’t work out in play, but I was wrong. It was during this more lighthearted, role-playing heavy activity that my players really started to get into their characters. I’m not often fortunate enough to have excited, in-character conversations going on between players. More on that later.  

My players ended up succeeding at each of the four challenges without much incident. It was then that I began to realize that the pregenerated characters were extremely overpowered. I honestly cannot comprehend how the rogue managed to have a +16 to his stealth check at level 1. [Edit: Okay, I see. The Goblin size bonus, and the Goblin racial bonus, stack.] This ended up detracting from the game somewhat, as I never really felt the characters were in real danger. Though, in fairness, I did significantly reduce the difficulty of each of the challenges. Not to make things easier, but simply because I can’t make it seem exciting to ask players to make a DC 15 ride check three times in a row.    

In the morning, the players set off on the grand one mile (1/6th of a hex) journey to the grounded ship marked on the treasure map, and the cache of fireworks it held. They were nearly there when they were accosted by Lotslegs Eat Goblin Babies Many, a giant spider who hungered for goblin flesh! Two of my cowardly players hid from the beast, the rogue succeeding at doing so despite the bells which another player had secretly attached to her clothes. The fight was brief, with minimal damage on the part of the players. Considering that this is probably the second most difficult fight in the adventure, I was somewhat disappointed in how quickly the spider was felled.  

From there, the players moved on to reach the ship. And that is where things took a turn for the awesome. One of the four goblins is a cleric named Poog. According to his character sheet, Poog is ashamed of being one of the worst animal riders in the clan. The character sheet also says Poog is brave to the point of being overconfident. So when Poog was acting as a scout into the the muddy area surrounding the ship, and was charged by a rabid horse, Poog’s immediate response was:  

“POOG WILL RIDE HORSE!” Complete with my player’s best goblin voice.

As it turned out, Poog failed to mount the charging beast, but managed to deal it a crushing blow by bracing his javelin in the mud when the horse came around for a second charge. From there on in, the events of the game took a back seat to the hilarious role playing exchanges between the characters. The woman playing the aforementioned rogue took it upon herself to goad Poog on. She heaped insults onto him, and quickly discovered that there was nothing she couldn’t get Poog to do by simply telling him that he wasn’t good enough to do it. And all of this simply goaded Poog onward, culminating “POOG CAN RIDE ANYTHING!” being shouted several times. In one combat, Poog and the Rogue actually took turns mounting and pushing each other off of a very confused dog which the other two party members were desperately trying to kill.  

The climax of the adventure came when the four goblins were attempting to flee the ship with their firework booty. Just as they were about to escape, they were accosted by Vorka, the goblin cannibal whose fireworks they had just stolen. She had cast Spider Climb on herself before the party reached her, so her first action in combat was to walk up the vertical mast of the ship high enough so that melee attacks couldn’t reach her. Unfortunately, this prompted Poog to remember that he’d earned an Elixer of Dragon’s Breath during the bonfire challenges. Before the rest of the party knew what was happening, the mast was on fire, and Vorka was quickly jumping down onto the deck to avoid the flames.  

The rest of the adventure proceded entirely without incident. Vorka’s rolls were so terrible that she was killed without much of a fuss. And despite my attempt to destroy the player’s fireworks by having the chest catch on fire, they were all dexterous enough to get the prized explosives to safety before they were ignited.  

Having now played through it, “We Be Goblins!” is an entertaining way to spend four hours. It suffers significantly from lack of challenge, though. When I run a one-shot game such as this one, my expectation is to see one or more players lose their lives. Since they’re never going to play these characters again anyway, what’s the point of coddling them? This failing is particularly bad since the game comes with its own pregenerated characters. If they knew how powerful the PCs would be, why couldn’t they make the adventure a little tougher to give it the edge it was missing?  

I must reiterate that it was fun, though. It brought my group together and gave them a situation which they had a lot of fun with. I’d be a little wary of starting up yet another campaign, but I’m pretty sure everyone agreed that it would be fun to return to those characters (and that group) again someday.  

Maybe I’ll run them through an edited version of The Sunless Citadel next…

Deadly Dungeons: Scholomance Part 1

It may be seen as a black mark in the tabletop gaming community, but I spent several years as an avid World of Warcraft player. For all its flaws, the game is damned good at being what it is. My favorite game activity was Instancing, or dungeon-delving to use the tabletop terminology. My favorite dungeon in the entire game, bar none, is Scholomance (Naxxramas being a close second). Before the numerous nerfs it has gone through over the years, it had everything I love. The grim undead motif, the unique challenges presented by each room, the numerous bosses, involving quest lines, and compelling lore all combined to make Scholo perfect for me. I’ve probably logged more hours inside Scholomance than I have in any other five instances combined.

So much do I love Scholomance, that a couple years back I sketched down the map, wrote up some quick stats for the various monsters and enemies found within its halls, and ran it as a D&D dungeon. The short session was a blast, and ever since then I’ve been determined to put more detail into the dungeon so that it can serve as the centerpiece for a truly challenging adventure. The project is a large one, though, so I’ve broken this post into 3 parts which will be put up over the next few weeks. Part 1, which you’re reading now, will include the maps, and room descriptions. Part 2 will cover monsters, enemies, bosses, and treasure found withing Scholomance. Part 3 will cover role playing details, as well as several of the quests which can be done in Scholomance.

As a disclaimer before I move on to the content of the post, not everything is precisely as it can be found in World of Warcraft. Scholo has changed a lot over the years, and here I’ve combined my favorite elements from all of Scholo’s long history. Additionally, since [Tape of Measuring] never drops for me, some of the rooms may be scaled incorrectly. I’m confident, however, that this does not adversely affect dungeon design whatsoever. Finally, I have not included Caer Darrow island, or the mansion which leads into scholomance. If I do include them, they will likely be altered to fit into my game world, and be found in part 3.

Without further ado:

Scholomance B1-1

B1-1 A: The descending stairs are made of dark stone, lit only by torchlight. Dusty skulls and rib cages are strewn sparsely on the landing. Rats and other vermin occasionally scuttle in and out of view.

B1-1 B: The stone stairway gives way to a wooden platform edged by deteriorating railings. The room extends ten feet beyond the platform, and the walls are densely packed with burial drawers, many of which appear to have been forced open. Elaborate candelabras, and skull-laden chandeliers light the room, and an iron gate across from the entrance leads into the next. Four armored skeletons guard the way forward.

GM’S Note: If the players look over the edge of the railing, they will be looking into room B2-1 E

B1-1 C: This is a balcony looking over a large room below. (GM’s Note: Room B2-1 A) A stairway on either side of the balcony leads down into the room below.

Scholomance B2-1

B2-1 A:Five large chandeliers and numerous candles light this massive library. Book shelves of varying sizes are spaced along lower walls, while stone shelves containing mummified remains dominate any wall space too high to be reached. Under the stairs in the south of the room is an alcove with a balcony looking over another room below. (GM’s Note: Room B2-1 E) Necromancers and undead gather around tables, or in the large open space in the center of the room, discussing hells-knows what. A succubus wanders amongst them, as if overseeing their conversations.

B2-1 B: More bookshelves boarder his low-ceilinged room. Six small pits in the stone floor are filled with the remains of numerous dead creatures. Around the pits stand small groups of necromancers–a teacher and one or two students. Two armored skeletons and a drider patrol the room.

B2-1 C: Stairs lead down to a small wooden platform which opens onto a small balcony extending from the cliff face. The balcony overlooks the lake below. A large iron bowl rests on the balcony’s edge, without any obvious purpose.

GM’S Note: Pouring the blood of an innocent into this bowl summons Kirtonos the Herald, a powerful vampire.

B2-1 D: The walls of this massive room are covered in stone shelves, many of which still contain mumified remains. Others have been converted into storage for books, potions, scrolls, or candles. Various bookshelves have also been set up around the room. On the north side of the room, two alcoves end in balconies which look over another room. (GM’s Note: Room B2-1 E) Here, again, groups of young necromancers converse with each other, and with their undead tutors. A skeleton the size of a hill giant patrols this room, along with three skeletons in more ornate armor than those in previous rooms, and a drider.

GM’s Note: The southern door is covered behind a tapestry. When the players walk past it, a number of rats should scamper out from behind the tapestry. Perception DC 15 to notice that the rats seem to come from nowhere.

B2-1 E: This room is a teeming pit of mindless undead. Simple skeletons, zombies, and ghouls jostle each other as they aimlessly wander within the confines of this room. A drider walks amongst them, acting as shepherd to the horde. A heavy portcullis blocks access to a chest in a small alcove on the east side of this room. The door on the east side is thick, and has an ornate lock on it.

GM’s Note: Rattlegore has the key to the heavy door. Lockpicking DC is 35. The portcullis can be raised by finding the secret torch lever in room B3-2. Lifting it is nearly impossible, requiring a strength check of 32.

Scholomance B2-2

B2-2 F: The floor in this large, open room is uneven, sloping gradually downwards towards the east. Like every room, the floor is covered with dusty bones and broken coffins. Dozens of student necromancers stand or sit around the room, listening to an elaborately robed skeleton give a lecture on the effects of negative energy on dragons. The skeleton stands on a raised platform filled with bookshelves, and tables covered in scrolls and urns. In the shadowy corner of the platform stands an armored zombie wielding a large sword.

B2-2 G: Bubbling cauldrons and tables filled with steaming beakers fill this room. There are fewer students in this alchemical laboratory than there are in other rooms–only three groups, each guided by a professor. Four large glass cylinders filled with green liquid hold the floating bodies of various undead creatures. Tables with straps obviously intended for humanoid creatures are positioned around the room, though none of them are presently occupied. At the far end of the chamber, surrounded by hundreds of candles, a lich in ornate robes paces.

B2-2 H: This room is filled with newly hatched dragons, each fluttering unstably on untested wings. All of the have a pallor which leads you to believe they must be quite ill, but this does not appear to concern the three handlers which patrol the room. Unlike most rooms and corridors within this crypt, no bookshelves line the walls. However, every 5 feet there is a recess in the wall, with a hole dropping into the room below.

Scholomance B3-1 & 2

B3-1: Heaping piles of bones fill this dirt-floored room. Most of the piles are situated under the holes to the room above. In the center of the room is the largest pile, reaching almost to the ceiling. Bone constructs with crude blades instead of forearms mill about the room. Atop the central bone heap stands the largest of the constructs, twice the size of the others, mindlessly overseeing the wanderings of his subjects.

B3-2: This room is devoted to shelves for the dead. There are even three rows of open shelves which separate the room into four “aisles.” Unintelligent zombies and skeletons wander between these aisles in groups. A small alcove on the far side of the room is filled with hundreds of candles. Within, a single spectral woman in noblewoman’s robes reads from a book.

GM’s Note: One of the torches in this room, near the alcove, is a lever. Characters with 5 ranks in Knowledge(Architecture) are entitled to a Perception check DC: 20 to notice that the sconce for the torch seems to hang oddly on the wall. Pulling it opens the portcullis in room B2-1 E. If a character reads the book which the spectral woman is reading, they will find plans for a bag of devouring.

Scholomance B3-3 & B4-1

B3-3 A: You emerge onto a walkway surrounding the edge of a two-level room. Like many rooms before it, the walls are covered with open shelves displaying mummified remains, while the walls below the walkway are covered in burial drawers. Six rooms can be accessed from this one, with each doorway marked by a raised portcullis.

B3-3 B: The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Dozens of zombies fumble and bump into one another there. At the far end of the room, standing stock still in a small nook, is one zombie which seems somewhat amused by the poor motor skills of his brethren.

B3-3 C: The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Bloody meat hooks hang from the ceiling, and stone tables covered in rotting carcases give off a horrible stench. Half a dozen ghouls pace across the blood stained floor. Across the room, with his back to the entrance, stands a man garbed in scarlet skillfully hacking a corpse to pieces with his meat cleaver.

B3-3 D:The entrance of this room is 10ft above the rest of it. Twin sets of stairs allow access to the pit below. Eerie purple flames in braziers around the room cast unsettling shadows. Three groups of necromatic pupils are gathered here, guided in their studies by a strikingly beautiful elven woman.

B4-1 A: (See description for B3-3 A)

B4-1 B: Stairs at the entrance of this room descend into water which is about a foot deep. Several sarcophagi rise above the water, and four skeletons wielding staffs and wearing robes pace amongst them. Across from the entrance, another set of stairs rises into a small alcove, where a spectral woman stands, as though waiting.

B4-1 C: A large sarcophagus dominates this room, flanked by two armored skeletons. On either side of the sarcophagus are stairs which lead down into water which is about a foot deep. Numerous smaller sarcophagi rise above the water here. Amongst them stands a man with pale skin and sunken eyes wearing full plate armor, and wielding a massive sword which glows blue. He is flanked by two armored skeletons.

B4-1 D: Five sinister looking skeletons, each with bones of an unusual hue, paces about this room. Behind them stands a hunched corpse golem, with skin as pale as snow, and powerful arms hanging at its sides like battering rams. Three 10x10ft sections of this room are lower than the rest of it, and covered under about a foot of water. A handful of Sarcophagi dot these low areas.


And there are the maps & room descriptions for Scholomance. I’ll be working on parts II and III, and you can expect to see them in the coming weeks. If my spelling or grammar errors are particularly egregious today, I apologize. Preparing this post has been more draining than I might have expected.

My GMing Methodology for The Ascendant Crusade

Me: “The mass of shambling undead have been largely dispersed, and the townspeople have taken refuge in the buildings which Morrie didn’t set on fire.”
Morrie: “I said I was sorry!”
Me: Jashel has managed to fell the strange creature which appeared to lead the attacking force.
Jashel: “I loot the body.”
Me: Aside from the greatsword which it used to attack you, there’s nothing here but bones, meat, and a white tabard depicting two hands holding an eye between them. Jashel, do you have the Knowledge(Religion) skill?”
Jashel:“Nope!”
Me: “Then roll a wisdom check, please.”
*A twenty sided die clatters across the table*
Jashel: With my wisdom modifier, that’s 12.
Me: “That’s enough for Jashel to recognize this symbol as similar to one which you’ve encountered in the past. The Cult of Vecna uses the same hand-and-eye motif. However, they only use one hand while this uses two. You also notice that one of the hands is distinctly smaller than the other.”
Morrie: “…fuck.”

The skills which a game master must cultivate are many. At the table they must be quick improvisors, skillful arbitrators, cunning liars, and more descriptive than an erotic novelist; among other things. But it is when a GM is away from the table that they must become the architects of whatever fiendish danger their players will soon face.

There are countless approaches to constructing a game session. I would guess that there are at least as many as there are Game Masters, and probably more. I’ve never met a GM who didn’t have his own thoughts about how things should be done, and I’ve rarely met a GM who used the same methodology every time. The task requires an ambitious and creative individual. Most just aren’t interested in doing things any way but their own. Nor should they be.

One of the two major campaigns I’m running at present is titled The Ascendant Crusade. Not everybody titles their games, but I do just so I can label my binders with something. The Ascendant Crusade has been running since about 2009. It started as an online game played with members of my World of Warcraft Guild. After a hiatus lasting through 2010, half the players didn’t want to return to the game, and the other half lived near enough for us to start playing around a table.

There are a number of different facets to the way I approach The Ascendant Crusade, so I’ll begin with the one which has the most affect on session-to-session design: the big bad evil guy, or BBEG for short. I won’t say too much about the specifics of my BBEG, because my players read this blog, and as of now he’s still an unknown player. And I use the word “player” very deliberately.

From the very first session, I had a plan for what I wanted the players to come up against in the final encounter of the game. However, as all good game masters know, guiding your players towards a specific end point is one of the cardinal sins of running a game. So I didn’t treat the endpoint as my goal. But, rather, I made it the BBEG’s goal. Ever since the first session, I’ve treated the BBEG as though he were a hidden player. He succeeds and fails in the background of the game, and I make sure that his plots never exceed his current resources.

Even in that very first game, back in 2009, my players lives began intersecting with his plans in ways which I did not foresee. Largely because my players forced me to continue the game for four hours after I ran out of planned material, and I had to quickly improvise something interesting for them to stumble into. Let that be a lesson for anyone who thinks improvisation skills are overrated. The group continued to encounter his plots as they traveled through the world, but thankfully never uncovered the grand scheme which wove everything together.

Which isn’t to say they never had a chance. I’ve left dozens of clues and dropped several large hints over the years. Sometimes I thought I was being so transparent and obvious that they would surely find my BBEG out, but he always remained safely outside of their awareness. Once, the PCs even encountered the BBEG in the middle of something extremely incriminating. I thought I was caught, but I made up a feeble and obviously false lie to try and get out of it. And it worked.

Let that be a lesson to any GM who plans an entire game around their players finding and correctly interpreting a single clue. Players need a little more help than that.

Being discovered is not a problem anymore, fortunately. The snippet of gameplay I began the post with occurred two sessions ago. It was the BBEG’s little way of saying “you missed your chance.” After years of planning, he doesn’t really need to hide any longer. From here on out their only hope is to disassemble the infrastructure he already has in place, if they can even find it.

Corruption is another theme which has played a major role in my adventure design throughout The Ascendant Crusade. Dungeons and Dragons is a game of very clear ethics. Good and evil are active forces which drive the actions of those devoted to them. Villains are rarely nuanced and complex characters with understandable justifications for their evil deeds. They’re just plain evil. However, evil being obvious, and evil being attractive, are not mutually exclusive. Attempting to corrupt the PCs by making evil attractive to them has been a hallmark of this campaign.

My notes for the first adventure are actually split into two parts. At the start of the game, a bandit approaches them and offers them a fair share of the booty if they help his gang attack a wealthy caravan. After that, half of the notes are for if the players accept the offer, and half are for if they refuse. As it happened, most of them refused the bandit’s offer (long story), and eventually killed him and disbanded his band. But I made it clear from the outset that the path of the hero was not the only one open to them.

In later games, I tempted them with magic items. My favorite among them was when I allowed the chaotic good cleric to find a greatsword (her weapon of choice) which was far beyond her level in power. It was called “The Bite of Reason,” and aside from its attack bonus, it could be used to instantly rust away many common metals. The drawback was that the item was intelligent, and strongly lawful neutral in alignment. So in exchange for this powerful weapon, the cleric was forced to engage in a battle of wills anytime she wanted to subvert the law in the name of good. If I recall correctly, it was one such battle of wills in mid-combat which caused her to lose an arm whilst fighting a lich.

This is just how I run The Ascendant Crusade, though. I’m also running one other major campaign and a third campaign which is relatively low key so far. Each one of them uses a completely different approach. Not so much because my players need it, but because it’s fun for me. Trying new things is one of the best parts of being a game master.

Pathfinder House Rule: Simple Experience Points

As a Game Master, I have always hated experience points. It is one of the most frustrating and poorly designed aspects of many role playing games. Including my beloved Pathfinder.

I understand function of EXP, and why it’s valuable. Players enjoy being rewarded for their work, and (along with treasure) experience points are the most direct and tangible form of reward in an RPG. Watching the number of accrued XP grow larger and larger, bringing a character ever closer to the threshold of the next level, is not only encouraging, but it gives players a sense of control over their own progression

For the GM, though, it’s nothing but a pain in the ass. Every encounter in the game needs to have an encounter level applied to it. Each encounter level is modified by the variables in combat. If the giant slime had a challenge rating of 6, and each of the two dozen skeletons had a challenge rating of 1/2, what was the encounter level of the combat? Should the characters gain more experience because the floor was covered in pit traps? Should they gain less because they have that powerful magic item which kept the giant slime pinned down for most of the combat? Should the total amount of experience gained change if the players find it unexpectedly more or less difficult than the GM expected they would?

I don’t shy away from using a complicated system if I can be convinced it needs to be complicated. But experience gain never struck me as having that kind of need. Almost every game I’ve run as a GM has used a kind of ad hoc experience distribution system. I look up how many experience points are needed for the characters to reach the next level, and I give them whatever percentage of that number which I feel like they’ve earned. Most of the time I base that percentage on what speed of progression is optimal to keep the players in-step with events in my game world, rather than basing it off of challenges they have overcome.

At best, the method I’ve been using make experience points redundant. At worst, my method reduces player agency. It’s an arrangement I’ve never been happy with, but not one I never thought of a good solution to. Maybe I was just being dense about it, though, because the solution seems damned obvious now.

Last week during my morning blog reading. I found this post over at Blog of Holding. According to Paul, Dungeons and Dragons 4th edition is normalized so that each level requires roughly 10 encounters to reach. So, instead of bothering to calculate large XP numbers, Paul simply gives his players 1 experience point for every encounter, and once they reach 10xp they get to level.

I immediately fell in love with the simplicity and elegance of the system. But, not wanting to rush into things headlong, I ran the numbers for Pathfinder’s own leveling graph. My formula was simple:

[(Amount of XP required to reach next level) – (Amount of XP required to reach previous level] * (XP awarded to a character in a party of 1-3 when overcoming an encounter with a CR equal to the Average Party Level.)

This should produce the rough number of combats required to reach each level. While it is possible to raise or lower this number by having more members in the party, or dealing with encounters with a CR above or below the APL, this should provide a reliable average.

Since Pathfinder provides groups with slow, normal, or fast leveling progressions, I punched in the numbers sixty times, and lo and behold, the numbers are consistent.

Slow progression levels every 22 encounters, normal progression levels every 15 encounters, and fast progression levels every 10 encounters. I have to admit, as the results started to become apparent, I started to get angry. It seems ridiculous to me that leveling is actually based on such an exceptionally simple system, which is hidden behind needless layers of complexity. I can understand that large XP numbers are perhaps more fun to talk about, but couldn’t they have let GMs in on this? Knowing would have saved me a lot of work.

Having now shown that leveling is simply a function of the number of encounters players have overcome, I will now be using a modified version of Paul’s Simple XP House Rule in all of my future Pathfinder games:

At slow progression, each level requires 44 experience points.
At normal progression, each level requires 30 experience points.
At fast progression, each level requires 20 experience points.
Characters receive 1 experience point for: overcoming an easy battle; escaping from a difficult battle or boss battle; overcoming a non-combat challenge such as a trap, or diplomatic negotiation; other misc tasks the GM would like to offer rewards for.
Characters receive 2 experience points for: overcoming an appropriately leveled combat encounter.
Characters receive 3 experience points for: overcoming a very difficult encounter or boss battle, or completing a major task such as saving a kingdom.

The major difference between my system and Paul’s is that while his system converts the number of encounters into the total amount of required XP, I doubled the number of encounters to get the amount of required XP. This allows for more more nuanced experience rewards. The baseline for most of the experience most characters will receive is 2, which means that the average number of encounters will remain unchanged. Characters who only fight monsters appropriate for their level will still reach a new level every 22, 15, or 10 fights.

However, with my variation on the system, a GM is better able to reward players for more minor actions. Something like successfully disabling a complicated trap, using stealth to avoid a ferocious band of orcs, or convincing a band of marauders that it’s not in their best interests to raid the village which is under the PC’s protection. I’ve never liked RPGs which punished players for skillfully avoiding combat. As a guy who likes to play rogues who rely heavily on stealth, I’ve experienced this in essentially every class based video game I’ve ever played. It’s just poor design.

Let me know what you think. I haven’t actually play tested this system yet, so I’m sure I’ll have cause to update it eventually.

On Zalekios Gromar, and the Undervaluation of Evil Campaigns

Everybody who plays RPGs is familiar with the harm that religious zealotry can cause. Thankfully, the general populace’s opinion of role playing has largely shifted from “satanic” to “dorky” in recent years. But as a person who had to hide his Player’s Handbook from his parents as a teenager, no one is more aware than I that this prejudice still exists. There are people, a lot of people, convinced that role playing games are the first step on the road to virgin sacrifice.

I suppose they’ve almost got it right. But it’s not “virgin sacrifice,” it’s just “virginity,” amirite?

Taking that into consideration, it’s only prudent that Dungeons and Dragons has spent a long time avoiding the subject of evil PCs. Player Characters are good almost by definition, and the evil alignments only exist as labels for NPCs. There are other games which are not quite so shy about evil, such as World of Darkness, but they have that luxury only because most people are unaware that there are pen and paper rpgs other than Dungeons and Dragons.

Even the excellent Dungeons and Dragons 3.0 book “The Book of Vile Darkness,” which was labeled with a sticker marking it as containing mature content, skirts the issue of evil PCs. It presents itself solely as a tool for GMs, to help them create truly vile villains for the truly heroic heroes of their gaming group. Though, to give credit where credit is due, I still think publishing the book was a courageous move on the part of Wizards of the Coast, and I applaud them for that–even if they did avoid a few issues I would have liked to see addressed. Publishing a book which covers topics as controversial as cannibalism, slavery, and incest had the potential to generate a lot of bad press. I like that Wizards of the Coast had enough respect for their product, and for their customers, to risk that.

Yet still, the very concept of evil PCs is relegated to a three page appendix in a 191 page book. Which saddens me, because I love evil PCs.

Who hasn’t imagined what it would be like to break the rules? To take what you want, eliminate those who frustrate you, or even force the world to march to the beat of your own drum? It’s only natural to think about these types of things. Musing about how nice it would be to punch a cop in the face while he’s giving you a speeding ticket does not make you a bad person. It just makes you a person. If anything, it’s a coping mechanism to deal with the sense of powerlessness being at a cop’s mercy can cause.

There is nothing wrong with playing the bad guy in a pen and paper role playing game. Nothing wrong with capturing damsels (male or female) rather than saving them. Nothing wrong with stealing the quest reward rather then earning it. Nothing wrong with constructing a fortress of evil, rather than raiding one. Of course, it’s important that everyone at the table be comfortable with the content of the game. Topics like rape, slavery, or racism should be verboten in groups where they would make others at the table significantly uncomfortable. However, villains exist in any D&D game, so any table should already have an acceptable level of villainy established.

Allow me to introduce you to Zalekios Gromar.

Zalekios is a level 12 gestalt character, with four levels of Hexblade, ten levels of rogue, and ten levels of warlock. He is the most chaotic evil motherfucker in the room, and that’s true even if he’s in the same room as Orcus. He’s committed every depraved deed you can think of from conceiving a child with the same succubus which gave birth to him, to using that child’s bones to fashion a sword. He is a murderer, a slaver, a cannibal, and a rapist. He is a highly intelligent sociopath with a penchant for taking unnecessary risks just to further pain those who cross his path.

He’s been my player character for half a decade now.

I was in Highschool when I first rolled up his stats. I only had one friend who shared my interest in D&D at the time, and as the more experienced player he did all the GMing. Sometimes his girlfriend would join the party, but most often it was just him and I. After playing several of the traditional hero types (like Tarin the Half-Elf rogue, or Xunil’Nerek Sharpedge the Illumian Fighter), I got it into my head that I would very much like to play an evil character. I had read about the Vasharan race in the Book of Vile Darkness–an entire species of pure sociopaths intent on killing the gods themselves–and I wanted in.

I won’t bore you with the details of a campaign which has lasted five years or longer. To be honest, a summary wouldn’t sound all that different from the summary of a normal D&D game. I fought an ancient civilization of phase-shifted trolls, infiltrated a magic college, explored a castle which sank beneath a lake in ages past, foiled a plot to trick two nations into going to war with one another, killed a dragon, and established a stronghold. Zalekios has even been taken through at least one published adventure (the Standing Stone) without completely breaking it. The only thing which really changes is an evil game is the motivation and the methodology.

Allow me to use a recent game as an example. For reasons unknown, the plane of fire intersected with the prime material plane. A rift was torn between the two dimensions, and now a large area of land which was once peaceful planes is a flaming hellscape. I don’t know yet how it happened, but when it did happen it burned down my secret apartments within the city. So, thus enraged, I set out to see what was up, and what I found was a tower filled with fire-breathing goblins.

Now, Zalekios had decided recently that he wanted to acquire some minions. Conquest was starting to sound good to him in his old age, and subduing a tribe of goblins seemed like a good first step. So what did Zalekios do? He kicked in the tower’s doors, melted the faces of the goblins which got in his way as he ascended to the top of the tower, and confronted the goblin king. Zalekios waited until a large number of the goblins had rushed to their king’s aid before cutting the king’s head off, picking it up, and taking a bite out of it as though it were an apple.

I then stood up at the table, and (blatantly ripping off a game I’ve never played) shouted “I am the blood god! Bring blood to the blood god! Brings skulls for his skull throne!”

This serves as an excellent example of how an evil game can function. Allow the player’s to revel in their bloodlust. Give them motivations like rage and vengeance to get them started on their adventures, and allow them to further their own evil schemes within the context of the greater storyline. The GM which runs Zalekios’ game does a good job of this, even if he does constantly complain about how difficult Zalekios is to plan for. I’ve promised him my next character in ones of his games will be a paladin named Kronus Mountainheart to make up for it.

Despite spending five years inside the head of an imaginary sociopath, sometimes to the point of excitedly shouting his evil proclamations at the table, I think I’ve become a better person rather than a worse one. It’s difficult to point to moments in time and identify them as when you became ‘more ethical.’ However, it’s only since I started playing Zalekios that I came to acknowledge and confront the fact that I carry a lot male/white/heterosexual/cisgendered privilege. I would call that an ethical step forward.

In closing, I’d like to offer a lists of “evil campaigns” which I’ve come up with. I’ve actually got a notebook filled with potential plots for future campaigns which I’d like to either run or play in someday. Evil ones probably make up about 25% of those. (Note that all of these below are for D&D/Pathfinder unless otherwise noted)

Band of Thieves The PCs would all play the role of thieves, and each adventure would be focused on stealing some item or items. At low levels they might simply be knocking over taverns or shops for money, but they could eventually build up to stealing great pieces of artwork or even the crown jewels.

Band of Assassins Much like the band of thieves idea, but rather than the object being the theft of items, the adventures would focus on killing people. At first perhaps they’re merely contracted by a jealous wife eager to have her cheating husband out of the picture. However, as their levels rise they could find themselves in the middle of political intrigue, or plots to usurp the throne.

Urban Vampires There are games specifically designed for the players to be vampires, but I would very much like to try it in Pathfinder. Vampires have such a unique blend of limitations: inability to go into sunlight, inability to cross running water, inability to enter buildings without an invitation, etcetera. I would love to throw all those restrictions at players, and watch them try to survive and flourish in a town. Particularly one in a setting where everybody knows monsters exist, and there are many out there eager to fight them.

Slavers Touchy as the subject may be, slavery is a reality in many D&D style games. And where there’s slavery, there is the slave catcher. Someone who needs to find people which can be taken without being missed–or who needs to be able to fight off those who miss them. Adventure variety could come from certain kinds of slaves being needed (such as ogre slaves for a large construction project) or re-capturing a specific slave which has escaped.

Pawns on the Overlord’s Chess Board I actually did start running a campaign based on this idea once. The PC’s boss is Dark Lord Evilguy, and he needs them to further his goals so that he might achieve the world conquest he’s so long desired. What’s great about this is that it’s just as open-ended as a standard campaign. While good heroes fight goblins to save small villages, these PCs would fight the small villages and tell the local goblin tribe to start sending tribute to Mount Scaryhorror.

BBEG* in training The PCs start at level 1. Their only task: to conquer the world. They could choose any method they find preferable. Perhaps they’ll construct an elaborate plan which is undetectable by the forces of good until its too late. Or, perhaps, they’ll immediately set out to conquer one small village at a time.

Imperial Navy This is for the old West End Games D6 Star Wars game. I don’t have much of a plan for it really, but I would really love it if all of my PCs were members of the Imperial Navy. TIE fighters, Star Destroyers, and greasing rebel scum. That’s the life!

There are more, but I think that will do for now. Thanks for reading.

*(You may see this on the blog from time to time. It means Big Bad Evil/End Guy)

Non-Digital Random Map Generation

As I mentioned in a post earlier this week, I like to generating things randomly, and that includes maps. However, despite being heavily invested in technology in most areas of my life, for some reason I prefer to keep it out of my gaming. I’m not quite sure why, but there is certainly a kind of tactile pleasure I derive from scratching pencil against paper to create stat blocks and adventure notes. I may occasionally write up character sheets in Open Office, or experiment with tools like Hexographer; but I do my best to minimize my reliance on computers. At least where RPGs are concerned.

Below I’ll be detailing the various methods I’ve devised for randomly generating maps by hand. I would like to preface this, however, by saying I’m far from an expert on map making. There are GMs out there who’ve blown my mind with the amount of realism they’re able to bring to a map. Anybody interested in making really good maps should check out Trollsmyth‘s hex mapping posts, or the Cartographer’s Guild. There you can learn how to make good maps. This is just about how to make random maps.

With that out of the way, lets get started. Here’s a picture of my current campaign world to provide a sense of what results might look like:

And here’s a close up of the primary continent, which my group hasn’t ventured off of yet:

All of these were created using the Paper Drop Method, which requires just a few very basic tools I was able to gather from around my apartment:

1) Two sturdy surfaces of even height, like two chairs.
2) A sturdy piece of glass. I pulled the door off of an old stereo cabinet for mine.
3) A good lamp which can be moved around without much trouble.
4) Paper. If you don’t have this, you may be in the wrong hobby.

Once you’ve got these items, place the glass across the two sturdy surfaces, and position the lamp underneath the glass, facing upwards towards it. Congratulations, you’ve constructed a tracing table! It’s not fancy, but it’s effective.

I’m unable to take a photo of a tracing table at the moment, however you
can see one on the right side of this old photo of my workstation.

At this point, rip up a few sheets of paper. The pieces should be relatively small, but not so small they become a nuisance. I would so no bigger than a palm, no smaller than a fingernail. Try to vary the shapes as best you can as well. Squares, triangles, circles, long pieces, squat pieces, any shape which strikes your fancy. Continue tearing up paper until you’ve got a nice little pile of it. Two or three sheets is usually sufficient.

Now, shredded paper in hand, drop it onto the tracing table from at least 2 or 3 feet high. It should rain down onto the glass, creating the shape of your continent. It’s up to you whether you want to pick up the pieces which land on the floor and re-drop them, I prefer to let just remove them.

With the paper on the surface of the glass, the shape of the continent is established. You can now place another piece of paper over the pile of shredded pieces, turn on the light, and outline the shadow your pile of shredded papers makes. This step can be something of a pain in the ass, since the shredded pieces are easy to jostle around while you’re tracing, no matter how careful you try to be. The easiest solution, I’ve found, is to put another sheet of glass between the shredded paper and the drawing paper.

Once you’ve got the outline of the map completed, repeat the earlier paper-dropping process with fewer pieces of paper. One drop for your forested regions, another for your mountainous regions. Mountains whose paper-shadow extends beyond the coast could potentially become islands rather than mountains, or simply be ignored as you prefer.

The placement of water on the map is best not done randomly. Even the least aware player may give you a cockeyed look if your rivers flow through mountain ranges rather than around them.

For smaller scale maps, I sometimes use the Atlas Jumble Method. My grandfather has mountains of local map books he accrued during his career as a backhoe operator–maps which cover most of the geographically diverse state of Washington. He gave me one which was published in 1995, and after finding it among my things recently, I struck upon an idea.

I took a few pages of maps, photocopied them, cut the copies into roughly 1″ square pieces, and dropped all the pieces into a bowl. I then drew the squares out one by one, and arranged them from top left to bottom right on my tracing table, forming a shape roughly 8.5″ x 11″. After placing another sheet of glass on top of the pieces so as not to disturb them, I started drawing the map I had created onto a piece of paper.

Not a single one of the pieces matches up with any of the others, of course. Roads and rivers begin and end ever inch, and elevations and climates change without reason or warning. But this is where I’m able to exercise creativity by adding or removing elements from the map. Some roads to stop at dead ends, perhaps because there is untamed wilderness beyond the last town. I alter the course of other roads, so that they can meet up with roads on the next piece. And then I come up with a reason why the road needed to be built with such a meandering course.

The atlas jumble method isn’t as simple as the paper drop method. It requires creative applications of all the “connect the dots” skills we haven’t had much use for since we were children. But if you need an adventuring map and you don’t know where to start, this method is an excellent springboard for creativity.

Last, I want to talk about a method I’ve never attempted, but am eager to try someday, The Paintball Method.

Essentially, I want to shoot a sheet of glass with a paintball gun a bunch of times, then flip the glass around, stick a light behind it, and trace whatever shapes I’ve got. I figure I could potentially even use paint balls with colors corresponding to geography. Green paint for forests, brown for mountains, yellow for planes, blue for waters.

I’ve got no idea if it will work, and unfortunately paint ball equipment is expensive. I still would love to try it, though.

And yes, I did pull all the method names out of thin air just to make the post sound more authoritative. How did you guess?