Blorb

Scot Hexes

This is a response to Robgoblin’s post on hex maps . It should have been an email, but Robgoblin has no contact details on the blog.

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Why Jaquays?

Linear dungeons, where players see room 1, then room 2, all in order, can feel constraining.

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Random Encounters Disarm Chekov's Gun

Chekov’s gun poses a real threat to some games. If a group playing Vampire: The Masquerade (‘VtM’) encounter a Ravnos, spinning illusions, and confusing mortals, then the next time they hear about unusual events, they will assume that the Ravnos did this. Clearly - the Ravnos is part of the plot! After all, VtM draws heavily from literature; or rather, it draws a lot from the idea-spaces of people who like to analyse literature while telling you that they analyse literature.

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The Module Decalogue

Ronald Knox wrote ten rules on how to avoid ruining a murder mystery with an unsatisfying solution. They apply very well to writing and running RPG modules, with a little alteration.

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The Cost of Shared Narrative

RPGs with a shared narrative mechanic - where players and the GM both come up with interesting people, results, and situations - come with a cost. They pull focus away from the puzzle elements of the RPG, and that’s my favourite element, so I can’t see myself enjoying shared narration mechanics.

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Running an RPG in Real-Time, All the Time

Last year, I got excited about the idea of tracking realworld time over downtime . Shortly after I implemented it in my campaign, and it served the entire table, very well.

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Railroading: The Definitive Definition

Railroading chat devolves into nonsense, as people are working with unclear definitions. Here’s the solution:

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Dungeons Need More Space

The dungeon ecosystem doesn’t make a whole lot of sense, but I think Tolkien has a fix.

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Always Say the Target Number

A player rolls the dice, and the table watches the result, like a roulette ball bouncing about. Rothgar has a +4 to make the jump, but the chasm demands a Target Number (TN) of 12.

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Real Time Passing Between Games

RPG Vloggers chatting about Gygax note on real-world time-synchronization have got me thinking about really using this rule. In case you haven’t heard the idea - Gygax demanded that every day which passes in the real-world, one day passes in the game. The troupe starts and ends their games somewhere safe, like a tavern in town.

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System Realism Matters

A hundred paces down the dark tunnel, you see dozens of goblins dancing round a fire and singing about eating anything that moves.

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I Want Realistic Dragons

Weighing into an ancient (or at least senile) fantasy debate, I’d like to go back a step. The debate usually goes like this:

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