Category Archives: RPGs

At Loggerheads

The hook:

A Saltmarsh merchant says his woodcutter partner, Concisor Maplesky, hasn’t been heard from in a month. The merchant needs the party to find out what happened to the woodcutter and to ship two masts down Kingfisher River. He’ll pay 100 gp per player. He provides a boat to go upstream and a map showing which tributaries to traverse to reach the logging camp at Flicker Creek.

If you’d like to read the rest of my one-page adventure, it’s available in the new DMs Guild exclusive ebook, The Lonely Scroll Adventure Contest: Saltmarsh. It’s got a great custom map by Daniel “Axebane” Walthall.

Whether you’re interested in the Saltmarsh of Greyhawk, of Forgotten Realms, or just need 47 ideas for seashore adventures for your own campaign world, check it out!

The Village Blacksmith (RPG Setting-Neutral Edition)

My players’ characters are visiting a village smithy, so I decided the local bard will sing this poem as they approach (then ask them for money!). Since our homebrew campaign world is set in Stone Age Eurasia, I changed the references to Christ and Sunday worship. My edited words are in italics. (With apologies to Henry Wadsworth Longfellow.)

The Village Blacksmith

UNDER a spreading chestnut tree
The village smithy stands;
The smith, a mighty man is he,
With large and sinewy hands;
And the muscles of his brawny arms
Are strong as iron bands.

His hair is crisp, and black, and long,
His face is like the tan;
His brow is wet with honest sweat,
He earns whate’er he can,
And looks the whole world in the face,
For he owes not any man.

Week in, week out, from morn till night,
You can hear his bellows blow;
You can hear him swing his heavy sledge
With measured beat and slow,
Like a cleric ringing the village bell,
When the evening sun is low.

And children coming home from toil
Look in at the open door;
They love to see the flaming forge,
And hear the bellows roar,
And watch the burning sparks that fly
Like chaff from a threshing-floor.

He goes each tenday to the shrine,
And sits among his boys;
He hears the cleric pray and preach,
He hears his daughter’s voice,
Singing in the village choir,
And it makes his heart rejoice.

It sounds to him like her mother’s voice,
Singing in paradise!
He needs must think of her once more,
How in the grave she lies;
And with his hard, rough hand he wipes
A tear out of his eyes.

Onward through life he goes;
Each morning sees some task begin,
Each evening sees it close;
Something attempted, something done,
Has earned a night’s repose.

Thanks, thanks to thee, my worthy friend,
For the lesson thou hast taught!
Thus at the flaming forge of life
Our fortunes must be wrought;
Thus on its sounding anvil shaped
Each burning deed and thought!

Questions to Ask During Session Zero

I ran a Session Zero on Friday for our new homebrew campaign. We had just wrapped up a 41-session, open-table campaign set in Melvaunt in Forgotten Realms, and this time we’re doing a homebrew, closed-table campaign. Every group’s Session Zero has different things to cover, but here’s what we found useful.

The questions I asked to better tailor this campaign:

  • What was your favorite moment from the last campaign? Least favorite?
  • What did you like in general about the last campaign? What did you dislike?
  • Do you want to play one character over the new campaign or play multiple characters?
  • Should we allow players to be resurrected or not?
  • Do you like creating maps?
  • Do you like codes and ciphers?
  • What kind of records are you as a team going to keep about the world and your adventures?
  • What types of monsters would you like to encounter?
  • How would you feel about a session with no combat?
  • How can we speed up combat? [We have 7 players, so I feel like it can bog down, though not every player felt that way.]

Introduction to any house rules. For instance:

  • For a player who is not present during a session, their character is assumed to be present and along for the ride but not contributing much. An absent player’s character cannot be killed.
  • At the end of a session, the players reach consensus on where they want to go the next session. [A complaint was how long it took them to decide which clue/quest to follow at the start of a session.]
  • While the DM’s guide says a permanent magic item every five levels, we are going to have some different items that come along more often.
  • Combat ideas:
    • Everyone rolls for initiative (including me as DM for monsters). High roll goes first, then combat proceeds in clockwise order around the table.
    • Players can postpone their turn if they are not ready. [We were already doing this.]
    • If the AC is obvious (humanoid wearing armor), I’ll tell the players it. Everyone will roll d20 and damage die together, ignoring damage die if they didn’t hit.
    • I’m going to provide better feedback into the declining health of the opponents.

Discussion of how the world differs from Forgotten Realms or other player expectations. In my case:

  • There’s a shop with common magic items only, but anything rarer – even uncommon – will require tracking rumors and legends to find.
  • Rather than copper, silver, electrum, gold, and platinum pieces, the lands use electrum pieces universally, though their home city is unique in that it has copper pennies too. The electrum pieces are the only reminders of the wider world of the vanished empire: which city-states used the minotaur coins, the winged horse, and the lion?

After much discussion of character races and classes, I had every player tell us about their character. I had already encouraged them to think of a high concept and troubled aspect of their character’s background. Then also had to tell us how their character knows the character of the player to their right.

I’ve already tweaked the encounter tables based on what I learnt from the session, and I have changed some of the clues and potential story lines. For instance, while one of our past players loved riddles and ciphers, that wasn’t something any of the current players wanted much of, so that series of clues is being revamped.

I believe the Session Zero is going to pave the way for another great 40-session campaign.

Photo by Donald Tong from Pexels.

RPG Campaigns Played by System

Obsidian Portal, an online campaign management tool for RPGs, shares stats on the number of campaigns run in its system. I’ve created a Google Sheet with this data.

This represents the 129,098 campaigns created over the lifetime of the software (12 years, as it was created in 2007). As a result, you’ll see Pathfinder in second place at 18% of campaigns, due to its historic strength: it is doubtful that 18% of campaigns played today are in Pathfinder, given the loss of players to D&D 5e and the release of Pathfinder Second Edition.

D&D, across its editions, represents 47% of these Obsidian campaigns.

The Top 10 systems that aren’t D&D are:

  1. Pathfinder RPG (17.66%)
  2. Savage Worlds (2.40%)
  3. Shadowrun (1.94%)
  4. Fate RPG (1.88%)
  5. World of Darkness (1.83%)
  6. Star Wars: Edge of the Empire (1.80%)
  7. Call of Cthulhu (0.98%)
  8. Vampire: The Masquerade (0.85%)
  9. Mutants and Masterminds (0.72%)
  10. GURPS 4th Edition (0.70%) (1.25% if you add in earlier GURPS editions)

The full Google Sheet is here.

Floored – Floor Plans for RPGs

I’ve been running an open-table Dungeons & Dragons 5e campaign since September at my FLGS. One of the players earned enough loot that he wanted to buy a house in the city at the center of our campaign (Melvaunt, on the Moonsea, in Forgotten Realms, using 9 great modules from Baldman Games).

I searched for some house floor plans for RPGs, and most that I found looked like something from Zillow rather than something from a medieval setting. One from Wizards of the Coast even had indoor plumbing (not sure what level spell that is!).

Older houses had few rooms, and if they did have bedrooms there was a big bed or a few big beds. For those in North America, we don’t have any medieval construction, but if you get a chance to visit Colonial Williamsburg or Plimoth Plantation you’ll find better analogs. Having toured Paul Revere’s house, I turned to its floor plan as an example of an upper class home in Melvaunt:

scan of floor plan of the Paul Revere House