When I wrote my last article, I went overboard on the first section and added in tips and tools for having the best impact in the social aspect of running a roleplaying game.
It would be a shame to let that material go yo waste. So, here it is.
When I wrote my last article, I went overboard on the first section and added in tips and tools for having the best impact in the social aspect of running a roleplaying game.
It would be a shame to let that material go yo waste. So, here it is.
A relatively new D&D player decided to ask for some advice on running the game on Twitter. And, as I have been looking for a smarter topic than reviews with which to engage you all, I decided to kill two birds with one stone. He was getting all the usual good (& awful) advice from the rest of the Peanut Gallery, so I thought I would answer him with advice he probably wouldn't hear, and then tease it out on the
So here is some advice that you probably won't hear about being a Dungeon Master, but should.
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| Cover Art: Delve Second Edition Companion Expanded ©2020 Feral Gamers Inc. |
The Delve Second Edition Companion Expanded is a book of additional rules and materials for Delve 2e. Delve was the first TTRPG I chose to review on this blog because it had a few clever innovations, but had gained practically no attention on the Internet. Almost to the day from when I downloaded Delve 2e, they released the expanded version of the Companion. It felt like coming full circle to make it my first review of year two of Welcome to the Deathtrap.
Delve 2e aims to take the best of Wizards-era Dungeons & Dragons and fuse it with some of the best parts of the early Editions of Warhammer Fantasy. It then takes this strange hybrid and accentuates survival, placing it on the desolate and ruined island of Cragbarren where the PCs are castaways. It adds detailed rules on equipment degradation, unstable light sources, thirst, hunger, scavenging and an economy based on salvage and barter. I find Cragbarren reminds me of the video game Path of Exile.
The Companion originally adds some more elements and options for players. It offers backgrounds much like Dungeons & Dragons 5e's system. Each background offers a few additional skills for a character. It also offers two new playable races Gnomes (that feel much like Dragonlance-style Tinker Gnomes), and Goblins that feel rather like Pathfinder's playable Goblin race: a race where a minority have given up Evil to try to live in the society of humans and Dwarves, but are prone to falling back on criminal activity.
It also adds two new subclasses a Cleric subclass for Fighters and a Bard Subclass for Rogues, as both had been previously not included in Delve 2e. The classes that did not previously have spellcasting ability also now have spell progression and spell lists.
The Companion also adds a number of monsters
Its April 2021 re-release as an expanded version includes all adventures published for Delve to-date, which include a few additional rules:
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| "Crevasse Tomb" by Michael Prescott; ©2019 Michael Prescott, CC-BY-NC 4.0 |
As well as the controversial You Not Your Gear rule.
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| Mirdon the Mad reading the Black Book of Queen Maeve. Created using Hero Forge And used in accordance with their ELULA |
But two small kids, and a wife whose job got crazier due to the lockdowns meant that while I has more time she had less. So I started to look for faster, simpler games than Dungeons & Dragons 5e to play, and took a derp dive into OSR and indie material.
I fell in love with two games in particular Index Card RPG Core 2e, and Low Fantasy Gaming. I ran three lengthy ICRPG campaigns this past year: one with nearly 250 hours of total play, another that mixed in elements of Blades in the Dark with about 75 hours, and a third that ran about 80 hours. Plus a couple that failed.
Meanwhile I joined in Stephen Smith's World of Weirth playtest group running Low Fantasy Gaming and have played for 25 sessions, most of them as my lovable scumbag character Lieres who is the character I have played the longest in my entire TTRPG career as a PC. I have enjoyed it so much that I have run one short (24 hours) campaign with my home group, and have one ongoing game at 66 hours and counting.
That is on top of making my own system, several short "fizzles", running an ongoing game of Basic Dungeons & Dragons for my son, solo games in Pacts & Blades and Four Against Darkness, playing in a few one-shots, and signing up for but being unable to play in a West Marches OSE game.
I have played more and got a lot more game in with each session than I thought possible. And that has made me very happy. I have had a lot to write about!
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| Image by Lucija Rasonja from Pixabay |
I already have a fair premise and a clear idea of the most likely chain of events. But, of course, the plan is to let myself be surprised as often as possible.
I find one of the most important things to keep in mind when planning such a short campaign and in a system that your players are not familiar with, is that character generation is going to stretch out a very long time if you allow it. It can damage enthusiasm for the game as much as it can build it.
It's usually easier to just have some pre-generated characters available, with enough background to give some role-playing tips, and with a little world building done in character generation. I like to have two pre-generated characters per player if I can, that way there's plenty of choices. Often players will surprise you by deciding to go completely off of their usual pattern.
This is a horror game: it is going to be lethal. Having at least two PCs per player means you can kill a few off early without bringing your game to a halt. This actually puts a limit on which systems are appropriate for this kind of game: if the characters take too long to build the investment is not worth the payoff for the GM.
I have not played Mothership, and these will be the first characters I make for it, and so this will be the first test. Most horror games are played in a relatively short format campaign like this. If the characters are too time-consuming we would see a place where the mechanics would fail the game's aims.
On top of that, I'm going to want a handful of NPCs who will die horribly early or serve as sources of information. I will break the characters into three groups.