Showing posts with label #roleplayinggame. Show all posts
Showing posts with label #roleplayinggame. Show all posts

Friday, June 26, 2020

Star Trek Adventures Ship Stat Analysis


Well, I got down to doing some technical investigation of how starships are designed for STA. I broke them down by category, era, and scale, and found the average for each group's systems and departments.

But why? What use is this?


Homebrew. This information is used as a guideline to create new content that is in-line with that provided by the game. Using this as a basis, I could make a Curry-Type, a Saladin Class, a Chimera Class,
or one of those origami nightmares from the FASA game. For example...

Departments always get 3 points, with the following exceptions:
  1. Pre-TNG scale 1 shuttles get 2 points.
  2. Scale 2 Shuttles get 4.
Anyways, yeah, give it a look!

Wednesday, June 24, 2020

Star Trek Adventures Roll20 Tokens Pack!



The above is a zipo file containing hundreds of tokens fro playing Star Trek Adventures over Roll20. They were created using Token Stamp 2 but I went and did all the work for you. The only thing that's really missing is tokens for the Gamma quadrant Dominion ships, because I couldn't find pictures for any of them, really. Enjoy!

Tuesday, June 23, 2020

Star Trek Operations Notes


Well, the third part of my notes series is done. This one contains significantly more personal commentary than the last two, mainly because I had more room for it. There was a lot of fluff in this book and very little crunch. What game material that was added consisted primarily of content, not rules. Even so, the Red Alert rules for miniature PvP and wargame combat gave me a lot to think about regarding my earlier notes. I may need to do a reread and put out revised versions of those notes documents to reflect my expanded understanding.

Wednesday, June 17, 2020

Kiss and a Slap: Star Trek Adventures Review


For those new to the blog, which is almost certainly almost everyone who comes to my blog, I rarely do reviews. When I do, I do them in a format called "Kiss and a Slap". That's where I list 10 things I hate about the product, and then 10 things I love about it. The idea is to give an honest review that admits the shortcomings of a product in the format of constructive criticism. Normally, I just review adventures, but today I'm tackling a bigger beast. I'm going to review a whole goddamn game system. Because I CANNOT stay silent about this game! Now, before I get to it, I'm going to head off some of the flack I might get for my criticism of someone's favorite game. I believe the following:
  1. Nothing is perfect.
  2. Nothing is sacred.
  3. All things are deserving of criticism.
  4. Anything that can be improved should be improved.
  5. your feelings are meaningless.
OK! Let's dig in!
 

The Slaps

  1. It's so fluffy I'm gonna DIE! Look, I get it, Star Trek is massively overwhelming to people new to the fandom. It's hard to get people onboard with Trek content. The lore is intimidating. And I can understand dedicating a section of the book to conveying the fundamental basics of the setting to new audiences. That's fine. What is definitely NOT fine, is that it is jumbled up and mixed in with the rules text of the game throughout the goddamned book!!! At first, it starts out reading like an admiral addressing you as a captain who is going to be in charge of a new ship. That's OK, a framing device works. But they don't stick to it. It's like they repeatedly forgot they even had a framing device in the first place. They dedicate multiple pages of setting explanation just to follow it with one paragraph of rules with no visual distinction between the two or even a heading to mark the actual rule. To confuse matters more, they have 2 types of sidebars in the book; purple and pink. Pink ones are USUALLY fluff, and purple ones are USUALLY rules... except some rules are in pink sidebars and some purple sidebars contain no crunch whatsoever. The end result is that you have to read everything- EVERY-FUCKING-THING, just to make sure you didn't miss something, and I guarantee you, you will miss something. Now, don't get me wrong, this isn't the worst I've ever seen. That award goes to Polaris. (Not the french one.) But this is a close second place.
  2. Disorganization in the extreme. Here's how it reads: Here's some fluff! Here's a rule! By the way, before we finish explaining that rule, here's a note about another rule that sometimes applies to this rule. Here's some fluff! Oh by the way, here's the rest of a rule we started explaining a few pages ago. And here's a list of all those side rules that keep interrupting the main rules explanations! More fluff. Here's the end of that other rule we didn't finish explaining earlier. Oh, by the way, in another 100 pages there's a stray sentence that clarifies something on this page. It is a god damn outrageous mess. It makes the game nearly incomprehensible to new players. Watching Modiphius play their own game, it's clear that even they don't fully understand it, since they forget something different in every episode. (Like, for example, resistance being rolled in challenge dice, not a flat penalty) A perfect example of their disorganization is that multiple playable alien species, some of the MOST ICONIC species, including Klingon and Romulan, are in the back of the goddamn book, rather than in line with the playable species section at the start of the book!
  3. Muddled language. Throughout the book, they make it clear that their task resolution system is called a Task. Fine, good, that's easy to understand. (Except that 25% of the time they accidentally call it a check!) Later, in combat, it is revealed that each player can make a minor action and a task on their turn. OK, so that means they can do a thing that requires no roll and a thing that requires a roll, right? NOPE! Not all combat tasks require a roll! That means combat tasks and normal tasks are two separate mechanics that share the same word! So you can take a task that makes you make a task! Fucking brilliant! Genius! And if you only have minor actions and no other type of action, why include the adjective "minor"? That's fucking idiotic! There's a reason I changed the terminology to major and minor actions in my notes. Another example of poor language is regarding terrain effects. Throughout the book, they imply that terrain effects are applicable specifically to zones, and are separate from scene traits. One sentence hidden amongst the copypasta jungle that is the GM section bluntly states that terrain effects are just traits. HOLY FUCKING SHIT WHY DIDN'T YOU JUST SAY SO INSTEAD OF BENDING OVER BACKWARDS TO AVOID YOUR OWN DAMN TERMINOLOGY?! And this slap isn't done yet, either! Yet another example of poor language is the word "Spend". They never define the meaning of this word in mechanical terms or the conditions under which a spend may be invoked, but they use the term throughout the book as if it should be plainly fucking obvious! And you know what? It probably would be for fans of other 2d20 games, who are familiar with the system, but this game is appealing to people who don't game and have never heard of 2d20 in their fucking lives! Acknowledge the reality of your damn audience, you pretentious pricks! Yet more terminology that gets confusing; traits can apply to a character, a situation, the environment, and equipment. That sounds good, right? Here's the wonky thing: Equipment are traits. That means equipment are traits that can have traits. It gets weirder. Groups of NPCs can be traits, who have equipment in the form of traits, which might have traits of it's own. I'm not a fan of babushka doll mechanics.
  4. Never, EVER give one player authority over the other players! This game violates a fundamental game design theory principal: If you give a player authority over the other players, they will invariably abuse it. This game practically demands that a player be given the position of captain of the ship. This is a one-way trip to a fucking disaster show. It gives absolutely no warning or alternative options. Even worse, the designers are clearly aware of this fact, because not once in any of their live plays do they show a player captain, the GM always makes them an NPC! Always! If you know it's a fucking bad idea, why do you promote it to people who have no experience that would tell them so?!
  5. Copypasta! Copypasta everywhere! One obnoxious thing about this book is that, later on, beginning about halfway through, any time it references a previously explained rule, it copies the text from earlier in full, followed by explanations, expansions, or addenda. This makes it really hard to read because I don't want to waste my time rereading shit I already know, but I also don't want to miss out on the book finally explaining a rule in full. I get the impression this happens to a lot of people, and they wind up skipping the copied sections completely, as the most forgotten rules are the ones that are hidden at the end of a copypasta chunk. This is why you don't redundantly copypasta your own rules. If you have to reference back to a rule, give a page number or a heading title and let the reader go find it if they need a refresher. My god what inefficient writing.
  6. The task resolution system fucking sucks. OK, let's get down to brass tacks and talk crunch. The D&D task resolution system is simple: Roll 1d20, add ability modifier, check if proficiency applies, add proficiency mod if necessary, compare result to DC. 5 steps. Quick and easy. Most of those steps are done simultaneously if the player knows what all of their stat mods and proficiencies are off the top of their head. STA's task resolution system is 17 fucking steps long. Don't believe me? Go download my notes, I break it down in there for you. This is obnoxious, and it doesn't actually achieve anything of relevance. The individual dice still have a flat distribution, so play is still arbitrarily swingy, it just doesn't have easily predictable success percentages because it's a dice pool system. It doesn't even do what dice pool systems are supposed to do either, since the cap is 5d20!! The whole idea of a dice pool system is that you roll handfulls of dice to feel obnoxiously powerful! Way to go on completely missing the point of your own resolution system!
  7. Combat is a drag. I hate single turn combat. I think it takes for fucking ever and achieves very little. At the end of the day, all that matters in combat is: Did we win and how much did that win cost us? That's it. And I don't feel like spending an hour or two obsessing over the minutiae of how the players got to that result. Especially in Star Trek. I don't know if you've ever seen the show, but combat was always a last resort. Almost no episodes had the characters pulling phasers, and when they did it was usually just an exchange or two and then the fight was over. The characters were, above all, peace focused, genuinely concerned with achieving positive social relationships! They aren't soldiers, they're paramilitary explorers, scientists and politicians! Sure, they defend the Federation from interstellar threats when necessary, but their main tools in combating said threats are their minds and their words, with weapons only being drawn in response to violence. This isn't fucking D&D, guys, there's no loot to be collected from the corpses, no XP to be earned from slaying foul beasts, and no treasure chest behind the guardian! The game kind of acknowledges this, as a character's reputation can be easily dragged down by resorting to violence needlessly.
  8. Internally inconsistent rules. OK, this is primarily a complaint from my simulationist and minimalist tendencies. Not all people will agree with me on this, but I think it is a huge mistake to have NPCs and PCs follow different rules. Plain and simple, it's a goddamn mistake. First off, it results in rules bloat- a problem this game already suffers from severely- as you need to explain one set of rules for player characters, and then a whole different set of rules for NPCs. Secondly, it means NPCs can do things players cannot, or vice versa, even if that NPC is technically identical to the PC. Eventually, someone at the table will make tactical decisions regarding an NPC based on the assumption that they are just as capable as the PCs, and that strategy will be wrong. Nothing is more blatant than the rules regarding NPC starships. When NPCs target PC ships, they always hit a system on a breach, even if they weren't aiming at a specific system. If the players target a ship without aiming at a system and score a breach, that ship goes through a completely different track of damage effects. Another example is that PC starships get turns equal to the number of PCs on the bridge. NPC starships get a number of turns equal to the scale of their ship. That means a scale 3 ship with 6 PCs aboard will always annihilate an identical twin NPC of their own ship! Or how minor NPCs can't take the Avoid an Injury spend, while major NPCs can do it limitlessly! (Notable NPCs can use the spend once, but there's no clarification if they can use the Recover action to regain that use) Most of this is an easy fix. Either run NPCs equally to PCs, or apply NPC rules to the PCs. (For example, allow NPCs to use the nonspecific targeting breach track for PC ships, and limit PC ship turns to ship scale so the captain has to decide which crew should act and when.) But that shouldn't be necessary!
  9. Warp factor schmorp schmactor. The game does not give a damn about travel times or distances. The game is designed with the assumption that play opens with a ship arriving in a system, doing stuff in that system, and then ends with the ship warping out of that system. Nevermind episodes that happened while on the move at warp, or in multiple systems! Maybe I'm just being a simulationist again, but I kinda want to see more than just the missions! I kinda want to give my players a taste of what starfleet life would feel like, off the clock! What kinds of times we're looking at, how people keep themselves occupied aboard a giant negative pressure submarine! That kind of stuff! This game doesn't care. The closest it gets to caring is that it states a sector is 20 lightyears across, gives a listing of how fast each warp factor is, and gives you a sector map of the alpha and beta quadrants. The only thing that's missing is the MAXIMUM WARP OF EACH SPACEFRAME. Which leaves the GM in the homebrewing lurch. So much for supporting different styles of play. It also states that warping out of a system costs power equal to the warp factor chosen, which puts unusual limits on certain spaceframes that should be faster, and enables certain ships to go faster than they should be able to. Stated along with that rule is that you can pursue a ship at warp by spending 1 more power than they did, but it gives no explanation of what happens when you catch up to them!
  10. False promise regarding alternate playstyles. The book repeatedly makes a point of saying it supports alternate playstyles, such as lower decks, or different eras of play. The problem? There's little to no content support for that! For example, let's say I wanted to play an ENT era game. There's no NX-01 spaceframe! Or spaceframes for any other vessels from that era! Let's say I wanted to play a lower decks game, what would the characters do other than just get bossed around by the bridge crew NPCs? Even with the expansion books, this idea that "any kind of Star Trek game can be played with these rules" is patently false, unless the GM puts up some serious work to make relevant content for such play. Frankly, I think the developers have an absurdly narrow vision of the potential for the setting.
  11. Challenge Dice are retarded. Somehow I ALWAYS wind up with an 11th complaint! The game calls d6s "challenge dice". No, they are never used to determine how challenging something is, or to resolve a challenge. Rather, they are invariably used to determine the effectiveness of a player's actions. Weird ass name aside, (should really be chaos dice or something) the way they roll is also idiotic. See, instead of rolling for their face value, each face has a value stored on a table somewhere in the CRB. 1=1, 2=2, 3=0, 4=0, 5=1+effect, 6=1+effect. The effects are neat, but it is not necessary to completely rewrite the way the dice roll just to justify that. The real reason they reduce the die roll values, is because player character HP er... Stress... can be between 8 and 17 points. With such low survivability values, the damage output had to be reduced, but they seriously could have come up with a better system. (For example, you could just say that the result gets divided in half, rounded down, and 6s generate an effect. Super simple. 1=0, 2=1, 3=1, 4=2, 5=2, 6=3+E.)

The Kisses

  1. It FEELS like Trek! Oh my god do they get the feeling right! The whole book is in LCARS style, and the art has a unified aesthetic! The content matches the attitude of Star Trek, and everything about it just feels right! Moreso than any other RPG incarnation of Star Trek, they nail the mood like it's nobody's business! If you love Trek, this book will enchant you so hard the system's failings will seem mild by comparison.
  2. Highest quality production I've ever seen. A woven spine separate from the hardback spine, full bleed white-on-black pages, a unified aesthetic, this book is a god damn masterpiece. It is beautiful, it is durable, it is easily one of the highest quality gaming products I've ever bought! Truly magnificent.
  3. Chargen and ship creation are fun! It's an absolute blast to make up characters in this game system! The lifepath system actually produces characters who are relevant to play, unlike other Sci-Fi games that produce mostly hodgepodge nobodies. (I'm looking at you, Traveller) The addition of mission profiles significantly expands the statistical variety of ships available to the players! (And, I'm not sure, but I think you're supposed to apply them to NPC spaceframes as well maybe?) Despite the complexity of the rest of the game to understand and play, getting started is super easy and enjoyable. Gold star for that.
  4. Modiphius is actually really cool. You know how WotC is only nice when they're engaging in a marketing ploy? Yeah. Modiphius is actually just nice. Bought the Core Rule Book? Contact them with proof of purchase, and they'll send you the PDF for free! Bought the PDF? They'll set you up with a discount on the CRB! They offer an extensive free-to-play and publicly accessible living campaign! Their website offers a variety of free products, including an introduction PDF that can get people playing ASAP with far less fluff! Their staff are personally active, not only on their official communities, but also on the major fan communities as well, and the company divests itself of responsibility for their actions, so they can unofficially say whatever they want and not worry about losing their jobs just because it wasn't vetted first. (Within reason. I'm sure if one of them started posting swastikas all over the place, he'd be short on employment rather swiftly.) The staff who make the game are also the people who play the game, and part of their marketing is to show their in-house games to the public via their youtube channel, which gives a great insight into what they intend this thing to play like! Just, in every way shape and form, Modiphius is simply cool.
  5. Supporting characters are a genius mechanic. In Star Trek, there are often many more characters than there are in the average gaming group. Often, characters must be split up in different simultaneous situations. STA handles this by giving each ship a crew support score, which is a resource players can spend to create slightly less advanced characters to fill in the gaps, or to participate in scenes where they would otherwise be unavailable. For example, let's say an away team gets sent down to investigate some spooky ruins. The Chief of Security's player says that given the risk of a Romulan attack, he should remain aboard, and so he spends 1 crew support to create a supporting character, a security officer under his department, whom he sends down on the away mission. Now, whenever the scene switches back and forth between the ship and the away team, that player still gets to be involved, if even at a slightly reduced competency in one instance. Another example is to use crew support to fill roles the players don't want to do. For example, if nobody is interested in medicine, they could make the Chief Medical Officer a supporting character. Then, whenever someone needs healing they just spend a crew support and transport that character on to the scene! I also have an idea for the command role issue. I've been thinking about making the CO an NPC, and then making the XO a supporting character. Because supporting characters are shared by all players, the XO stands as an option for anyone who wants to take a turn in the big chair for a scene or two, without forcing everyone to serve just one player all the time, and still having a superior officer available that the GM can use to keep things in check.
  6. Metacurrencies are fun. The game features 3 metacurrencies. Determination, Momentum, and Threat. Players gain determination whenever the GM takes a value from their character sheet and makes it into a complication, or when they refuse the complication and question that value, forcing it to be changed at the end of the adventure. They can spend determination to do a small range of very powerful effects only by invoking and roleplaying out how their values motivate them to greatness in the current situation. Determination is an excellent system for encouraging and rewarding real roleplay, and also for developing characters over time. Momentum, (poorly named) is a currency generated whenever the player rolls more successes than the required difficulty on a task. They can spend these points on an insanely long list of fancy effects that can alter the game. Most momentum spends can only be done as part of a task, but some can just be done willy-nilly. The players share a group momentum pool, which means everyone gets a say in who spends it and when, keeping off-turn players engaged, as nobody wants to see their hard-earned momentum wasted frivolously. Finally, pretty much anything the players can spend momentum on can be paid for by giving the GM threat points, in addition to the 2 per PC the GM gets at the start of every adventure. The GM can spend these threat points to dramatically alter the situation. This game strongly opposes the illusionist method of DMing where the GM can call blue bolts of lightning from the sky on a whim. Instead, the GM's ultimate power ends the moment play begins. From that point forward, the only way they can alter the scenario is by spending threat or through the actions of their own NPCs. The goal of the GM is to spend all that threat by the end of the adventure, but ideally in a manner that challenges the players rather than annihilating them.
  7. Traits are brilliant. The game is really easy to prep for, because a scene is just a description of a situation and environment, followed by a list of words or short phrases that describe the traits that affect gameplay in the scene. For example, if the players are surviving on a desert world, the scene might just have the trait, "Overwhelming heat" as a complication. A player could make a task to find shelter and, on a success, spend momentum to remove that complication, indicating that he found suitable cover for the party. But if he rolled a 20 as well in the process, the GM might add a new complication, stating that as it grows dark, the planet begins to become "unbearably cold". Gameplay proceeds like that, with players and GM modifying the traits of the scene and characters in the scene to resolve the central problem that scene represents. My only nitpick here is that the GMing section gives 0 support to a first time GM how to prep a game at all. Sad, but not unexpected.
  8. Zone based combat is brilliant. I switched to zone combat a long time ago when I started abandoning gridded combat. Zones are a super easy way to manage an environment without having to draw anything, which makes it perfect for voice-only theater of the mind roleplay, sucha s the kinds of games I've been playing online during this pandemic. I also love how zones are just subdivisions of the environment, and the terrain effects in those zones are just environment traits attached to those zones! Very easy to remember what is where, and why, and how it all connects and interacts. I would have preferred a little more guidance on the maximum and minimum sizes for zones in personal combat, given that they have an actual mechanical impact on throw range and non-electronic communication range, but I think they wanted to inspire GMs to experiment through play.
  9. It's an excellent product line. The expansion books actually expand the game, both mechanically and thematically, for both players and GMs. That means every book you buy in this line contains something genuinely useful for everyone at your table. (Yes, even content from the adventure books could be cannibalized by a creative homebrewer to make cool new stuff.)
  10. Uh... huh... well this has never happened to me before, but I really cannot think of a 10th item. I know that makes it look like this game sucks, or like I hate it, but... I'm actually a huge fan! The positives I've listed are infinitely more important than the complaints- most of my complaints aren't even about the game anyways, but rather the editing of the book. So uh... yeah. Go buy it.

Star Trek Adventures Command Notes


Hey there! Remember my compressed rules notes for the Star Trek Adventures CRB? Well now I've done it for the Command sourcebook as well! Enjoy!

Friday, June 12, 2020

STA Player Reference Sheet


The above is a link to a player reference sheet. It uses the language from my notes, so unless you're familiar with that, it may seem a little confusing. It lists alll actions, all spends, the task resolution process, a guide to attributes and disciplines, and a reference fro challenge dice.

Also, in case you're interested, here's a blank version of it! Go ahead and make your own nice-looking things.

Wednesday, June 10, 2020

Star Trek Adventures Talent Cards

MORE FREE STUFF!!!


So, I was browsing the Modiphius forums for the first time recently, and stumbled across this topic about cards made to represent talents. For those not in the know, talents are just STA's version of feats. The problem is that the official character sheet gives you only enough room to write the names of the talents, not what they do. This is problematic, because STA is finnicky and has arbitrarily convoluted rules. The talents are no less elaborate. As a consequence, pretty much everyone always forgets how their talents work all the time and have to look it up whenever they think they should use it. As such, giving players handy-dandy reference cards is the way to go!

Now, I'm a little more advanced than the folks who made that topic. I put out real money to have the best software for making digital and print products from my own home.

So I made my own.

They're PDF format, so they should be ready to print from any computer to any printer. No fiddling about with settings to get that one perfect print. Additionally, I included every talent, including species, career, etc. I divided the document into character talent cards and ship talent cards, just because you're likely to have to print multiple copies of character cards, but starship ones are less numerous in play.

I am currently planning on making cards for the other books that have talents as well; specifically for the new species available in the quadrant books, the new character talents in the division books, and the new starship talents in the command book. (People seem to be saying that there's more starship stuff in the other division books, but I can't see it?)

About making your own cards with the RTF. When you copy text into the image cells, the table will go wonky. You need to change the paste type to image, and then change the text wrapping to "above text". This allows you to move it around without affecting any formatting.

EDIT: Department Cards

The following link will take you to a post where I present my department book talent cards. The quadrant books are next on the chopping block.

LINK

Sunday, June 7, 2020

Star Trek Adventures Rules Notes


OK, so, I really love Star Trek Adventures. It's a pretty bangin' game for a franchise tie-in TTRPG. It is far from perfect,but certainly an enjoyable play, so it gets a pass.

And the book is of excellent quality too, with a woven spine separate from the cover spine and impressive production value on every page!

But you know what doesn't get a passing grade?

The writing.

Oh god, the writing. Flaws I have seen:
  • Inconsistent language. Is task resolution called a "task" or a "check" people? Get your language straight.
  • Muddled language. Tasks are a type of action on your turn, but are also the task resolution system. This means you can take a task that makes you make a task. Buhwhaa?!
  • Redundant writing. Every rule in the book is copypasta'd somewhere else in the book at least once. Some rules are triple copied.
  • Skatterbrained rules explanation. Every time they try to explain a rule, it gets interrupted by a half-explanation of a related rule, then the text moves on without finishing the explanation of the initial rule until much later on in the book!
  • Flavorful but misleading headings. The headings are fun to read if you read this as a book. But if you're trying to find the rule about spending momentum for bonus damage, the table of contents might as well be someone's shopping list!
  • Flavor text overload. They have sidebars all over the book. Half of them are pink, meaning they're fluff, the other half are purple, meaning they're actually more rules content. EXCEPT for some of the pink sidebars that contain rules, some of the purple sidebars that contain fluff, and some main text sections that are not rules content either. You basically have to read everything to make sure you didn't miss something.
  • Disorganized information. Did you know half of the book's playable species are actually in the DM section at the back of the book?! Without any warning or indication of such earlier on?? How convenient and useful!!! The whole book is like that.

So anyways, they can't write to save their lives. So, here, my gift to you, and the fruit of two months of reading and rereading this thing until its pages are nearly falling out. My notes. The entire rule system, sorted, organized, and stripped of fluff and specific play content. Just the systems you need to know to run the game.

You're welcome.

Monday, June 1, 2020

Star Trek Adventure Zoning



Let's talk about zone based combat for a little bit. Zone combat is a theater-of-the-mind solution to spatial relationships in tabletop combat. The idea's been kicking around for some time, but more recently it has been used in some fairly big-name RPGs. One RPG that uses zone based combat is Star Trek Adventures.

The key thing to remember about zones, is that they have no set standardized dimensions. A zone is shaped more by the environment and its impact on the battlefield than by discrete numerical measures. For example, in an office building, each cubicle, office, and hallway might be distinct zones, even though they all have very different dimensions.

Let's take a look at how STA zoning of a scene affects combat. The image above is a general map of a hallway in a building. We're going to assume the doors to the side rooms are all locked, so we don't have to worry about them.

Example 1

In this example, we make the whole hallway 1 zone. What does this mean?
  • Anyone can move to or from melee with the movement minor action. The movement minor action can also be used to completely exit this battlefield.
  • Someone can whisper to a person on the other end of the hall and it will be heard just fine.
  • All combat is in close range. That means, if someone drops prone to get better cover, attacks against them gain 2 bonus momentum.
  • On a melee attack used to shove, a person can be removed from this battlefield.
  • Area weapons could harm anyone in the zone on effects and complications rolled.
As you can see, this one seems a little... goofy. Especially with how sound works, and how lying down for better cover doesn't really work. Too few zones in a relatively large-ish area results in things just being a little wonky.

Example 2
In this version, we've split the hall into 2 zones, each representing opposite ends of the hallway. How does this affect combat?
  • A person in one zone can use the move minor action to move to or from melee within their zone, or to move to the opposite end of the hall, or to leave the battlefield.
  • People must shout to be heard at the other end of the hall.
  • Ranged attacks from one end of the hall to the other are medium ranged. This means they nolonger gain bonus momentum when firing on a prone target
  • If someone tries to hide behind the corner on the opposite end of the hall, the DC to spot them increases by 1.
  • An area weapon fired to the opposite end of the hall poses no threat to anyone in the same zone as the shooter.
This one, to me, seems about perfect. You should have to raise your voice to be heard around the corner of a long-ish hallway. You can still move quickly in this relatively cramped area. Dropping prone is actually useful. But, just to be sure, let's take this one step farther.

Example 3

The final example has the hall broken down into 3 zones. One zone for each intersection, and a third one in the middle as a sort of no-man's-land. How have things changed?
  • The movement minor action can only take you into no-man's land. To get to the other end of the hall, you'll need to spend momentum for extra steps, or use the sprint action losing your attack for this turn.
  • People at one end of the hall cannot hear people at the other end, no matter how loud they scream. This means that if the players want to negotiate a peaceful result, they'll have to walk into no-man's-land and risk getting shot.
  • Ranged attacks are now at long range, which surprisingly has no mechanical impact compared to medium range.
  • Someone hiding at one end of the hall has +2 DC versus people trying to spot them from the opposite end.
  • It is impossible to throw a grenade weapon to the opposite end of the hall.
OK, nope, that's not right. Suddenly, the atmosphere is molasses. Sound is muffled, movement is restricted, people are hard to see even though they aren't very far away. Too many zones in a small area warps reality too much.

Theorycrafting...
So, I did some research and discovered the average human voice can carry out to 180m in clear conditions. That's obviously a shout, since I can't even clearly hear my wife talking to me on the other side of the bedroom. 

So, let's say that, based on voice range, "close range" would be anyone within 90m of the speaker. That means each zone should not have any dimension exceeding 90m in any direction.

Additionally, since the longest range for communication is 180m, it would be a wise bet to say that one should not set up zones such that more than 2 occupy a 180m length in any direction.

This is, of course, assuming you're building a battlefield in an empty field with no meaningful terrain variation.

On another point....

The throw range of grenade quality weapons is medium, or a 1 zone difference from point of origin. It isn't hard, with a bit of practice, to be able to throw a ball sized object about 50m, or even 100m if you really go hard at it.

So, in other words, going by the acoustic measurements above, you should probably be able to throw such a weapon somewhere into medium range, but definitely not beyond it.

So, uh... yeah. A zone should be about 90m across. There you have it.

Monday, May 25, 2020

Star Trek Adventures Resources

The following is a list of links to online resources for Star Trek Adventures games. Before we get into the meat of it, a lot of this is just curated links to specific blog entries by various people on the internet. This means 2 things.

Firstly, it means that there's a lot more content than just what I linked to. All of these bloggers are great, and you should read their actual blogs too.

Secondly, it means this page has a lifespan. Blogs deteriorate and die over time. Eventually nothing on this page will work. Use what you can while you can, nothing lasts forever. Show your appreciation to the people who made these resources; continued attention and praise is what keeps these things alive.


1. The Trove

The Trove is the most enduring online RPG preservation site in existence. How they survive in this age of aggressive copyright territorialism is beyond me. But they do. If you want to learn a game before you spend 60-80$ on the real book, this is where you go. If you already bought the real book and don't want to pay twice just to have a PDF copy, this is where you go. If the company refuses to make a PDF of their game, this is where you go. For STA, The Trove actually has two folders. My guess is that there are too many cooks in the kitchen, but they mean well at least. Here are the links directly to STA material.

Folder 1

Folder 2




2. Modiphius Character Maker

Modiphius is unusually fan-focused compared to game design companies of the past. They have provided an online app that allows you to create characters using content from all currently published content. You can then save your high quality character sheet in PDF format and print it from home. This tool essentially means the players don't need to have their own copy of the book just to play!

3. Star Trek Paper Minis

This tool does not work on mobile, but I promise you, it is worth shackling yourself to the desktop if you plan to run this game. Basically, it's a digital custom paper doll tool. After you design your paper doll, you can use prtscrn to take a picture of your work, then cut the image up in ms paint to make a paper stand fold-up, then copy that image into word to format it for printing. It's a little bit of work, but you'll likely only need to do it a few times, and the results are spectacular.


4. Star Trek System Generator

Another web app. This one works on mobile, but the formatting gets a little buggy on big systems. Basically, it generates all the details of a star system, right down to resources and life forms available on the various planets. It even gives you a detailed visual representation of the star system it generated! Very neat!

5. Blank LCARs Sheets

Ignore the janky work tracker at the top of the page. Beneath that is a real gemstone: a form-fillable LCARS PDF! Ever wanted to hand out a professional looking mission briefing from Star Fleet Command? Now you can! You can also print the blank white version on the back of your players' character sheets to give them a notes section! Comes in ultra-expensive black and printer friendly white variants.

6. Warp Factor Calculator

There's a fair number of these on the internet, but this one is a web app, no page reloading. It allows you to calculate speed from warp factor, or distance travelled by warp over time! In real time! It even let's you select whether you're using the TOS or TNG scale! Now, I know STA kind of expects the GM to have the ship move at the speed of plot, but I like to genuinely give my players autonomy over their movements. After all, what's the point of making an expert helmsman if the GM is really in the driver's seat? So I use this to figure out my players' time through the star system. Oh, for anyone who's wondering, each sector on the STA star chart is 20 lightyears across. It works out that roughly every 3mm is 1 lightyear, if youre using the inside-cover maps. You're welcome.


7. The Wikis

Memory Alpha is the ultimate source for cannon Star Trek information regarding the mainline franchise. You can use it to plan your campaigns and you can let your players use it as their ship's computer!

Memory Beta is the ultimate source for expanded (non-canon) Star Trek information from all of the side products, like TAS, the books, the other RPGs, etc. If you want to add more fluff to your setting, you can use this to supplement Memory Alpha

8. Starship Attack Guide

A handy PDF that clarifies how a starship attack works. If anything, it really just illustrates how elaborate starship combat can really be.

9. Milestones Log

Milestones are actually fairly uncommon. If you play biweekly, the party only gets 1 milestone every other month if you play by the game's recommendations! This means your players WILL forget how many milestones they've had. This sheet, if printed to the back of their character sheet, allows them to keep track of their character's development progress!

10. Basic Task Guide Tools

This is a learning resource for new GMs and players who are struggling with the task resolution system. A handy teaching tool, especially of you aren't playing with adults or older teenagers.

11. Figure Matrices

These sheets allow you to make hexagonal tokens that carry all the core stats of a character or ship on their face. Just buy some 10lb paper and print them out to make use of the things in your game! Personally, as a cheapo with no figures, I just use these as map tokens.

For Characters

For Starships

12. Extended Task Flowchart

Apparently a lot of people struggle with the concept of extended tasks when they first start playing. Here is a handy guide to what to do.

13. Task Record Sheets

This is a series of PDFs of printable forms that you can use to keep track of all the convoluted ways information is handled on a starship in STA. I think these are an interesting way to perhaps help the players feel like actual Starfleet officers doing work on a PADD. Maybe decorate a clip board for each player to hold all their forms and character sheet info!

14. Supporting Cast Quick Guide

This is a reference sheet (of exceptional production quality) that you can use to guide yourself and your players through quickly making up a cast of mooks! I mean redshirts! I mean meatshields! I mean backups! Oh you know what I mean.

15. Scene Trait Sheet

Keep forgetting the traits in the scene? Having trouble remembering the traits you planned for a scene? Players having trouble keeping track of it all inside their heads? Never fear, now you can make a character sheet for the scene! Just print out this luxurious form and write the traits out, then set it in the middle of the table for all to see!

16. SFX

Here is a couple of star trek soundboards. Pull up your phone during the game and tap away as things happen in the game! Takes a little practice to remember which sounds you want to use for which systems/events.

The ugly but extensive one.

The pretty but limited one.

17. Ship and Era Specific Starship Sheets

Ever get annoyed with how your TOS era Miranda class ship is using a TNG style character sheet with the outline of a galaxy class ship? Go here. Click around a bit. You'll find a sheet for just about every published Federation ship for each era it is appropriate for. All in PDF format so they print clean and pretty. There's also a form fillable TOS character sheet hidden in there as a fun little Easter egg.

http://enklave-23.de/STA_Sheets/

Now, the style is so similar I'm not sure, but these additional ship specific sheets by Cory Belote may actually be the same author as the stuff on Enklave. Don't quote me on that. In any case, here's links to more of the same kind of stuff.

One

Two

Three

Four

Five

Six

Seven

Eight

Nine

Ten

Eleven

Twelve

18. STA GM and Player Guides

Just some juicy PDF tips from an experienced GM to help you and your players get started.

For GMs

For Players

19. Starship Blueprints

This website is a massive warehouse of blueprints for pretty much any and every starship to grace the screen, and even a few from the expanded universe too! My link takes you to my favorite collection, which are LCARS cross-section displays for various classic starships. Print one of these out for your table and give it to them to help them visualize life aboard their space-house! Aside from that though, a lot of the bridge plans could be used in Roll 20 for large scale battle maps.

20. Communal Games Finder Map

Running a regular game? Pin it so we all know how big this community gets! Where's my peeps at??

21. LCARS Power Point Template

Want to show off your over the top roleplaying skills? Got a projector or large screen in your game room? Well, now you can present a stylistically sound PowerPoint mission briefing to your players! So extra!

22. Mission Record

Here's a form fillable PDF you can use to track notes from each session/mission your players play through.

23. Interactive Galaxy Map

An LCARS interface galactic map web app! What a treasure!

24. Hit Grids

These can be used to visualize where on the exterior of the ship your vessel has been struck. Using the schematics from a link upper in the list can allow you to then assign damage to systems based on the location of impact! Or you could go the other way around, and place little damage tokens on this to show where on the hull they got damaged based on the system that took damage!

One

Two

Three

Four

Five

25. Medals Tracker

Using medals from the Command Division Source Book? Here's a handy way to track them. (Though I'd personally rather make little paper badges and pin them to the character sheet.)

26. Practical Table Decorations

Printable LCARS displays for the various stations/positions available to the bridge crew. The best part? They're alaina cheat sheet to remind the players about what they can use their station to do! Just print them out and set them in front of the players using a station that covers that position!

One

Two

Three

27. Spaceframe Cards

I don't know who made these or how I got this link, but I'm spreading the love.

28. Official Free Stuff from Modiphius

Might as well link to this stuff just in case a new GM missed it.

The quickstart guide is a good rules only explanation to get a player going in your game. It offers virtually no support for a GM.

Red Alert is miniatures skirmish rules compatible with the game.

They offer free official PDF character sheets.

They made this goofy thing.

And finally they publish a series of freely available adventures for their living campaign that you can totally just hijack for your own game with wanton disregard for their intent. Or, you know, actually participate and influence future iterations in this incredibly generous product line.

Check out the Official Modiphius Forums if you want to get in touch with the developers themselves. They're directly active with the community, rather than interacting through appointed admin intermediaries the way some other game companies do. There's an official wishlist topic that's been ongoing for years that they actually pay attention to!

29. Extended Task Helper

A web application that lets you build an extended task track, and then track the work done! Probably not super duper necessary, but it sure helped me understand how extended tasks are supposed to work! Give it a fiddle! Oh, to get rid of the SUCCESS display, you have to refresh the page.

Hull Breach - Star Trek CCG 2E » Captain's Log - CategoryOneGames

30. Player Reference Sheets

STA is a complicated game. Someone decided to make a bunch of high quality quick reference sheets to help their players. Honestly, I think I could do a better job, but hey, the man's on the right track. Here you go!

31. A bunch of LCARS gifs

Perfect for making digital props!


Saturday, November 19, 2016

14 Tips for Overland Travel



EDIT: This blog entry is a living document. As I learn and read other people's solutions, I update this page periodically. Although I may occasionally copy someone else's original text at the top as notes during that process, I am not claiming authorship of their work, and will delete it once I have parsed their ideas to work within the context of everything else I know about this topic. When people ask for this kind of help, I link to this page as my answer. /EDIT

OK, so like, I know 14 is kind of a weird number, but that's how many I got, so deal with it. A lot of players struggle with overland travel in RPGs. It seems like there's nothing to see or do, and travel just turns into a series of ambushes between important locations. Look, I know overland travel seems impossible to do right. Somehow, there's a fundamental ludonarrative dissonance between what we know an adventure is, and what the game winds up generating. It only took me around 14 years to figure out what the problem was. Fair warning for the TL;DR: like everything the DM is in charge of, it's your own fault for being uncreative and lazy. I've been noticing a trend with all of these things I used to be bad at that everyone else is also bad at...

(As an aside, if you want to explore the dissonance thing, you should check out gameplay and story segregation. Knowing this is a thing is the best way to stop yourself from doing it wrong.)

Before we go trying to make adventure fun again, I'm going to explicitly agree with Angry about something. If your idea of adventure has nothing to do with exploring the world, then you do not need to do this. Skip it. Hand wave it. Gloss over it. If your idea of adventure centers on actions or people, and you think of journeys as the mundane logistics of simply getting from place to place, just don't bother with it. Do a cutscene telling the players about their arduous journey, or just fade to black and say it happened off-screen, and move on to the part you actually care about. No amount of record keeping or creative encounter generation will make something you don't care about interesting. If you aren't having fun, your players most likely aren't either. You need to be in it for real for it to work. There. Now, everyone who wants a classic adventure, the kind where you venture into the unknown world, read on. 


The root of the problem has two branches:

Firstly. An unread DM is a starving DM. Read novels where characters go on long journeys by foot. Read how the author handles the experience. Read a lot of books like this. Absorb all of their techniques. Watch road trip movies- especially comedies. Watch survival movies. Watch nature shows and documentaries. Research historical methods of travel and Exploration. Beyond the literature though, practical research makes all the difference. Go for a hike. Go camping. Walk in the woods. Walk in the rain. Walk in the snow. Learn to ride a horse. Learn to row a boat. 

Far too often, we cocoon ourselves in modern comfort for years on end, experiencing nature in only the most distant and impersonal of ways. Go out there. Feel the earth under foot. Taste the humidity of a forest. Scrape your knees. Sleep under the stars. Experience this earth for what it truly is, in all its beauty and glory, for all its discomfort and danger. Appreciate the millennia of human labor which have provided us a world that is comfortable, reliable, and safe. Respect this vast and powerful world which, to this day, can simply choose to kill us in an instant if we do not prepare accordingly.


Secondly. A modern DM is a spoiled DM. Today, a 2 hour drive from one town to the next is a boring interruption to our day. We look out the window and see all the same; trees, hills, farm houses, stock animals, fences, and the ditch beside the road. It can be hard for a modern person to remember that just because this is the way the world has always been for your entire life, this is not the way the world has always been. In ages past, where now we see mild pastures and overpasses, there was naught but wild lands, untamed and unexplored, mysterious, perilous, and awesome. That two hour drive could take a whole day, even if there was a road. If there was a road, it was likely little more than wagon tracks in the mud. Travel was decided by weather, and meteorology involved talking to angels by throwing sheep knuckles in a bowl- and even that didn't work very well because God was ineffable anyways. Maps were expensive, hand-made practical art objects which took years to craft, and often got the details wrong. The world was a much more complicated place to travel back then- a place ripe for true adventure to happen.

For travel to be an adventure, it needs to involve exploration. There need to be good reasons to take the road less beaten, or to check out that odd landmark in the distance. Spending extra time in the wilderness is a risk, so it should be rewarded. Every time the players are going to cut a straight line across the world map, there need to be a myriad of twists, turns, threats, distractions, and surprises to take them off that path. The only things that really travel in straight lines are airplanes. 

Without further adieu, here are the tips on how to bring that adventure to fruition.


1. Track time. 

Describe how the aesthetics change as the day goes by. Both light and weather vary as the day goes on. It may start beautiful but end in a terrible storm, or be gloomy all day, or seem beautiful but turn out to be miserably hot, etc. It matters whether it is night or day, and how long the shadows get. The time of day should alter the types of wildlife you're likely to encounter. It should impact the weather. Light controls visibility, not only during combat, but also for exploration.

I generally run an immersive experience by the hour. If you travel by the day, the abstraction becomes too extreme, and forces you to abbreviate descriptions. When you describe everything that happens in a day, it stalls play by taking away any opportunity for the players to roleplay in that day. It steals player autonomy by never even giving them an option in the first place. Daily travel works better for a hex crawl, because it heats up the adventure's pace and reduces the number of encounters, (which are usually mostly combat in a crawl) making it more reasonable for the heroes to survive travel.

In 5th edition, you can use daily travel to award downtime days that players can spend on downtime activities during their travels. If you do this, limit the downtime activities to the kinds of things they can do away from civilization.

Pro-tip: When you want to emphasize the boring emptiness of a region, the dragging of time, there is a way to do it without being boring: When they state that they are doing nothing as they travel, stare at them in absolute silence, don't even respond to them, for exactly 45 seconds before continuing with the next hour or day of exploration. The silence and awkwardness will make their skin crawl. Don't use this too much, or it'll be truly boring, but it can be quite jarring if used to point out that their last decision is stalling play.

We'll come back to this, but routines are a powerful tool for marking and measuring the passage of time. The party wakes up, eats and drinks, camp teardown, they study and update maps and journals, prayers and spell preparation... As they travel, animals stop for rest and feed, distractions happen, lunch... As the light fades from the sky, they search for a good site, set up a camp, eat, rest, plan watches... and it all starts again the next morning. The farther they travel, the more days pass, and the more resources they burn through. Day after day. The moon goes through its cycles. The constellations creep across the sky. Weather drags or changes. (If it rains for a week, that's memorable- but so is that surprise hail storm in the middle of a month-long heatwave!) Holidays come and go. Seasons can pass. All various cycles, slowly measuring the passage of time.

Time is a resource, above all else. Remember, time is what consumes their other resources more than anything else. In effect, their supplies are just a really abstract method of buying time in the wilderness. As they travel, they slowly run out of survival time. If they stay in the wild for too long, especially in inhospitable places, the world will quickly begin to kill them. The real danger of running out of time gives a sense of urgency to play, and makes characters like rangers invaluable to long-term survival.

More than that though, the world should never stop turning, and should not revolve around the heroes alone. Things should keep happening in the world as the heroes travel and do things themselves. Unlike a Bethesda game, where the villain happily waits around for you to finish every side quest in the universe, a D&D villain should be actively working towards their goals. Wars should play out in the background. The consequences of past quests should manifest over time. Natural disasters happen in far-off places they've never been to. The local scandals and gossip shifts. The landscape changes in the decades since their map was drawn. Even the heroes' current goal should be a sort of moving target!

Did Lizardfolk kidnap a bunch of villagers to eat them? They have a limited time to save those people before the lizard men get the fires ready and start cooking! But do they take the easy/slow route to save combat resources, or do they try to hack their way through the dangerous/fast route? Or do the players have some other trick up their sleeve? And should they even bother with this when they know the real threat is the dragon the lizardfolk worship, and they only have so much time before it successfully marries the king's daughter?

Time introduces tension, and when you give the players conflicting goals which compete for limited time, it forces those players to make decisions and get creative. It forces them to play.


2. Track weather. 

Tell them if it's getting warmer or colder out. Tell them if there's a breeze. Mention environmental effects, like storms on the horizon, or seasonal effects like trees in blossom or losing their leaves. Mention any wildlife they see. (Someone might go hunting, or a player may be looking for an animal companion. If nothing else, it's texture.) Weather is the single biggest issue in ancient forms of travel. It affects everything. It decides when to travel and where to travel. It changes which route is fastest. It changes resource availability. It affects the difficulty of navigation and the speed of travel. It can kill you. It can save your life. In the wilderness, mother nature is empress, and the weather is her word.

Remember to include weather effects when encounters happen, too. Maybe a dragon flies overhead, but it's so overcast all they hear is the slow, melodramatic beating of its leathery wings through the clouds. Maybe they're beset by wolves, but howling wind interferes with their ability to hear each other, making it difficult to coordinate tactics. Maybe the rain has turned he road to mud and the whole battlefield is difficult terrain! Your weather effects are the first and easiest properties you can apply to any encounter to change the context, tactics, or difficulty.

Weather can also introduce new types of encounters. A road might turn into a shallow stream during a torrential downpour. A blizzard might force the players to seek shelter in a ruin. A drought might cause a river to dry up, becoming a treacherous ravine.

Angry has named this solution to random encounters the "genauein" solution. It's a contraction of German "genau ein" which means "exactly one".

3. Different types of encounters. 

Before I talk about the various types of encounters I run, I should give a word to the way a travel encounter should be played out. Remember, the players aren't playing if they aren't making decisions. While making tactical combat decisions does benefit the players, those decisions don't mean much. At the end of the day, combat only has 2 results: win or lose, and all of their decisions lead to one or the other. In other words, combat offers plenty of options, but few actual choices: breadth of an ocean, depth of a puddle. Because travel isn't an option, (they MUST get to B from A) the players aren't actually playing a game during that process, they're waiting. Every encounter is an opportunity to get them playing again by giving them choices to make. The  more engaging the choices are, the more engaged the players will be. For choices to be engaging, they need to make a difference and be relevant to the task at hand. Since the task is getting from A to B, their options need to affect travel resources, including time. Encounters which offer options to change course or go off route are also a good way to get players discussing what to do, getting them to focus on PLAYING the game again.

This is a vignette.

Also, the encounters need to have narrative value. They need to have a purpose, even if they are random. Don't just state the bare-bones minimum of what they stumble upon. Describe the who, what, where, when, why, and how of it! Give it details! Paint a picture in the mind of your audience, and paint them into that scene. You often hear people describe encounters as "vignettes", which are small scene paintings. That is exactly the advice I would give to you. Every encounter is a chance to deliver a plot hook. Every encounter is a chance to show the players some lore of the world. Every encounter is a chance to distract the players. We are here to immerse ourselves in the emergent product of our combined imaginations.

For each hour of travel, I first roll on a chart which tells me the type of encounter they run into. (Not whether there is an encounter at all) Combat encounters are generally rare, but some areas are weighted differently. Now, most people assume "encounter" means combat. That is not necessarily the case. Really, any time the players enter a scene, that scene is an encounter with the setting and system. That's where the word comes from! Some like to divide encounters into 3 types: exploration/interaction, roleplaying/socialization, and combat. I generally follow that model, but I find that the exact demands of travel requires rather specialized versions of those categories.


First: There are environmental encounters; such as... 

  • obstacles in the path, (gorges, rivers, ruined roads, fallen trees, etc.) 
  • hazardous terrain, (quicksand, tangling vines, falling rocks, sinkholes, rickety bridges, etc.) 
  • hazardous weather and natural disasters, (storms, tornadoes, minor earthquakes, blinding fog, avalanches, floods, forest/brush fires, etc.) 
  • civilization encounters, (an inn on the road, a farmer's home, a hunter's lodge, an old shrine, an abandoned hut, a logging camp, etc.) 
  • and pretty things, (gorgeous rock formations, pleasant Meadows, foreboding woods, ancient ruins, huge flocks of birds, etc.)


Second: Then there are NPC encounters; wandering merchants, toll roads, con artists and criminals, highway patrol guards, hunters, wandering minstrels, other adventurers, funerary processions, nomads, pilgrims, mysterious strangers, farmers, road workers, beggars, people in distress, lost wanderers, guides, caravans, taxis, missionaries and evangelists, weirdos, etc.

A lot of times we have a habit of glossing over these people (or even pretending they don't exist) but it can be worthwhile to make all strangers potentially worth meeting. Give them a little backstory, some sort of goal, a secret. Let your party decide how they interact with the character, but give them enough juice that they have a choice of involvement. To make it worthwhile, simply record every NPC they encounter and how the encounter went. Then, keep every single NPC in a big toolbox. These characters are your tools to deliver new experiences in the game. Whenever one of your old NPCs could be useful, whip that character out and have the relationship pick up from where it left off! These little, "hey, aren't you that guy?" moments play on a form of human empathy known as sonder:

sondern. the realization that each random passerby is living a life as vivid and complex as your own—populated with their own ambitions, friends, routines, worries and inherited craziness—an epic story that continues invisibly around you like an anthill sprawling deep underground, with elaborate passageways to thousands of other lives that you’ll never know existed, in which you might appear only once, as an extra sipping coffee in the background, as a blur of traffic passing on the highway, as a lighted window at dusk.

When you can have random NPC encounters, it pays to have a streamlined way of making up characters on the spot. Rory's story cubes are a powerful story-writing tool. Rolling 1-3 of them can generate inspiration for all sorts of interesting backgrounds for your NPCs to have had. There are also online NPC generators, and you could always go the old fashioned route by making randomized tables.


Third: Then we have your combat encounters;

  • dangerous wild animals, (starving predators, diseased wildlife, territorial prey animals, breeding beasts, mothers/mares/does with infants, etc.) 
  • actual monsters, (dragons, giant snakes, etc.)
  • bandits, 
  • enemy military incursions, 
  • ravaging evil humanoids, etc. 


The main reason people hate travel is because most DMs run nothing but a series of random ambushes between A and B. It becomes a slog, with the party grinding on endless meaningless mooks. The DM is literally throwing monsters into a meat grinder. What a waste of time!

Every encounter should have a purpose, regardless how random. Having a purpose doesn't just happen though, YOU have to create that purpose and express it to your players. The random chart is not a destination, it is a direction for you to walk in. It is a means to an end. The meaning can be pretty much anything. You have the whole of your own infinite imagination to give it purpose. Maybe it means those wolves are starving hungry enough that a bunch of armed people look tasty- why are the wolves in this area starving? Maybe it means that random wyvern is actually actually major hazard in this local area and it can be used to foreshadow actually future side quest- how much would the local lord pay for its head? Maybe it means the guards are too busy with some other problem to properly control the highway men- are the players walking into more trouble than they bargained for? You can make it up. It's as easy actually asking "why" and giving yourself the most interesting answer you can think of. Just keep asking those why's until you feel satisfied with the story you've woven.

I could write a section on how to make the combat encounters more interesting in their own right, but a man could write a book about just that topic alone. To summarise the techniques though...
1. Varied and complex terrain. Hills. Obstructions.
2. Interactive environments and objects.
3. Unique monster combinations.
4. Creative tactics on your behalf. Surprise your players.
5. Environmental effects. (Generated for you by random charts!)
6. Customized or reskinned monsters.
7. Complex factioning. (A vs. B vs. C)
8. Goals in addition to, or other than, murder. (Save B from A! Help A defeat B! Grab A from B and skedaddle! Etc.)


Fourth: Finally, I have a whole separate chart for extremely rare supernatural encounters, like walking into a fey or fell crossing, encountering undead after dark, supernatural weather effects, magical scenery like a talking tree, a dragon/roc/wyvern flying overhead, all kinds of fanciful stuff.


4. Track their needs. 

They need food, water, and rest. Aside from the normal demands imposed by the PHB and DMG, consider the nature of the environment they've been travelling. If it's a gruelling trek through terrible weather across difficult terrain, they'll be exhausted and sore- probably miserable as well. It's OK to impose exhaustion early if the travel is hard. It's OK to increase their demand for water if the air is dry and hot or freezing. It's OK to show them that the world is unimaginably big and it can make them weak if they aren't ready for it.

Remember earlier when I was talking about time? A character's needs are the limiting factor of that resource. In the wilderness, people are frail little things, easily slain by so much as a few days of exposure. The supplies the heroes carry are their way of buying themselves time in the wilderness. Now, certainly there are characters who have various self-sufficiency skills, who can provide some needs for their allies, but nobody can find everything in every patch of brush. Sometimes there's just nothing to be had. Living off the land is risky business, not a lifestyle. At best, it's a way of buying bonus time at no supply cost. At worst, it's one extra day of life before death by exhaustion.

Do not forget about the needs of their NPCs. Every living creature in the party matters. Remember: a horse can outrun a man, but a man can walk a horse to death.


5. Be descriptive.

Tell them how the snow or sand on the wind cuts at them like a million tiny knives. Tell them how their clothes crawl with bugs from this environment. Tell them how their hair is matted against their skin, and their clothes cling to them from sweat. Tell them how the sun scorches, dry and hot upon their necks. Tell them how the rain chills them to the bone as though they are made of ice. Tell them how the mud clings to their boots in caked-on layers making their feet heavy as rocks. Tell them how they must fight against the dense tangle of vegetation as it tears at their garments and tangles around their ankles. Tell them how the storm's wind howls in their ears. Don't just tell them the base sensory information, tell them what it's like to travel through that environment. Even without mechanical effects, this kind of descriptive detail can change the way the players roleplay their activities, because it gives them material to work with.

Now, it's absolutely possible to become boring when being descriptive. There are 3 pitfalls to avoid during description.

1. Redundancy. Do not tell them the same details over and over again. Tell them what changes. They know they're outside. After you tell them the sky is clear, they will (mostly) remember that until you tell them otherwise.

2. Droning. Use as few words as possible to describe as clearly as possible what the characters are experiencing in as interesting a way as possible. You want a few words, the best words, and you want to say them in a way that is engaged- as if you are describing something you have experienced. Remember that each moment/hex/encounter is like a little scene, a verbal vignette. Think of your description like a haiku: as expressive as it is brief. Be efficient and elegant.

3. Stalling. Once you describe a scene, do not just suddenly stop or trail off. It leaves the players in a narrative limbo. Drop the scene in their laps. Put their hands on the reigns. Don't just say, "it is raining big, heavy rain drops which splash against you as you walk" and leave them hanging. Sometimes they can pick up from there, but not always. Make it personal. Give at least one character some detail specifically related to them. Always try to give the players options if you can. Always try to give your encounters a purpose. Maybe the scout finds tracks in the mud but can't make them out because of the rain. Maybe the rear guard is the first to notice a fog rolling in because he suddenly can't see the person at the front. Tell their story from their perspective!


I'm sure you've noticed a trend here, so I'm going to point it out: every step of the way, you want to prompt your players into doing something. Every time your players aren't doing something or start to stall out, you need to prompt them again. Feed them roleplaying situations. Give them dilemmas to mull over. Give them a chance to talk. Have them get in a fight or two. Lure them off the beaten path. Surprise them. You keep your players engaged by giving them a game to play. We will keep coming back to this, because it matters in every aspect of running a game, but it matters most in description, because every description you give should be made with the objective of delivering some kind of prompt for a response from the players. This technique of busting a stagnant plot by introducing new stimuli is called Chandler's Law, and while it doesn't necessarily make for good literature, it can generate some excellent roleplay.

Fancy Trick: Not feeling it? Writer's block? Uncreative? Inexperienced? Fumbling for words? Here's a shortcut to describing environments: as part of preparation, collect up a bunch of pictures of the types of environments the players can travel through. (Google and Deviantart make this easy for us modern DMs) Using whatever method you prefer, have these available for yourself. When the players enter a scene, pull up an appropriate picture and describe parts of it to them. The more stuff there is in a picture, the more material it has for you to mine. As you go, you can mix parts of different pictures together to get multiple uses out of each image's various elements. While I wouldn't recommend this as a crutch to actual descriptive play, it's a good ice-breaker to get into DMing, and a useful backup tool if you have a brain-fart mid-session. You could also just pass the pictures around if they enter an empty hex just so the players have something pretty to look at for a moment.


6. Interludes: Incorporating the players.

There is one other tool for description: the people at your table. You can enlist them to create content and entertain each other, freeing you to work on more stuff down the road. You do this by giving up some of your power as DM to a player to fill the world with a little bit of their own imagination. Such a deviation in authority is called an interlude, and the general idea is adapted from the Savage Worlds RPG, (though the original is a little more strictly defined than my usage here.).

Not all DMs like this one. For some, they simply cannot give such freedom to their players. To be certain: this method depends on trust.

How do you want to do this? When you arrive in a scene, give them a basic setting and ask the players "what happens now?" or "what do you see?" This gives the players the power of a DM for just a brief moment. I would only recommend this tactic if the players are responsible. If they'll just say something like, "a crazy merchant giving away free +10 greatswords!!!" you might want to avoid this one.

Part A and Part B. Another method of incorporating the players into the creation of the adventure is to get them to narrate the really long uneventful parts. You describe the scenery they travel through for a week or month or what-have-you, then you ask a player to describe something that went wrong, then you ask a player to describe how the party overcame the problem. Select players by some random process.

Breaking the ice. For each uneventful day of travel, come up with a character background question to ask, and have the players take turns answering said question in-character to represent what the characters learn about each other as they travel. That'll keep them busy while you come up with more interesting stuff for the next day.

Points of interest. For a long trip, show players their route on the map and ask each player to point to an interesting place on the way and make up something that they did or saw while there. If thre's a chance of failure, play it out as an activity.

Prompt. This one works best at camp. Anyone who reads my blog is probably aware of how much I like mixing games together, and how much I love playing cards. To be more in-line with the original idea of an interlude, you can randomly select a player to tell an in-character story. They can talk about their character's past. They can talk about minor history. They can make up folk tales. Whatever. But there's a catch. You draw a playing card and deal it to them. Describe the symbolic meanings of the card, (just look it up online, there's plenty of guides) and ask that the player's story be based on that card's theme. It isn't just an open invitation to be creative and flesh out the world- it's a problem to be solved!


7. Make navigation an activity. 

Navigation is an extremely complicated skill, both over land and sea. Today, with our detailed satellite-accurate maps, GPS, well documented traffic systems, detailed transportation network, and well-marked roadways, it can be hard for us to imagine getting deadly-lost on a three hour hike into town from the family farm. In the past though, most people lived without any of those things. The roads, where they existed, were almost always unnamed and unmarked. (Nobody can read anyways) Roads were rarely distinguishable from dried creek beds or game trails. (Nobody could afford to pave the countryside) Landmarks were few and arbitrary. Maps were rare, expensive, incomplete, and usually inaccurate. There were no weather networks to relay information about hazards on a route ahead. Navigation depended on extensive knowledge of natural phenomena to determine direction at any time, as well as an acute sense of time and pace. More important than anything was the quality of your directions and your ability to find your way with them. That means information gathering needs to matter.

The players shouldn't be exploring a pre-drawn and detailed map (or, at least, not an accurate one). They aren't omniscient gods who have already seen every nook and cranny of the planet. Unless they went to school, which is highly unlikely, they've probably never even seen a map of their kingdom. A geographically accurate map of the world probably doesn't even exist. Even if they have seen maps, it is unlikely that they have committed such to memory, or that they were even accurate and current. They should be mapping their own progress as they make it, while you track their true location out of view. 

The players shouldn't be able to telepathically know the fastest route every time. Part of preparation for a journey should involve learning the route(s) to a destination and the known hazards of the journey. They should be talking to people about their journey and picking up any rumors or advice from travelers on the way. Don't spoon-feed their adventure to them. Let them take the reigns. Let them make their mistakes and learn from them. Let them miss important details. Let them follow dead leads and misadvice. Let actual adventure happen!

Sure, use the simplified rules for getting lost and finding your way again, but play it out. Have the players draw their own map as they go. If they're lost or going the wrong way, help them by giving cues like, "the sun is setting ahead of you" (hinting that they are going west when they are supposed to be going north) Your main tool in getting the players lost, and their main tool in finding their way again, are landmarks. When people give directions, they are typically in the form of a series of Landmarks. "Follow the old road west to the abandoned keep and head north along the trail there. At the bridge, follow the riverbank west until you see the water mill." Some landmarks are easy to find. If you know there's a road or river ahead, you can just walk until you hit it, being a bit off-angle won't matter, because the target is so wide. However, if the landmark is a specific point on the map, it can be much harder to find your way. This varies, depending on how easy the landmark is to spot from a distance, and how far away it can be seen. For example, a black tower in the middle of a wasteland desert stands out a hell of a lot better than a broken tree off the roadside in the middle of a forest.


8. Track their characters' activities as they travel. 

Ask them what they talk about. If they aren't talking, ask them what they think about. Ask them if they do anything while they travel. If they are, ask them how they go about doing so. If they aren't, take advantage of this to set up something for later. 5e D&D has predefined travel activities which have mechanical effects in play- use them.

If you are the least bit creative in a game design perspective, take common activities during travel and make minigames out of them. Fishing, hunting, mapping, even make up small games the characters can play with each other on the road.

Speaking of minigames, you can borrow an idea from 4th edition D&D called skill challenges to represent complex scenes simply. Skill challenges are a really complex idea though, and I cannot do them justice. If you'd like to learn how to build skill challenges, I recommend you take a master course with Mr. Colville. Just adapt the skeleton of the system to play out individual scenarios on the road, or to completely represent a day's or week's worth of travel. You can even overlay a really big slow skill challenge over top of normal narrative roleplay for a long journey!

If you're playing 5e D&D, you have access to the downtime activities mechanic. For each day of successful travel ended with a long rest, reward the party with a free downtime day, lifestyle expenses paid. Then, even if the whole day was uneventful, the players got something out of it.

Chief among their travel activities is their reason for travelling. Unless the players are truly wandering for the sake of aimless meandering, travel always has a purpose. The players are going somewhere. Keep that goal in mind as they travel, and try to connect things back to it as they travel. All that random stuff they stumble upon doesn't just exist for the sake of finding random stuff, nor is it there to just arbitrarily fill the world with things for you. They are writing prompts and inspiration sources for you, the DM, to write a story.

It should go without saying, but I'll say it anyways: Every time the players actually roleplay or make a decision, record it. Keep detailed notes. You may need to use shorthand and abbreviations to save time during play, but when you have a chance, make a good copy. Remember what your characters remember, and build future events into and out of those memories. Weave your heroes into the tapestry of the world and the adventure.


9. Marching order. 

Know how they are traveling relative to one another. Anyone who's away from the group, (the lone wolf scouting ahead, the mule taking up rear-guard, whatever) can be separated from the group. They can get lost. They can get trapped. They can get attacked while alone. They can be swept away by bad weather. It varies based on where you are.

One key element of marching order is that it is a guide to who you should deliver personalized information to- especially if certain people are not marching with the main group. When a DM gives generic information to the whole party as though they are one person, they rob the characters of individuality and the players of autonomy. It is a damn lazy way of running a game. The characters generally do not share one mind. They are in different places and will be witness to different experiences. When you describe the environment, make your descriptions personal by describing the world through the lense of each character. This also gives the he players reason to communicate and coordinate in-character, because it is to their benefit to do so. An uneven distribution of knowledge stimulates play.


10. Play up resting. 

Describe the camp site. Have them describe how they set up their camp there. Ask them what activities they take part in while resting. If it's a long rest, and they've been traveling a whole day, give them a day of downtime to spend later on. Find out who's taking watch, or if the players are taking turns.

This is the best opportunity to call for an interlude. Take some time for campfire talk. Each time they set up for the night, have one player take the stage for a few minutes. Let them do whatever in-character. They could tell a bit of backstory. They could recite a poem they wrote. They could play a song (probably on their phone, but I'd definitely encourage true artistry any chance you get) that they think reminds them of he adventure. They could tell an actual story written from within game context. They could reminisce about a previous event in this campaign. They could show off a character illustration. They could pick up an old argument or discussion cut short during an adventure, like a debate over alignment, or a discussion about whether the king is actually a doppelganger. They could take some time for OOC chatter or rules discussion. They could play a quick card game! Whatever. Give them a chance to actually rest as human beings in real life. It becomes something to look forward to- and something to emphasize the impact when a fire is impossible and the camp sleeps in darkness without warm bellies or songs in their ears.

Always have the chance for an encounter at camp. Make it small, so players aren't strictly terrified of resting at all, and remember to do more than just combat encounters. Remember that, with the party sitting still, the encounters need to come to the players, they aren't stumbling across anything on their own. Present night encounters only to players who are awake. You can run the chances of players waking up too. If everyone's asleep, you can just play out whatever consequences an unchecked encounter would have. (Birds flying overhead would do nothing, but bandits might swipe anything not hidden and bagged, or possibly even take the players captive.)


11. Vary the terrain.

Sure, maybe they're travelling across plainsland. Have you ever walked a long distance in the wilderness? It is never regular. They may be climbing over a hill one hour, descending a valley the next, following a dried river bed for a few hours, come upon a forest-like thicket in the afternoon, and see mountains on the horizon by evening.

A good way of envisioning the structure of the travel portions of an adventure is to think of everything as a dungeon. Think of distance as if it were a barrier. Why can't they see what's 3 hexes away? Too far. Why can't they attack the enemies in the next hex over? Too far. Why can't they hear their ally 1 mile away scream for help? Too far. In every instance, distance can have the same effects as a dungeon wall separating rooms. In this regard, the outdoors is just a huge uniform grid of "rooms" painted to look open. It is the dungeon outside the dungeon. How far they can travel in a given time is set by the rules, so how many "rooms" you break that timespace into will determine how many things can happen, or at least how many opportunities there are for something to happen.

The main difference between a dungeon and exploration though: the heroes can see tall landmarks in the distance. A plume of smoke to the west, or the tops of a ruined elven tower can be powerful distractions or lures. Being able to see the horizon makes it easy to forget to search for threats nearby. You can't fish or ambush the PCs anywhere near as easily indoors.


12. How are the NPCs?

The party may have hirelings, a guide, a patron, animal companions, summoned creatures, etc. All kinds of people could be travelling with the party. Maybe they want to talk about something! What activities are they engaged in while travelling? Are they exhausted, hungry, or thirsty? Are they bored? Are they getting dissatisfied with the experience? Are they interacting with each other? Are they falling behind? Are some of them affected differently by the environment? (A hawk can't scout ahead in a snowstorm and might collapse in freezing weather; a frog goes into hibernation if it's too cold; a horse can't handle the heat the way we do and dogs have it even worse; etc.)


13. Road trips really are boring.

Have you ever been on a really long road trip? Remember how boring it got after the first few hours? Imagine it took ten times longer, there was no road, and you had to do it on foot. (And things kept trying to kill you) I'm going to say this right now: you want to minimize travel. Players shouldn't be forced to walk across a continent, wandering from town to town just to get to their next quest objective. Leave that kind of meandering to action video games that can play it out in real time. We don't have that luxury at the table. In real life, people traveled for one reason only: they absolutely had to. As such, people tried to travel as little as possible, and take the safest/fastest route they knew of every time.

Sometimes, it's OK to say, "You all climb the hill and see clouds gathering to the west. Anyone doing anything different or have anything to say or do?" and move on. It's OK to skip long tracts of empty wilderness when the party is truly inactive, jumping ahead to the next event, like the horse stopping because it's too tired, or bandits stopping the party on the road. It's OK to have their employer set them up with a cab or a boat ride if the destination is far away. Just because the characters are bored to death doesn't mean you need to make the players bored to death.

Remember that point earlier about describing everything as small scenes, little vignettes? If you run through a series of those rapid-fire, you can create a montage of vignettes, a travel montage of sorts. You'll see this technique a lot in literature that centers on travel. Just quickly describe all of the inconsequential stuff leading up to an actual moment of play.

And remember: if the players kill play, you can always creep them out with a 45-second thousand-mile stare.


14. Give them opportunities and reasons to roleplay. 

That's what the real purpose of overland travel is. If they can't get any real roleplay in, they aren't really travelling; they're playing a hex-crawl. And, while a hex-crawl can be fun in its own way, it's only fun as an extremely gamey sort of experience. If you're aiming for any sort of verisimilitude or immersion experience, the players need opportunities to roleplay, and that means you need to give them information to work with. Something to think about. Something to talk about. Something to interact with. Something to react to. It seems minor, but it's actually deeply important. A touch of subtlety makes all the difference. Also, if you're using things like RP experience, plot points, inspiration, or some other system that favors roleplay, make this an opportunity to earn or use that system.


There will some day be something inspiring here to close it off. Instead, here's a frolicking Frodo.