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Showing posts with the label Fantasy

AI DM: Olyphants from Gemini

How far can we travel down a solo-TTRPG path with AI before we’re stopped? We’ve talked about the ways people solve solo gaming in previous posts . What we’re doing in this series , though, is using AI to create a solo RPG experience that's less bound by the limitations of pre-scripted offerings. While AI has been around for awhile, we’ve really only recently started to see big advancements become available to the general public. In our first post , we used Google's AI Bard to get suggestions on setting the scene, provide feedback on actions, generate random events/encounters, and give prompts to help with brainstorming. We’ve also worked with Bard and randomizers to create a new PC - a bard tiefling Echo Shaw, and even the generalities of an island forest area of Whisperwind. This week, let's address a potential major issue with this project and then focus on creating a particular point of interest in this town. The Olyphant in the Room A funny thing happened when I sat

Partyin' with the Party

Celebrate good times. Come on. It’s a celebration. (I will.) Between birthdays (and births), deaths, adoptions, holidays, graduations, engagements and weddings, honors of all kinds, personal milestones (like a 100th blog post ), and everything in between, our regular lives are simply filled with opportunities to celebrate. Just looking at the month of November in the US we have Dios de Los Muertos, All Saint’s Day, All Soul’s Day, Daylight Savings, Election Day, Veteran’s Day, and Thanksgiving... and that's just hitting the “big” things in the US. That leaves out all sorts of official (like Native American Heritage Month) and unofficial (National Fast Food Day) recognitions. It also doesn’t recognize that Halloween just passed and holidays like Hanukkah, Christmas, and Kwanzaa as well as many others are on their way. While we may have touched on adding holidays in other posts, it would be good to talk about celebrations in general. So take a moment to celebrate with your parties an

Some Great Pumpkins (We Think) For Your Games

Orange gourds and their kin are popping up all over. Halloween decorations are starting to dot the North American landscape. “Basic" people (we're told) are rushing to the shops to get themed lattes. The smell of the fall season is in the air, and the time has come to bring that fall feeling into our tabletop games. And I’m not just talking about the Risus Pumpkin Spice Edition ... no, this week we’re talking about the pumpkins themselves! From the smallest squashes to the greatest of orange fruits (yes, pumpkins are a fruit, not a vegetable!) pumpkins dominate the fall season. And what better way to bring all that autumn-ness into our games than by incorporating this old favorite. And just how will we do that? Grab yourself a slice of pumpkin pie or bread (or maybe some pumpkin soup? Roasted pumpkin? You pick!) and join Never Say Dice as we do a little picking at our pumpkin patches. - A Flavored Text The quickest and easiest way to get fall, and pumpkins, into your game is t

Small Scares for Tiny Tabletoppers

You’re watching a classic scary movie with some younglings and that one scene you think might be a little too much for them is about to come up. Do you cover their eyes? Make sure their ears are covered too? Use the remote to quickly skip past it? Or maybe you let them take in some mild horror and deal with the psychological fallout afterward? It would be so much easier if you had just a little more control of what's going on, some way to dial back the scares a tad or curtail the number of killings. Lucky for you, your spooky entertainment isn’t limited to TV specials, movies, and books. You can take the great artform of the scary ghost story and bring it to your own tabletop games, even when you have a younger audience. If fantasy gaming is more than your thing than horror (monsters like werewolves and vampires notwithstanding), there are still settings and adventures that mix the spooky with the sword-and-sorcery, such as Ravenloft and Ghosts of Saltmarsh for Dungeons and Drago

Fantasy Forward: Culture

This week in our ongoing “Fantasy Forward” series of posts, discussing ways to make sword-and-sorcery settings feel less pre-packaged is going to deal with something… squishy. Something touchy-feely. Something that, I feel, is rarely used to its potential in imagined settings: culture. We’re not expecting anyone to become trained sociologists or, heaven forbid, anthropologists in building out their fantasy settings (although I’m very curious if anybody with said training has incorporated that into games of their own), but there’s plenty of room to develop how people (regardless of species) live, learn, love, and do things. Real world cultures are the product of generations’ worth of history, experiences, stories, and beliefs, which can be a lot to live up to! How can we come up with original cultural elements in our fantasy settings, and how can we convey them to our players and audiences in ways that feel natural instead of forced? - B A : Music! Art! Literature! These are all amazin

Fantasy Forward: Government and Politics

And so we come to the big one in terms of showing advancement and development in your sword-and-sorcery fantasy setting, one that touches, and is touched by, all others: government. Kings, Emperors, and other monarchs are an inevitable element of any setting based ostensibly primarily on medieval Europe, but beyond that, things tend to get… sketchy. But those sketches are a great place for imaginative creators to fill in details , and shifts in governmental structures are some of the clearest signs of change in any civilization. And, if your setting includes more than one location, you can try out different, competing approaches and see the way they interact… often with the players/protagonists in the middle. So from barony to republic, from kingdom to anarcho-syndicalist commune , let’s explore how you can use government and politics to move your fantasy forward! - B A : For deeply political tabletop campaigns, it takes a special kind of group and a special kind of game. Just the sou

Fantasy Forward: Economics

Last week, we started a new series of posts on how one might go about changing the stagnant nature of many “default” sword-and-sorcery fantasy settings by exploring how various aspects of the setting might develop over time and how the protagonists (or players, if this is in a tabletop RPG) might have an effect on these changes. While we started with one of the most obvious factors (technology), this week we thought we might go with something a little less so: economics, including the effect dungeon crawling might have on a regional economy that finds itself inundated with recovered treasure and artifacts… not to mention the adventurers who show up looking to get in on the action.  - B A :  The economy might be one of the most difficult things to consider in a game world - it's dangerous to upset the balance of your tabletop games. Just as with our technology post, a small change in the economy can have huge ripple effects. This is something we were even touched on: the city with a

Fantasy Forward: Technology

It’s come up a few times, and may be considered ironic for someone who co-founded a gaming blog, but I have trouble getting into media that gets classified as “fantasy” - in as far as the term is generally used in gaming and publishing, and the preconceptions this usage brings. In other words, sword-and-sorcery stories and games set in some variant of medieval Europe, frequently featuring a stock set of species including elves, dwarves, orcs, and Hobbits halflings. It’s taken a while to put this hesitancy into words, especially since I eagerly devoured these kinds of works when I was younger - but I think this ultimately gets to the crux of the matter: something I’m calling the Been There, Done That (BTDT) Threshold. We all have them for everything we choose to engage with, and they’ll vary based on the things we’ve consumed and the amount of variety we’d like to see. In this instance, my exposure to this kind of fantasy had hit a critical mass, so the baseline where I’d go “been ther

Greyhawk: Underworld & Wilderness Adventures

A while back, I was on an expedition in my attic to find my copy of the Bill & Ted comic book as background material for a post... but I found something else, an old roleplaying artifact. The book? Dungeons and Dragons, Supplement 1: Greyhawk (9th printing). A 68-page pamphlet-like book filled with relics of a bygone age. The rules have changed over the years, but taking a dungeon delve into a piece of history can still inform us today. We’ve already looked at the “ Men & Magic ” and “ Monsters and Treasures ” sections in previous posts and discussed a variety of the topics they contained. Now it's time to take a look at the final section of the book, this one entitled “Underworld & Wilderness Adventures,” to find more interesting pieces of history and a little bit of inspiration. What will come from the epic conclusion to the book? A few "new" adventure ideas or an original take on something we now consider to be "classic?" With essentially only a