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Tag: game design

Local Loresheets


How do you tie a character into the deep lore of your game world? A lot of games have very deep lore. Forgotten Realms, Dragonlance, Shadowrun, 7th Sea, and Runequest are all famous examples of worlds with lore so deep it practically has encyclopedias of it.  There are more than a few examples. World of Darkness has quite a lot, as well. It has some contradictory lore and some best forgotten. I am looking at you Romani blood purity stats and most of Kindred of the East, but it still has a great deal even without those. It is too much to absorb easily.
One of the things I particularly liked in the 5th edition of Vampire is the use of loresheets to give players a chance to connect to that lore without having them know any of it before they start.  You can be tied to movers and shakers in vampire politics, or maybe be part of the Week of Nightmares, but you don’t have to read all the fan wiki entries to get the benefit.

Vampire the MAsquerade v5 rulebook

Side Note: Yes, I know Legends of the Wulin did it first, though pretty differently from the one in V5, and are really not part of this conversation. 

New Backgrounds

The new 2024 players’ handbook introduced a new way of looking at Dungeons and Dragons backgrounds. They are more important now. They provide a feat, equipment, and an attribute bonus that was previously attached to race/species.

While I think removing attribute bonuses from species and moving away from bio-essentialism is a good improvement, I think attaching it to the background was a mistake. It would have been better to follow Tasha’s changes and let it just be a floating element.

Illuminated Text

School of Vitomany Update

Since the 2024 rules have been released, I will be revisiting some of the stuff I have written for D&D. This is the updated version of the Vitomancer. It didn’t need much tweaking. I added a little to the 14th level feature making it a little stronger and adjusted the 3rd level feature Necromancy Savant to match the 2024 PHB setup.

My intent here is to create a wizard healer school that is viable and has a flavor that works.  I know there are some who will object to the whole idea. I can’t really convince you if you are strictly against the idea altogether. I can only say that this proscription against wizards who heal is strictly a D&D thing. Plenty of games, and folklore traditions, show less of a separation on this point.

I did try to make the thematics of this work for me. The Vitomancer is a close cousin of the Necromancer but inverts that connection to give us the healing wizard.    

 Broken States: a Cyberpunk Future

I am doing the RPG Writer’s Workshop again this month. This is an attempt to break my writer’s block, among other things. This time around I decided to write an adventure for a system other than D&D for a change. This time I am working on a cyberpunk genre adventure for Modern AGE by Green Ronin. It is a system I wish I had more time to play.

As part of this adventure, I decided I needed at least a rough background. I am not writing this for an existing world, so I figured I should have some world information to put in the adventure. Just enough to have a starting point. I will also write up what the tech level is, as well, but I am trying to not overwhelm myself.

So here is the future history I produced.

4 Magic Bows

There is always a need for more magic weapons in D&D. Simply having a +1 just doesn’t feel that satisfying a lot of the time. I like items that are little more varied than simply doing more damage.

This time I am going for bows. There is something compelling about the archer character and there a lot of ways to build them in 5E. Any of these would be great for a ranger, a fighter, a rogue, even some monks. Hopefully, some of these will prove useful for additions to your games.

Making Encounter Tables

Making an Encounter table is an interesting exercise. In some ways it is a statement of the tone of your game. Do you have a half dozen silly encounters? Do you have 8 generic wilderness encounters with beasts? Do you have combat encounters? Role playing? Chilling atmospheric encounters? Each says something about the style of game you are running.  

Whatever the case, you are generating a list of events you wouldn’t mind showing in your game. You are generating a list of things that fit enough that you don’t care which one shows up. Even having an enormous table says something.  

But some folks don’t know where to start.  So here is a quick guide on how to make one. 

Note: I used this technique to design an encounter table for my adventure, The Lost Library of Meldorin.

The School of Vitomancy

My intent here is to create a wizard healer school that is viable and has a flavor that works.  I know there are some who will object to the whole idea. I can’t really convince you if you are strictly against the idea altogether. I can only say that this proscription against wizards who heal is strictly a D&D thing. Plenty of games, and folklore traditions, show less of a separation on this point.

I did try to make the thematics of this work for me. The Vitomancer is a close cousin of the Necromancer but inverts that connection to give us the healing wizard.    

Setting Project: Redefining Humanity for Ballad.

This is my second article exploring the world Ballad. I am going to dig into the thing that started me thinking about the setting in the first place. I started with the notion of a setting where humans were rare and treated with distrust. This would not be unlike how Drow or Tieflings were treated in other settings. What would that kind of setting look like? A thread started by my friend Rabbit over on Twitter certainly contributed to that line of thought. 

Before I dig too far in, let me address the history here.