RPG

https://campaignwiki.org/rpg/ This page lists the most recent journal entries related to role-playing games (RPG). There are some more pages on the related German page (Rollenspiele).

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2020-06-22 One Page Dungeon Contest

Remember the One Page Dungeon Contest? Good times!

The deadline for the 2020 edition is coming up!

The submission deadline for the
2020 One Page Dungeon Contest
is July 15th, 2400 UTC

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Hi! Deadline bumped back to the 15th.

– v 2020-06-29 23:43 UTC


Applied! 👍🏻

– Alex Schroeder 2020-06-30 03:35 UTC

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2020-06-22 Chillhame

All right, let’s get to it. We’re reading The Gathering Storm by Adrian Bott, for D&D 3.5, with an eye to running it using Halberds & Helmets. Chillhame is the first adventure. Thus, I’m expecting goblins, maybe giant rats. 😀

Page 24 tells us how the rest of the text is going to be structured. I like it: locations, plot events, events (i.e. optional events that you can use when your players want something to fight – and I know it sounds cheesy but sometimes that’s exactly how it works), non-player characters, information to be gathered, and a discussion of the aftermath. This makes sense and I like that it isn’t all structured like the Paizo adventure paths, which are primarily map based, with introductions for the book and for each section, making it hard for me to find stuff that wasn’t strictly based on the map. Where do you look for the stuff you half remember?

Page 25 tells us about the big conflict between the island of Chillhame and the neighbouring country of Caldraza, which is one of the upcoming destinations in the campaign, so that’s interesting, but also somewhat buried in more paragraphs.

Page 26 starts the adventure. The players all appear near some standing stones. A goddess speaks some stuff and points the players in the right direction. Player characters can be resurrected at these nodes and the circle of stones is one of these places. I like the idea that there are nodes where magic is stronger than usual and thus magic users and elves are both interested in taking it over. That also means, I think, that powerful magic users should have built a tower here, or there should be an elven fortress, or a former fortress, right here. Perhaps I’m going to skip all of this but retain the idea that sometimes magic users and elves have extra powers in their homes.

Page 27 has shadow goblins attacking. That doesn’t sound very interesting. The player characters must soon leave the island or the land bridge sinks beneath the waves as the tide rises. If the players stay, nothing happens. All of that I’ll skip, I think.

Page 28 has two sections with information, both structured as skill checks. That never felt very good to me as a D&D 3.5 referee. I think I’ll have to reread these sections, prepare a list of villager names, and have players learn all these things in free play. In an old blog post of mine from 2012 I talk about social skills, and in a blog post from 2011 I talk about enjoying acting at the table. That’s why I’m looking forward to writing down a bunch of names, the thing these people might be interested in, and letting players interact with them.

Page 29 introduces the local bully, Jim Oakenbough. I think I won’t be needing all those D&D 3E stat blocks, but I can skim it and learn that he’s a good fighter, he’s friendly, but his voice has menacing undertones. There’s a subplot about a dead tax collector. All in all things that can be condensed to two or three paragraphs, I think.

Jim Oakenbough is a F2 with leather armour, bow and arrows, sword and shield, AC 6.

Page 30 has the stat blocks of three of Jim’s companions. OK. There’s also the stats of two guards, an older one, tired, hates himself, and a younger one, eager, shrewd. I like this setup. It’s going to be interesting to have the players interact with them all.

Hal Betram, taciturn, smelly. Tom Cucksmere, always eating chicken and drinking wine. Jacko Fenn, laughing about his own jokes. all of them F1 with leather armour, bow and arrows, sword and shield, AC 6.

Davan Gaskell is a F4 with chain armour, bow and arrows, sword and shield, AC 4. Morton Gimbert is a F1 with leather armour, bow and arrows, sword and shield, AC 6.

I think weapon choice, like rapier instead of sword, crossbow instead of short bow, and all the specialised equipment useful in combat – remember tanglefoot bags? – makes combat tedious. I do like the treasure they carry and the short explanation provided, like “silver chalice stolen from a church (90gp).”

Page 31 has three locations, the shop, the inn, and the windmill. It’s nice to be able to add some colour to descriptions. The problem is going to be to condense three or four paragraphs into a sentence or two, I think.

I think this is where players can learn all the info bits from earlier pages. The Golden Nugget is run by Bernik and Jinnie Oakenbough. Bernik is Jim’s brother. Mother Bailey is a suspicious old woman.

Page 32 has the guard dogs, a nice trap, and mechanics for a fight, I like it. All of it is verbose, but I’ve already bought the book many years ago so there’s no use complaining.

Use the stats for wolves and war dogs: HD 2+1 AC 7 1d6 F1 MV 18 ML 6 XP 200.

Treasure chest: nail trap, 1d6 to anybody nearby, plus automatic tattoo. The crest of Saragost on the chest makes it clear that this is stolen property.

Page 32 has the old church and father Bronson. I no longer have clerics in my game. So the cleric can be a retired fighter.

Father Bronson has a deep voice and mutton chops. He is a F2 with plate armour and shield, mace +1, AC 1.

And with page 34 we’re off to the first excursion, the tomb of Starkweather John and the first hobgoblin camp. Next time!

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2020-06-21 The Gathering Storm

I’m planning to see whether I can use The Gathering Storm by Adrian Bott, the first book in The Drow War trilogy. It’s written for D&D 3E and I’d be using the material for my Halberds & Helmets house rules, that is to say, a B/X D&D, with established characters around level 5, and players bringing two or three characters on an adventure, for a total of around 10–15 characters per session.

I’m considering to blog my notes as I go through the book. What can I say, I like a structured approach. I think it helps me focus. And if I pull it off, it might make a nice resource for somebody else to read through, and an interesting window into the mind of another referee preparing and adapting about thirty adventures (if we ever get that far!) for their game – and perhaps it’ll get me back into the groove given that I put one of my campaigns on hiatus.

Spoilers!

With all that in mind, let’s start skimming this 256 page book! 😀

Page 4 has a summary of the ten adventures in this book. That’s how it’s going to be: each book has ten adventures with player characters ending on level 10 by the end of the first book, on level 20 by the end of the second book, and then things get turned up to eleven as player characters go up to level 30 by the end of the third book. Or so it says! I’m excited.

The summary on page 4 tells me what I need:

  • a region (the island Chillhame) with a stone circle to start the adventure
  • a local village (Bronce) that acts as the hub for some low level adventures
  • a walled seaport city, mighty, ruled by a council (Saragost)
  • more villages to warn (or clear) in the region
  • another city, a den of thieves or worse (Crescent City)
  • a temple in a swamp
  • a maze beneath a former thieves’ guild
  • a bank in this city, with a vault
  • another country across the sea (Caldraza)
  • a capital of said country (Beacon City)
  • a haunted forest
  • a palace of black glass (?)
  • a world underground full of drow

All of this is very exciting.

Pages 5–11 talk about the various regions of the setting, which I don’t need. Pages 12–13 talk about the drow and the elves of the setting, which I don’t need either, I think. Pages 14–19 talk about the pantheon, which I won’t use. Pages 20–22 talk about the Starborn, which is that the player characters are reincarnations of ancient heroes or something like that. I’m definitely not going to use that. Let’s hope the adventures still work!

My earlier campaigns in the same setting used some place names from the Wilderlands of High Fantasy (Lenap, Ghinor) and ignored a lot of the setting material, too.

Page 23 talks about nodes, which is definitely something I already have, and victory points, which is important to the overall flow of the campaign, which I love.

All right, that’s 23 page skimmed and not too many notes taken. 😀

Next up: the starting region, the starting village, and the starting adventure. We’ll see how much of that we can use for a party of 10–15 characters of levels 3–5.

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2020-06-21 Campaign End Talk

Last Wednesday my Razor Coast campaign arc reached it’s boss fight finale: the kraken Harthagoa rises and threatens Port Shaw with destruction. We already started with the ships fighting their way into the harbour last session, we had some mass combat, it was exciting. Session 60! So the kraken rises... the players split up, some of them taking their loyal dragoons and their pirate crews to fight their way into Fort Stormshield, other’s taking the temple militia to hold back the fish-people in the city, and others climb onto red dragon (a player character who had found a scroll of magic jar and had pulled it off against a red dragon) and their flying carpet, and flew into storm, facing the demon. One player pulls out their medusa monocle and looks at the kraken from up close – and I roll a 1. Failed saved vs. petrification!

In short, it was epic, it brought closure, it was cool... And then it was time to say the words I dread saying. I told them that I was feeling uninspired, that I had no further plans for the campaign. I had been thinking about ending it a few times now, in fact.

It still makes me sad when I think of all the “alpha players” I had over the years. You know the ones: they have endless energy, they are full of silly ideas, the jump up and down as they talk, they inspire everybody at the table with their energy. You can have at most two of these at a table, I know. It’s hard when have them but I also miss them when they move away or have to take care of their kids or whatever. One or two of these and some more chilled players is great for a trad. campaign. I’ve had them clash, and it’s true that they are tiresome, but at the same time, if have just casual players, or players pressed for time, then that’s also not great. And so I was feeling the campaign blues.

I was surprised when the players then all said they liked the campaign, when they listing unexplored corners and roads not taken, suggesting a summer break, one of them volunteering to run a campaign (German goth steampunk, skill based) for a bit and another for offering to set up a board-game-via-video-conferencing. Feeling better already. 😅

This is something I feel is important when talking to a group of people. Somebody mentioned this online somewhere: you are bound to have shy people; you are bound to have very enthusiastic talkers; how do you make sure everybody is heard?

  • explain that you’re going to ask them all, that you want to know what they’re thinking
  • go around the table and ask each one, individually
  • clarifying questions are OK, short and affirmative comments showing that you understand are OK, everything else is saved for later

This works really well. I’ve started doing this at work, too. I mean, if you’re doing daily stand-up meetings, then it’s basically the same thing: everybody gets the time to say what they want, everybody is there to listen. That’s how we avoid the conversation getting bogged down by the two or three most vocal people at the table because that’s not good.

OK. So, in two weeks it’s going to be a board game, and then in four or six weeks it’s going to be a campaign of goth steampunk run by one of my players. We’ll see whether I get my enthusiasm back. And if I don’t, then sixty sessions is a good campaign. Magic items like a petrifying medusa monocle, or characters that have taken a red dragon, are basically a sign that perhaps the campaign is out of control, haha.

I wonder, though. Why did I loose my enthusiasm? Specially since the game has been doing better these last few sessions. I think the problem is that the players I have enjoy being entertained, they come to talk and roll dice and see what’s up, and that’s OK, but it’s also not very exciting. Or perhaps I did the sandbox wrong, since I basically wanted to run a sandbox with an overarching plot of two demon coming and threatening the town: first the shark demon Dajobas and then the kraken Harthagoa. Perhaps this put a lot of pressure on players. Whenever they came back to Port Shaw, something was on fire. Maybe players started to put aside their own agendas, started feeling that here was the plot, the magic rails of adventure. It’s definitely not what I intended to happen, but here I was. It’s only when players started listing all the things we hadn’t explored that I realised that they had kept track of all the lose ends.

Anyway, food for thought. I’m thinking something about snake people, Set worship, Svartalfheim, elves of the netherworld, nagas, the plane of shadows? I should read that that Drow War trilogy by Adrian Bott: The Gathering Storm, The Dying of the Light, and The Darkest Hour. 🤔

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Comments on 2020-06-21 Campaign End Talk

Sounds like a good campaign end to me. If you’ve still got enthusiasm for the same sandbox world, why not restart with new level 1 characters in an unexplored area of the map. Make the existing characters retire as heroes and become back story for the world.

Giles Roberts 2020-06-21 06:52 UTC


Yeah, good point! I’ve been doing this for a few years, now. I ran the first campaign in this setting in 2008, using D&D 3.5 at the time. In 2012 I wrote a blog post about the persistent campaign setting where I refer to Rob Conley’s Sandbox Fantasy blog post in the same year:

So for me the most important points in running a Sandbox Fantasy are

  1. Players should be allowed to have a meaningful impact on the setting both large and small.
  2. The results of past campaigns serve as background for the current campaign.
  3. The focus on establishing their legacy solves many of the problems of high level play.

– Rob Conley, 2012

Good stuff. We’ll see.

– Alex Schroeder, 2020-06-21

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2020-06-10 Episode 31

Halberds and Helmets Podcast Talking about how I use giant apes in my campaigns: fighters with two bare-handed attacks, often technologically advanced. Super short episode! 😀

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Whoops, I just realized that this episode had the old mp3 file associated with it. Fixed that and changed the title from “Giant Apes” to “Monsters: Giant Apes” just in case the podcatchers get confused.

– Alex Schroeder 2020-06-12 09:19 UTC


Humble request - use a different intro noise. If your levels are too high and you’re settling in to listen, your ears get blasted 🙂

starmonkey 2020-06-18 23:25 UTC


Sorry about the blasted ears! The audio looks OK where I post-process the episode. But yeah, I’ll try to be more mindful in the future. You’re actually the second person mentioning the volume. 😯

Audacity

– Alex Schroeder 2020-06-19 09:11 UTC

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2020-05-30 XP, Gold, and Emacs

There are those rare occasions where my love for an editor that can be extended while you’re using it – Emacs! – and my love for role-playing games come together.

I use big tables like the following on the status pages of my various campaign wikis:

|= Character    |= Share |=     XP |=   Gold |=      Level |= XP next |= Home / final rest |= Health |= Player |
|[[Vangelis]]        | 1 |    12367|    10033|      thief 5| 20'001|[[Greyheim]] | |Sam |
|[[Maram]]           | ½ |    11793|     5324|   halfling 4| 16’251|[[Greyheim]] | |Sam |
|[[Magdalena]]       | ½ |    13203|     1816| magic-user 4| 20'001|[[Greyheim]] | |Sam |
|[[Delina]]          | ½ |     6781|     4095|      thief 3|  5'001|[[Greyheim]] | |Sam |
|[[Eldakkar]]        | 1 |    48013|     9938| magic-user 5| 40'001|[[Greyheim]] | |Flavio |
|[[Ernst Ormott]]    | ½ |    18158|     2626|    fighter 4|  16250|[[Greyheim]] | |Flavio |
|[[Mia]]             | ½ |     6843|      108|  Assistant 4| 10'001|[[Greyheim]] | |Flavio |
|[[Anouk]]           | 1 |    35001|        0|      dwarf 6| 70'001|[[Stormhold]] | |Ben |
|[[Strahl]]          | ½ |    40001|       95| magic-user 6| 80'001|[[Stormhold]] | |Ben |
|[[Kristina]]        | ½ |    11188|     2740|    fighter 4| 16'250|[[Stormhold]] | |Ben |
|[[John Greene]]     | ½ |    20001|        0| magic-user 5| 40'001|[[Stormhold]] | |Ben |
|[[Dorn Ironfoot]]   | ½ |     5501|        0|      dwarf 3|  8'751|[[Stormhold]] | |Ben |
|[[Yifan]]           | 1 |    34219|    16450|        elf 5| 65’001|[[Deathwatch Keep]] | |Grisha |
|[[Annica]]          | ½ |    18670|     8671|      dwarf 5| 35’001|[[Greyheim]] | |Grisha |
|[[Joana]]           | ½ |     2643|      300|    fighter 2|  4'065|[[Greyheim]] | |Grisha |
|[[Lila-Marie]]      | ½ |       52|     1792|        elf 1|  4'065|[[Greyheim]] | |Grisha |
|[[Sugo]]            | 1 |    19895|     7073|    fighter 5| 32'501|[[Greyheim]] | |Petr |
|[[Slui]]            | ½ |     5264|     1965|   halfling 3|  8,125|[[Greyheim]] | |Petr |
|[[Maxim]]           | ½ |     6033|      243|    fighter 3|  8'125|[[Greyheim]] | |Petr |
|[[Saray]]           | 1 |     1878|     2537| aquamancer 1|  2'501|[[Greyheim]] | |Natalie |
|[[Pringles]]        | 1 |    16468|     7577|    fighter 5| 32'501|[[Greyheim]] | |Petr's wife |
|[[Maximo]]          | 1 |     2042|      885|      thief 2|  2'501|[[Greyheim]] | |Giorgio |
|[[Adrijana]]        |   |     4560|     1743|  geomancer 2|  5'001|killed by bugbears | ☠ |Flavio |
|[[Tugra]]           |   |     5272|     -262|    fighter 2|  4'065|petriefied by a basilisk | ⌛ |Adrian |
|[[Sascha]]          | 1 |    13554|     1704|     cleric 5| 25'001|retired and runs a church | 💜 |Flavio |
|[[Lothar]]          |   |      750|       41|      dwarf 1|  2'187|[[Greyheim]] | 💜 |Chris |
|[[Tiana]]           |   |       45|      118|   halfling 1|  2'035|killed by a giant bat | ☠ |Sam |
|[[Arbogast]]        |   |      260|      682|    fighter 1|  2'035|ambushed by jackalweres | ☠ |Sam |
|[[Marika]]          |   |     1953|     2119| magic-user 2|  5’001|[[Greyheim]] | ⌛ |Sam |
|[[Simed]]           |   |      805|     1699|      dwarf 1|  2'187|[[Greyheim]] | 💜 |Sam |
|[[Neid]]            |   |       58|      694|        elf 1|  4'065|shot by hobgoblins | ☠ |Sam |
|[[Devd]]            |   |      694|      413|    fighter 1|  2'035|shot by hobgoblins | ☠ |Sam |
|[[Pietro]]          |   |       77|       11| pyromancer 1|  2'501|shared space whit a spear  | ☠ |Andre |
|[[Kim]]             |   |     3261|     1835|        elf 1|  4'065|killed by ear seekers | ☠ |Sam |
|[[Tristan]]         |   |        0|        0|   halfling 1|     - |killed by boring beatles | ☠ |Flavio |
|[[Aiza]]            |   |      997|      113|   halfling 1|     - |fell into a concealed pit | ☠ |Luca |
|[[Hiad]]            |   |       17|        1|      dwarf 1|     - |eaten by beatles | ☠ |Miae |
|[[Honey]]           |   |        0|        0|   halfling 1|     - |eaten by kobolds | ☠ |Miae |
|[[Sivan]]           |   |        0|        0|     cleric 1|     - |eaten by kobolds | ☠ |Sam |
|[[Desi]]            |   |     3474|     1908|    fighter 2|  4'065|held under the Freya temple | 🐺 💜 |Flavio |

I used Emacs to distribute gold and experience points because I’m not a big user of spreadsheets. For the longest time, I used a set of functions that created a form within Emacs, made up of widgets.

The code I had turned this into a form like the following:

XP total:   0            
Gold zu XP: 0            
Gold total: 0            
[ ] [[Vangelis]]        Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Maram]]           Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Magdalena]]       Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Delina]]          Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Eldakkar]]        Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Ernst Ormott]]    Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Mia]]             Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Anouk]]           Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Strahl]]          Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Kristina]]        Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[John Greene]]     Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Dorn Ironfoot]]   Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Yifan]]           Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Annica]]          Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Joana]]           Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Lila-Marie]]      Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Sugo]]            Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Slui]]            Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Maxim]]           Share: [ ] 1 [X] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Saray]]           Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Pringles]]        Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Maximo]]          Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      
[ ] [[Sascha]]          Share: [X] 1 [ ] ½ [ ] ⅓   Gold spent: 0       Transfer: 0      

[Go!]

You could check those boxes, arrange for money transfers, arrange for gold to be spent (turning it into experience points), you could distribute gold found (distributed according to shares, one share per main player character, half a share for retainers), or experience points gained (based on monsters defeated and distributed equally among characters).

Sadly, there interface was clumsy. Checking the necessary boxes took more time than I was willing to spend.

Later, I tried to write something like a chat interface. I basically wanted a special RPG shell with which to interact. I imagined myself typing parse <url> to read the data from the campaign wiki, filter Flavio Sam Ben to tell the system who was present, distribute 500 gold and distribute 200 xp to distribute gold and experience points, and save to save the result back to the wiki.

I spent a lot of time writing code and did very little distributing of gold and experience points. I was also a bit frustrated. Why was I using rules that required me to use software again? That question remains unanswered.

My latest attempt at writing code involves simply marking numbers using C-=, distribute a certain amount among all the marked numbers using M-C-=, add a certain amount among all the markednumbers using M-C-=, and remembering that C-+ already exists to increment the number at point.

It needs a bunch of convenience functions to quickly mark all the numbers at a particular column for lines matching a particular regular expression, and then we should be good to go!

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2020-05-29 Online hex map editor

I just discovered Hextml via a blog post on the Psionic Blast From the Past blog, How to Create a Campaign in a Few Hours.

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2020-05-25 SLUG

I was just reminded of SLUG by Fudge creator Steffan O’Sullivan, from 1992 & 1993.

Basically:

Each character is described any way the player wants. … When the GM asks a player to roll some dice, the player should roll some dice. … With the GM’s permission, … traits can be added, or existing traits or skills improved, after the gaming session.

I was quite impressed by that at the time. I was also in love with Fudge and bought my Fudge dice back then.

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2020-05-20 Hex Describe to roll up random encounters

Today, @acodispo sent me a link to a blog post he wrote: Random Encounters with Hex Describe. He uses the basic features of Hex Describe without a map – just random tables! – to generate encounters for his game. I like the idea.

Actually, I’ve wondered about a similar thing: should the regular Hex Describe mini settings come with a bunch of random encounter tables? Or just 20 random encounters for each biome which you simply cross off as you use them? I think I’d like that...

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I use the thorp symbol in my maps to identify a hex that is a random encounter table. Any travel to an adjacent hex triggers a check; traveling into the marked hex triggers two checks. These hexes are typically central to a region (in the center of a swamp, the heart of a forest, the interior of a desert).

I try to write the random encounters around the adjacent hexes. Some examples of items that resonated with players;

  • A battered war party of orcs, some of whom had hands or feet of stone, after losing a battle with a medusa. The party got intel then went and fought the medusa.
  • A giant ant wearing a religious amulet around its neck, which they traced back to a shrine.
  • Kobolds on the move. (Were heading towards a dragon; this one wasn’t followed for months but eventually they sought out those kobolds.)

I find that this technique really increase verisimilitude.

J. Alan Henning 2020-06-02 17:30 UTC


Ah, very cool! You add them by hand, right? Generating the tables using Hex Describe would require a lot of work...

– Alex Schroeder 2020-06-02 21:30 UTC


Yes, I added them by hand. Easy for a human after the surrounding hexes have been generated!

Interestingly, I came across this post because I was heading to Hex Describe to generate a witch’s hut and a town for a Dungeon World session. Very helpful, as always!

J. Alan Henning 2020-06-03 13:16 UTC

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2020-05-19 Gridmapper use

I’ve been happily surprised by seeing Gridmapper used on the Ruins of the Undercity blog where the Idle Doodler talks about solo play – something I have never tried. OK, maybe I tried the AD&D 1st ed. random dungeon generator back in the eighties, once.

Anyway: it looks pretty cool!

From Ruins of the Undercity – Solo Playthrough:

a wide map with maybe five rooms

From Putting Together a Solo Dungeon Crawl Generator:

a big square dungeon with maybe 20 or 30 rooms

Gridmapper hasn’t seen a lot of development in recent years, but if you like a web app that’s best used without a mouse to create dungeon maps, maybe could give it a try. My recommendation is to visit the page and click on the Demo link at the bottom.

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Huh, I hadn’t even clocked that there was a demo!

Great that it’s simple enough for a tech Luddite like myself to get by on.

Idle Doodler 2020-05-19 20:14 UTC


Oh my! I need somebody to think about the user-interface, haha. 😀

– Alex Schroeder 2020-05-19 20:52 UTC

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You probably want to contact me via one of the means listed on the Contact page. This is probably the wrong place to do it. 😄

– Alex Schroeder 2020-05-22 12:19 UTC

Referrers: osr Charm Person Take on Rules the roots of the rpg hobby