Joshua Fontany

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Techical Artist, Code Wizard, Martial Arts Guru --chaos 23
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Early morning #rpg #gamedesign musings on #Elyncia system design (SDM:FTLS - Synthetic Dream Machine: Flying Triremes and Laser Swords).

Existing rpg systems have left me feeling flat as of late.... too many *whiff* moments and general system muck.

Complexity has been removed from the scenario's tactics-and-strategy, and shoveled onto the PC's character sheets. This leads to options paralysis in play & unclear narrative results after a bunch of dice rolls. Bleh.

https://bsky.app/profile/joshuafontany.bsky.social/post/3jxxtgvljyq2n

Bluesky

Conspiring with my daughter on teaching a ChatGPT "model" about her RPG Setting and base ruleset concepts, giving more context for queries about that specific knowledge domain than just the "last X tokens" that the base GPT model uses as primary context for answers.
A Wiki-based GM's Assistant for her Flying Triremes and Laser Swords game "Elyncia".
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I include things like "roll again on this chart and include a local wild animal at the same time" on my Overland charts, or "weird mist and natural will-o-wisps appear for 1d6x20 minutes", etc, etc. Also, have your RE charts evolve over time. If you've rolled up the one Dragon in this haunted wood (& you as gm think there should be only one), replace that slot on your chart with something else.

If NOT "at their lair", they are a (group of) "wandering monsters" (with a possible lair elsewhere, see rolling up a dragon at Overland scale). This places a +New Adventure Pin+ on the Overland Map, and it can MOVE (if not a "lair").

Meanwhile, the Dungeon/Site Exploration scale "Random Encounters" use the numbers listed in the Monsters Per Dungeon Level tables in the Dugan Design section of the DMG/Underworld book. As noted these numbers are much more like 1d8, 2d6, 1d12, etc.

It's (almost) the exact same procedure in hex-crawl mode as in dungeon-raiding mode. Ok, ok, here's they key piece from 0/1e:

All "seemingly too large" encounter sizes listed in the DMG monsters/npcs section are for Overland "Wandering Monsters" (Overland Random Encounters), and that's why it lists a % chance to find them at their lair.

Turns are (usually 10 minutes in a dungeon) are broken down into "2 moves per Turn" (2 moves per hour Turn or per half-day Turn for Overland play). Roll Encounter Checks once every _other_ Turn unless the party is being very noticeable/loud/etc, then roll every Turn. The X in 6 chance can also be adjusted.

The specific Random Encounter table used is given by overland-area/hex-type, OR specific adventure dungeon-level/exploration-area (or the general dungeon design RE tables in the GM material).

The rule-of-thumb is to have a "roster" of existing encounters in an area, and (almost always) to add whatever was rolled up to the roster. Then include those in the NPCs which take moves/counter-moves at the same time-scale as the players each "Turn".

OK, some more thoughts on Random Encounters / "Wandering Monsters":

There are 2 Random Encounter (Wandering Monster) procedures in the base oD&D game - but they mirror or parallel each other: Each state to roll an x in 6 Encounter check at appropriate trigger moments, then roll on a table to see what was encountered. The 2 narrative scales are Dungeon/Site Exploration and Overland/Hex-map exploration, and the usual time scales are 10-minute Turns, and 1 hour or 1 day Turns.

Back-fill the "empty" RE Result slots during lulls in play (the players will never know what you are rolling duce for). This really prevents slow-down in play, and you can have RE Table entries that also build an encounter with procedural generation (x% chance of class Y) without slowing down play.