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Tuesday, July 14, 2026

The Living World Sandbox Campaign

So for a couple of years, I've been slowly putting together an explanation of how I run tabletop roleplaying campaigns, and I finally got a good intro and summary that tie everything together and give me a foundation for organizing the details of what I do.


The Living World Sandbox

A Sandbox Campaign is a way to run a tabletop roleplaying campaign in which the players, rather than the referee, determine the campaign's focus. The referee creates the world, its characters, locales, and geography. During play, the referee role-plays the creatures and non-player characters and adjudicates the players' attempts as their characters. The players are free to pursue whatever catches their interest or go wherever they believe will further their goals.

A Living World Sandbox extends the Sandbox Campaign by bringing the setting to life. The goal is to let the players feel as though they have stepped through a wardrobe into a living, breathing world while pursuing the adventures that interest them.

A Living World Sandbox is not a game system. It is a way to organize and run a campaign. The referee presents a setting whose inhabitants have their own motivations, resources, relationships, and plans. The players decide what their characters attempt, and the referee uses the rules and the setting's established circumstances to determine what happens next.

The referee does not prepare a predetermined story for the players to follow. Instead, the referee prepares the circumstances, places, and people that make up the setting. The campaign develops from the interaction between what the players attempt and how the setting's inhabitants respond.

Because of this, a Living World Sandbox can be run using many fantasy roleplaying systems, including the original 1974 rules, AD&D First Edition, GURPS, Fantasy Hero, Dungeons & Dragons Fifth Edition, or others.

Some systems are easier to use than others. Generally, the more a system focuses on describing what characters can do rather than defining a story path or narrative structure, the easier it is to use for a Living World Sandbox. In my experience, most traditional roleplaying games lend themselves readily to this style of campaign.

How the Campaign Unfolds

The referee describes the characters' current circumstances. The players respond by describing or roleplaying what they attempt as their characters. The referee decides what happens, using the rules when the outcome is uncertain, and then describes how the setting's circumstances change or role-plays how its inhabitants react.

This process repeats throughout the session and throughout the campaign

After the session, the referee considers what the players changed, who knows about it, and what the affected characters (or creatures) will do next. Those consequences become part of the circumstances presented during the next session.

The result is a continuing cycle of choices, consequences, and new circumstances propelling the campaign forward.

Elements of the Campaign

A Living World Sandbox has four important elements:

  • Locales where events and adventures can occur.
  • Characters with whom the players can interact.
  • Plans made by characters and factions.
  • Natural or supernatural events that occur independently of those plans.
These elements do not need to be detailed in advance of play. The referee only needs enough material to begin the campaign and respond to the players' initial choices.

These elements do not need to be detailed in advance of play. The referee only needs enough material to begin the campaign and respond to the players' initial choices.

Locales

The iconic adventure locale is the dungeon, a maze of rooms that may be empty or contain monsters, deadly traps, strange features, or glittering treasure. Dungeon mazes can be stacked upon one another to form multiple levels, with the danger of the monsters and the value of the treasure increasing as the characters venture deeper.

In the world outside of the dungeon, locales are just as varied. There are natural locales like creature lairs and hazardous terrain (deserts, icefields, and jungles). Some locales are built, like villages and towns, camps and castles. Some locales are old and no longer used, creating ruins that may be inhabited by monsters and their treasure.

At the beginning of a campaign, create or detail about half a dozen locales. These may be original creations or places taken from an existing setting.

About half should be places where the characters can seek adventure, such as dungeons, monster-haunted forests, abandoned mines, or ruined monasteries. The remainder should be inhabited locales that the party can use as bases or visit for aid and information. Examples include a large village, a castle belonging to a local lord, a roadside inn, a market town, or a druid circle hidden deep within the forest.

These locales establish the immediate geography of the campaign. They give the players places to explore, people to meet, and resources to use.

Characters

The characters encountered during the campaign are the key element that allows the players to make their mark upon the setting. Some may become allies. Others will remain neutral unless circumstances change. A few will oppose the player characters from the beginning.

Prepare about a dozen notable characters. As a starting point, three might be potential allies, six might be neutral, and three might be potential enemies. These are only the characters' initial attitudes. Do not be surprised when the players, through good or poor decisions and roleplaying, completely rearrange the list.

Examples include:
  • A village reeve.
  • A castle lord.
  • A master druid.
  • The chief of an Orc tribe.
  • A merchant who controls the local smuggling ring.
  • A priest of an evil god who commands a band of outlaws.
  • A disgruntled old farmer who knows everybody within a day's travel.
  • An ambitious yeoman seeking adventure.
  • A retired Magic-User who sells potions from a cottage at the end of the lane.
Create a few relationships among these characters, but keep their number low at first. The old farmer and the castle lord may have been rivals for the love of the same woman when they were young and remained enemies ever since. The young yeoman may yearn for adventure so he can gain the fighting skill needed to avenge his family against the Orc chief.

Just as the passages and chambers of a dungeon provide natural avenues of exploration, the relationships among the characters provide social paths for the players to follow. At the end of these paths may be allies, enemies, information, resources, and complications that lead to further adventures.

Plans

The inhabitants of the setting have lives of their own. They possess hopes, fears, ambitions, and plans for the future.

The players decide the plans of their own characters. The referee decides the plans of the non-player characters and factions. Together, these plans become forces that shape the campaign.

Detailing the plans of three to five important characters or factions adds enough complexity to fuel numerous adventures.

For example, an evil priest has taken up residence in the forest. His god has commanded him to exact vengeance upon the region. Two generations ago, followers of the goddess of justice purged the dark god's worshippers and drove them from the area. The priest has now attracted a collection of outlaws and desperate peasants and organized them into a gang of bandits.

Most of the wealth and supplies stolen by the bandits are given to the priest. He uses these resources to search the forest for the lost axe of Chernak, a legendary Orc chief who led his tribe into the forest long ago. The priest hopes to use the axe to gain the allegiance of the present-day Orcs. Together, the priest, the axe, and the Orcs will become his god's instrument of vengeance against the followers of the goddess of justice.

Some plans are modest. A farmer may want to purchase another field. A merchant may want to eliminate a rival. A young knight may want to earn enough renown to receive a fief.

Other plans may threaten an entire region.

Regardless of their scope, these plans represent what could happen, not what will happen. They are not plots that must be completed. The actions of the players may advance a plan, delay it, change it, or make it impossible.

When that happens, the referee considers the character's motivations, knowledge, resources, and current circumstances and decides what they will attempt next.

Events

Events are natural or supernatural occurrences that happen for reasons largely independent of the choices made by the setting's characters (PC or NPCs). Some events may be anticipated or prevented through timely action, but a character's plan does not normally cause them.

Natural events can include droughts, floods, fires, disease, severe storms, harsh winters, or earthquakes that devastate the countryside.

Supernatural events might include the opening of a passage into the realm of Faerie, a surge in the local flow of magic that makes spells dangerously effective, the awakening of a slumbering taigh, or a conjunction that allows the dead to walk abroad.

Events should occur because they follow from the setting's conditions, not simply because the referee wants to create excitement. Their number should be sufficient to make the campaign feel like a living world, but not so great that the players constantly feel beleaguered.

Too many natural disasters will cause the campaign to become focused on people struggling against nature. Too many supernatural disruptions will make extraordinary events feel ordinary.

Use events sparingly enough that they remain significant.

Running the Living World Sandbox

Once the groundwork has been laid, it is time to begin the campaign.

Three primary techniques help create the feeling that the players have stepped into the setting as their characters:
  • The Initial Context establishes where the characters are and what they know at the beginning of the campaign.
  • World in Motion manages how the setting changes as the campaign progresses.
  • The Bag of Stuff provides material when the players do something unexpected, and the referee has no time for detailed preparation.

The Initial Context

The players' choices as their characters propel the Living World Sandbox forward. To make meaningful choices, however, the players must understand their circumstances and their characters' place within them. Otherwise, their choices are little better than random dice rolls.
This is particularly important at the beginning of a campaign, when there are no previous sessions or events for the players to use as reference points.

The Initial Context establishes the characters' circumstances at the beginning of the campaign and provides players with enough information to make informed choices from the outset.

The Initial Context does not have to be elaborate. It only has to be sufficient.

What is sufficient varies from player to player. I have had players create detailed histories and backgrounds. Others found a single sentence sufficient.

"Max likes to hang out at bars in Eastgate and gets involved in trouble."

That player decided to create a Human Thug for a campaign set in the City-State of Eastgate.

Most players find a paragraph or two of personal background sufficient, along with a handout describing the region, town, or city where the campaign begins.

When the players are uncertain about the available options, prepare three to five rumors, pieces of lore, problems, or contacts for them to investigate. Anything their characters would certainly know should be included in a short handout or explained by the referee.

Keep the handout as brief as possible while still covering what the players need to know.

Ideally, the Initial Context should answer the following questions:
  • Where is the character starting?
  • Who does the character know?
  • What are the character's immediate goals?
  • What social complications exist for the character at the beginning?
The answers do not have to point toward a specific adventure. Their purpose is to give the player enough context to begin making decisions as the character.

The Pre-game

The basic idea of the pre-game is to sit down one-on-one with each player before the first session and flesh out the character's background. This usually consists of discussion mixed with a little light roleplaying.

The referee might ask how the character knows a local merchant, why the character left home, what obligation they owe to a temple, or why a local lord considers them troublesome.

This technique reduces the amount of written material needed for handouts. Discussion and roleplaying often work better and are more enjoyable than reading a document, particularly for players or groups who want detailed backgrounds at the beginning of the campaign.

If this feels too formal, or if the time is not available, that is fine. The important point is that the Initial Context is sufficient for the group's time and interest.

Setting the World in Motion

After each session, review the plans of the important characters and factions affected by what occurred.

Begin with what the players did as their characters. Then consider:
  • Who knows what happened?
  • What do they believe happened?
  • How does it affect their plans?
  • What resources do they have available?
  • What will they attempt next?
  • What signs of their response will the players be able to observe?
The distinction between what happened and what the inhabitants believe happened is important. Characters act upon what they know, what they have been told, and what they can reasonably discover. They do not automatically possess the referee's knowledge of events.

You do not have to manage the entire world at once, or even an entire region.

The players' choices usually affect their immediate social circle first. This includes the characters with whom they directly interacted, followed by those connected to them. Beyond that, your notes only need to be updated when you have the time or when events make those distant characters relevant.

For most purposes, characters more than two degrees removed from the player characters are beyond the campaign's social event horizon for a session or two.

As the player characters gain experience, wealth, allies, and authority, their actions will begin to affect a wider area. A fight in a tavern may concern only the owner, the local watch, and the participants. Killing a baron, destroying a temple, or founding a mercenary company may concern an entire realm.

After each session, review the relevant plans in light of what the players did or failed to do. Sometimes an NPC's existing plan will become impossible. When that happens, consider the character's personality and motivations and determine what they now want from the future.

This process helps the referee avoid forcing the players along a predetermined path. The non-player characters may pursue their own goals, but they need to respond to changing circumstances just as the player characters do.

When you suspect that your preferences are influencing the outcome too strongly, use a good set of random tables you like. Random results can help you create unexpected reactions, complications, decisions, or new plans that you would not have considered.

Balance random results with judgment.

Overreliance on judgment may cause the campaign to reflect the referee's biases. Too much reliance on random tables can make events feel disconnected from the personalities, motives, and circumstances already established.

The purpose of the random result is to address uncertainty, not to replace the setting's logic.

The Bag of Stuff

When acting as their characters, players do the unexpected all the time.

They may decide to visit a shrine you noted but did not detail. They may abandon the dungeon you prepared and explore the forest instead. They may take an interest in a nameless guard, travel down a road you never expected them to use, or attempt to speak with a monster you assumed they would fight.

When this happens, the referee must improvise.

The Bag of Stuff is a collection of locales, characters, plans, situations, and other material that can be pulled out and used to run part of the campaign without preparation.

The material does not need to be elaborate. It only needs to give you enough information to adapt the material, begin describing the situation, and roleplay with the players.

Once something from the Bag of Stuff enters play, take notes. It is now part of the setting. If the players return to it, you can develop it further between sessions.

Locales

Prepare or gather six to twelve generic locations that commonly appear in the campaign.

Examples include:
  • A shop.
  • A crossroads.
  • A forest clearing.
  • A section of swamp.
  • A peasant's hut.
  • A roadside shrine.
  • A ruined tower.
  • A small cave.
  • A merchant camp.
  • A manor house.
These locations do not need extensive descriptions. A sketch map, a short list of features, and a note about who may be present are usually sufficient.

When you use one, alter a few details to make it fit the circumstances. A generic forest clearing may contain an abandoned cart in one session and a weathered stone idol in another.

Take notes during play if the locale is likely to be revisited. Later, when you have time, develop it into something more distinctive.

Characters

A major section of these rules describes common non-player character types in the same general format used for monsters. These entries are useful when preparing an adventure or locale, and when you need to draw something from your Bag of Stuff.

When the players unexpectedly interact with someone, choose an appropriate NPC entry and change a few details.

Give the character a name, a mannerism, an immediate concern, and a reason for being present. That is usually enough to begin roleplaying the encounter.

If the character becomes important, make a note of what happened and develop them further after the session.

Plans

Prepare a short list of personality types, immediate concerns, and broad goals. Add to the list whenever you have a useful idea.

Examples include:
  • Wants recognition from a superior.
  • Needs money to pay a debt.
  • Is concealing a past crime.
  • Wants revenge against a rival.
  • Is afraid of losing social standing.
  • Wants to protect a family member.
  • Is searching for forbidden knowledge.
  • Wants to leave but lacks the courage.
  • Is loyal to an institution but distrusts its leader.

These ideas provide a starting point for players interacting with someone you did not expect to become important.

As with locales and characters, use only enough detail to serve as a memory aid. The character's fuller personality and plans can develop through play.

Afterword on the Living World Sandbox

What started me on the path of running campaigns as Living World Sandboxes was a willingness to let the players trash my setting.

In the early 1980s, I gained a reputation as the referee who allowed the players to kill the king, build wizard towers, and become magnates controlling the underworld of a city-state. The referee who let his players trash his setting.

Much of this came from my background in early wargaming. My friends and I would set up scenarios and battle them out to see what happened. When I was introduced to Dungeons & Dragons, that same fascination carried over into my campaigns.

I built the world, detailed the characters, let the players decide where to begin, and then ran the campaign to see what happened. I had no particular destination or conclusion in mind.

My creativity was engaged not by writing stories, but by considering what could happen and then accepting the constraints of roleplaying the non-player characters under the same circumstances and rules as the players.

The results were often unexpected, surprising, and memorable for the entire group.

Across the decade, that remained the heart of the Living World Sandbox. The referee creates the setting and brings its inhabitants to life. The players step into the setting as their characters and decide what interests them and what adventures to pursue.

And they will trash your setting as a result.

Tuesday, January 27, 2026

Practice First: An Approach to Campaign and RPG Design

As I wrap up Into the Majestic Fantasy Realms, the Northern Marches, I am thinking ahead to my next major project, the full version of the Majestic Fantasy RPG.

While I still need to write the final manuscript, the rules themselves are written and have been playtested extensively. I started out with Swords & Wizardry by Matt Finch back in 2008 and adapted it to my Majestic Wilderlands setting. This involved adding a light skill system so players could have their characters be better at things other than combat and spellcasting, adding viz and other tweaks to the magic system to reflect how magic worked in my setting, tweaking the cleric class to reflect the diversity of religions, and so on.

The design process I used was iteration. Starting with Swords & Wizardry, informed by ongoing research into the origins of D&D, I added, tweaked, and modified the system until it took its current form. The final proof was always how it played at the table, measured against how I described the Majestic Wilderlands and what people actually did as their characters in past campaigns using other systems like GURPS or AD&D 1e.

However, the point of the campaign was never just to play these rules. How I used these rules mattered. I have discussed sandbox campaigns many times, along with my own specific variant, which I call a Living World Sandbox. My living world sandbox approach started out as me finding it fun to let my players trash my setting back in the late 70s and early 80s. Over time, it developed as I tried to make trashing the setting both fun and an interesting challenge.

In time, I realized that what I was doing to make this happen was bringing the setting to life in a way that left the players feeling as if they had opened a door, stepped into my world, and pursued some interesting adventures of their choice. The setting endured, reacted, and changed as a result of what they did.

Again, my design process here involved iterating across many different groups and using many different systems. I also applied my Living World Sandbox techniques to other settings in other genres, including Middle-earth, the Third Imperium, the four-color world of superheroes, and so on. In each case, I weighed what happened at the table against whether it left the players feeling as if they were in the campaign's setting and had the freedom to pursue the adventures that interested them.

While doing this, I experienced other RPGs like Fate and Blades in the Dark that played very differently from my own campaigns and those of my friends. As I learned more about RPG history and encountered various ideas and theories about RPG design, I noticed that all RPGs shared certain practices, regardless of how they were implemented or the rules they used.

  • At some point, the campaign's circumstances were described, including the characters involved.
  • The characters' actions were described.
  • Those actions were adjudicated.
  • The outcomes of those actions were determined, and the campaign's setting was altered as a result.
  • The session and the campaign involved repeating the above over and over again, in various orders and at various levels of detail.

What makes individual RPGs distinct from one another is how these shared practices are implemented, including the order in which they occur, not just what the rules say. The rules are only part of the equation. To understand how a campaign or system actually operates, you have to look at how the rules are used, how they are practiced, and what the group does at the table. This includes the order in which situations are described, actions are declared, and outcomes are resolved, as well as how adjudication is handled and who is responsible for making those decisions.

As I discuss RPGs, campaigns, and design going forward. I will start with practice and work outward from there.

Wrapping up this post, I want to give a shout-out to my friend Greg, known as the Chubby Funster, who also made a good video on this topic. In the video, he tackles the same issue from the angle of individual referees' "spheres of practice".



Saturday, July 26, 2025

Rulings, Not Rules: A Foundation, Not an Oversight

There's been a lot of discussion over the years about how Original Dungeons & Dragons handled (or didn't handle) the common situations you'd expect in a tabletop role-playing campaign. Things like jumping a chasm, climbing a wall, or fast-talking a city guard. The critique often boils down to: OD&D wasn't complete, it left too much out.

What people forget is that Gygax wasn't writing OD&D for newcomers to gaming. He was writing for the early '70s wargaming community, people already creating their own scenarios, modifying rules, and running campaigns. His audience wasn't looking for a complete, airtight system with exhaustive coverage. They wanted a framework they could expand on, the kind of framework that would let them run the campaigns they'd heard about, like Blackmoor or Greyhawk.

That mindset shaped the game. Gygax and Arneson distilled what worked in their campaigns into OD&D, trusting referees to fill in the rest. What they didn't anticipate was how quickly the hobby would grow beyond that core group, or how differently newer players would approach rules and systems.


"Rulings, Not Rules" Is a Design Philosophy
When people talk about "rulings, not rules," they sometimes frame it like it's a patch, something you do because the game didn't cover enough. I don't see it that way. I see it as a deliberate design choice.

A campaign that starts with just a dungeon and a village isn't "incomplete." It's a starting point. The assumption was that the referee and players would build outward together. The game wasn't meant to hand you a world fully realized and mechanized; it was meant to give you a structure for making your own.

OD&D Worked Because of the Gaps
By modern standards, OD&D has "gaps." But those gaps weren't always accidental. They existed because Gygax knew his readers already had the habits and mindset to fill them. Wargaming referees knew how to adjudicate oddball situations, because that's what they'd been doing for years on their sand tables.

What looks like an omission today was often just a silent assumption: "Of course the referee will handle that."

That's why OD&D led to so many variant campaigns. There was no ur-text, no canon, it was a culture of iteration. Try something, tweak it, keep what works. That was the DNA of the early hobby.

The Problem When the Hobby Grew
This is where things broke down. OD&D didn't teach the process of making rulings. Once the game spread beyond wargamers, that missing guidance became a real issue.

Take the example of jumping a chasm. A wargaming referee in 1974 might've looked up Olympic jump distances, considered the character's stats, the gear they were carrying, the terrain, and improvised a ruling from that. That was normal.

But for a brand-new player or referee in 1977? That same situation could turn into a frustrating dead end. There wasn't a shared framework for how to think through it, so rulings felt arbitrary, or worse, like pulling numbers out of thin air.

Coaching and Guidance
The early hobby would have been better served by teaching how to make rulings, not just listing rules. Coaching newcomers through the process of handling novel situations and coming up with rulings, both in general, and using the designer's own mechanics, would have gone a long way.

It's not difficult to do, and it doesn't undermine the open-ended style that made early D&D so creative. In my Basic Rules for the Majestic Fantasy RPG, I wrote a chapter, "When to Make a Ruling," to address this very issue using the mechanics of the Majestic Fantasy RPG. I plan to expand on this and more when I finish the full version.


Rulings Are Not a Stopgap, They're the Point
Hobbyists aren't wrong for wanting more structure. Games like GURPS, Fate, Burning Wheel, or Mythras provide extensive out-of-the-box support, and that's valuable.

But here's the truth: even those systems eventually run into edge cases, a weird situation, a new setting, or something the rules don't cover. When that happens, you need the same tool OD&D assumed from day one: the ability to make a ruling.

And that's why "rulings, not rules" isn't just a slogan or an excuse for missing content. It's the foundation of how tabletop roleplaying was intended to work.

What we need going forward is more coaching and less telling from designers. Hand a referee a Difficulty Class, and they have what they need for that one situation. Teach them how to craft rulings along with Difficulty Classes, and they’ll have a skill they can apply to every campaign they run from that day forward.

Because rules give you tools, but rulings give you craft, and that craft is what makes tabletop roleplaying campaigns truly come alive.

Friday, June 27, 2025

Into the Majestic Fantasy Realms, Last Day!

My Kickstarter for Into the Majestic Fantasy Realms: the Northern Marches is now in its last day!

Link to the Kickstarter


Random Party Generater

Everybody invited to tonight's Random Party Generator when the kickstarter will end at 10pm Eastern Daylight.


Overview

Into the Majestic Fantasy Realms:  Northern Marches is built from the ground up for sandbox play. It’s a fully detailed hexcrawl formatted setting with dozens of lairs, dungeons, and adventure hooks, designed not just to be read, but played. Every location, encounter, and faction was refined through actual campaigns using classic rulesets, then polished for publication. Whether you’re running Swords & Wizardry, Shadowdark, AD&D, Old School Essentials, GURPS, or adapting for 5E, you’ll find the Northern Marches easy to run and rich with potential. It’s a World In Motion, where player choices matter and nothing stays static.

So far, I have released 5 previews covering the major regions of the Northern Marches.


Preview #1
Preview #2
Preview #3
Preview #4
Preview #5

This isn’t just another fantasy setting; it’s a tested framework for long-term play, a living world that supports real agency. I’ve built this to help referees run the kind of open-ended campaigns I’ve run for decades. If you want a setting where exploration matters, choices have consequences, and players carve their own path through the unknown, then Into the Majestic Fantasy Realms: Northern Marches is ready. Back it now and make this sandbox setting yours.


Tuesday, June 24, 2025

Into the Majestic Fantasy Realms, Final Three Days

My Kickstarter for Into the Majestic Fantasy Realms: the Northern Marches is now in its last three days.     

Link to the Kickstarter



Into the Majestic Fantasy Realms:  Northern Marches is built from the ground up for sandbox play. It’s a fully detailed hexcrawl formatted setting with dozens of lairs, dungeons, and adventure hooks, designed not just to be read, but played. Every location, encounter, and faction was refined through actual campaigns using classic rulesets, then polished for publication. Whether you’re running Swords & Wizardry, Shadowdark, AD&D, Old School Essentials, GURPS, or adapting for 5E, you’ll find the Northern Marches easy to run and rich with potential. It’s a World In Motion, where player choices matter and nothing stays static.

So far, I have released 5 previews covering the major regions of the Northern Marches.


Preview #1
Preview #2
Preview #3
Preview #4
Preview #5

This isn’t just another fantasy setting; it’s a tested framework for long-term play, a living world that supports real agency. I’ve built this to help referees run the kind of open-ended campaigns I’ve run for decades. If you want a setting where exploration matters, choices have consequences, and players carve their own path through the unknown, then Into the Majestic Fantasy Realms: Northern Marches is ready. Back it now and make this sandbox setting yours.


Sunday, January 8, 2023

Concerning Bat in the Attic Games, Steady as She Goes along with further comments on the OGL.

Update: The text of OGL 1.1 has dropped at the below link. I verified this with some folks but always as with this kind of situation double check everything in anything I say or share. OGL 1.1

I have been commenting on the recent news regarding the OGL 1.1 along with debating the ramifications on various forums and social media platforms. As a result I seen a lot of publishers making their fans and customers aware of their future plans. I figure this will be a good time for me as well.

I am not known for my production speed. I am very concerned with usability and not wasting people's valuable hobby time when publishing or sharing material.  So I tend to fuss around a bit when it comes to my products.  This has left me in a semi-fortunate place as my next major project is Into the Majestic Fantasy Realms. I am in the middle of 3 of 4 maps and making slow but steady progress every day. 

Due to the nature of my Points of Light style setting,  I don't have to use the OGL In fact, Blackmarsh is already dual licensed under the OGL and CC-BY. My plan was and remains to do the same with the maps and text of Into the Majestic Fantasy Realms.

So in the absolute worst timeline where everybody's fears are realized about the termination of the OGL 1.0a license then Blackmarsh and the Majestic Fantasy Realms will be shared under the CC-BY license.

Next, my adventures both published and unpublished. I plan to release a 2nd edition of Scourge of the Demon Wolf set in the Majestic Fantasy Realms, and have Deceits of the Russet Lord mostly done. Those will also get released but their exact form is dependent on events.  

The Majestic Fantasy RPG, as I stated here on my blog and elsewhere, I dragged my setting across a dozen systems starting with ADnD 1e, an extended stay with GURPS, and currently a mix of 5e and my own Majestic Fantasy Rules. What this means I have a lot of experience in adapting what I do to an arbitrary system. You can see this in action with my Fate playtest posts. I am linking to the last one as it has the index.

So whatever happens I am confident that the full version of the Majestic Fantasy RPG will come up in some form. There will still be viz to burn as mages, but it will still be a tad more detailed than most OSR systems. It will still allow characters to do anything except some will be better at certain things. Whether it will be a d20-based system, a 3d6 based, or a d100-based system remains to be seen. But there are plenty of successful projects that don't use the OGL to serve as a template for what I can and can't do.

For those who are interested I still have where I left off with Fate here

Further comments on OGL 1.1

Trust

Trust in OGL 1.0a has been shattered regardless of the outcome. Dozens if not hundreds are seeking alternative licensing for their works. If you do so yourself, I understand. My recommendation is to use CC-BY and add a comment in the front to outline what is definitely not covered by the grant, like your publishing name. Using CC-BY will offer the best compatibility with the OGL 1.0a content if the license survives. But given the circumstance totally understandable if you go with one of the share-alike licenses.

Withdrawing the License

More than a few gamers in the legal profession had stated with near certainty that Wizards has the authority to withdraw their own license. That without term irrevocable in the copyright grant, perpetual doesn't mean forever. Just means it until the licensor revokes it. 

When I pressed them on this and asked which decision was the key case for this. It turns out the earliest citation is a 2010 decision in the United Kingdom. Note that because the UK is a common law country, the US Courts will use the decision as a resource, but it is not binding.

Here is a good summary on Enworld. It is post #569.

However, the interesting part was not that it was made in 2010 or ruled in the UK. But rather it was held that a termination clause was still relevant despite the perpetual license grant. As it so happens the OGL has an explicit termination clause. And de-authorization is not one of the grounds. More so Section 13 holds that sublicenses are still valid.

This is not a slam dunk. But it may mean that the continued existence of the OGL has some foundation.

It is Groundhog Day but worse

Sometimes I feel like it 2008 all over again with 4e and the GSL. When I first heard about this I said it going to play out pretty much like the 4e and GSL debacle. Except Wizards gave us a year's notice to do something about it.

But I think I was wrong. The degree of anger I have seen Wizard provoke in everybody is far greater than the 4e debacle.

Steady as She Goes

Right now I feel like the captain who just spotted the hurricane on the horizon. I don't where the winds are taking it but I am preparing and letting others know about it. But it hasn't hit yet. It may blow in a different direction. And if it doesn't I am going to keep the lights open until I get a cease & desist. 

Fight On

Thursday, February 10, 2022

Your own custom RPG rulebook, mini binders

A couple of years back I found a mini binder at my local Staples. There was also various inserts including pouches and dividers you could buy as well. I realize this was the solution to a organizational problem I was having with running my campaigns. 

Often core rulebooks and supplements are too verbose to use as references during play. You have to read through a bunch of explanatory text before getting to the heart of the mechanics or details like the modifiers you need. 

So since the early 80s I been making cheat sheets for the RPG I used. Especially for GURPS. 


Binders were letter sized, often too big to be handy. So I shifted to loose sheets. But loose sheets get scattered.

So when I saw this


 I knew I could get the benefits of my old binders but in a convenient form almost as good as loose sheets and without the issue of things getting scattered. So I bought the above as well as some inserts. Then I started to make what I needed for my campaigns. The two that had the most work were for my Majestic Wilderlands using my Majestic Fantasy Rules (based on Swords and Wizardry) and for DnD 5th edition. Also included setting material from the Majestic Wilderlands and Blackmarsh.


Is is one of the binderx open showing the different pages, dividers, and pages.


The binder cover has interior pockets. I printed stuff on digest sized pages and used dividers to organize them. This was followed by a couple of pocket inserts. Then after I added some punched digest sized graph paper and digest sized punched paper with ruled lines. Then finally a pouch with pens, pencils, and index cards.

Here is what I put into each.

The Majestic Wilderlands


  • Pouch with Pens, Pencil and Index Cards

Rob's Notes: I am planning to replace my Majestic Fantasy Basic Rules in the binder with a even more terse reference. Followed by a character class reference so I can quickly answer player questions.

Blackmarsh/DnD 5e

This binder is also used when I run my Majestic Wilderlands using the 5th edition rules.

  • My favorite letter sized 5e reference charts, shrunk a tad, laminated and turned into fold outs.
  • A blank 5e character sheet
  • A terse combat summary


  • A letter sized foldout map of Blackmarsh
  • Pocket inserts with 5e monster stats printed on index cards.
  • Graph Paper
  • A pouch insert with pens, pencils, and blank index cards.
  • I also have 5e reference booklets that I used before this in the inside pockets of the binder.
Handy Amazon Links

Friday, November 26, 2021

GURPS Nordlond Bestiary Kickstarter


Douglas Cole of Gaming Ballistic is having another GURPS related kickstarter. This time it is a bestiary for his Nordlond setting for the Dungeon Fantasy RPG. Nordlond as setting is centered around the culture of Norse Vikings. Normally a RPG supplement like this is fairly setting specific. Some of the creature that Doug has preview have norse origins. But he also repurposes many common DnD style fantasy monsters give them a viking twist. Making this work useful for expanding the number of creature the referee has for a Dungeon Fantasy or GURPS campaign.

Doug explains it best.

The Dungeon Fantasy RPG is purposefully generic: It is Powered by GURPS, after all. The Norðlond setting is not generic, borrowing from the literary tradition of the Viking culture. The sagas of looting, pillaging, and raiding for wealth and fame made a natural match for a game with a tag-line of “Smash Evil for Fun and Profit.”

Even with that in mind, the monsters here can be—and should be—repurposed and transplanted to other campaigns. Many of them are thinly disguised transplants from other cosmologies anyway: The nautamaðr is clearly based on the Minotaur; the Blóðughúfa, or “bloody hat” is the redcap, a fixture of Northumbrian folklore, perhaps derived or parallel to the Irish fear dearg, meaning “red man,” said to wear a red coat and cap.  Animals—normal, giant, and dire—don’t require any work to move between campaigns. Much as the player characters pillage loot, GMs should pillage the worked examples here to make their lives easier when running games in any campaign.

My view that this type of work for GURPS needs to be support and encourage. GURPS is great as a toolkit however it needs the same range of support as other similar types of RPGs for referee who don't have the time to sift through all the options. The Nordlond bestiary helps a lot with this.

The Nordlond Bestiary also has a enemies section of NPC characters to use in a campaign.

Nordlond Bestiary and Enemies


Saturday, May 8, 2021

Delvers to Grow: One of GURPS 4e long standing issues fixed


My friend Douglas Cole of Gaming Ballistic has launched a new kickstarter for GURPS called Delvers to Grow. It is a series of options and templates that allow players to quickly make GURPS characters at home and during organized play like conventions. It supports a variety of power levels Including "Exceptional" Character at 62 points, "Heroic" Characters at 125 points, as well as providing intermediate steps up to the 250 pt "Larger than Life" default of the Dungeon Fantasy RPG and GURPS Dungeon Fantasy.


So GURPS?

Let cut to chase, GURPS as a system doesn't have a great reputation within the hobby. It it largely viewed as being pricey, complicated and a lot of work compared to other system and other generic systems. My opinion is that the problem is not because of the system but because of presentation. Most hobbyists i.e. potential customers of GURPS, don't have time to sit down with a toolkit to develop the system they are going to use for their campaign. They want to learn a few things, make some characters, make some adventures and get on with the campaign.

Delvers to Grow I feel is a major addition to the work that been done in the past decade to make GURPS more approachable. By making character generation for the Dungeon Fantasy RPG and fantasy campaigns, fast, quick, and easy.

Background

 In 2004, GURPS 4th edition was released. In the new few years a series of excellent supplement was put out to support the major genres, like Fantasy, Science Fiction, Horror, and a major overhaul made superheroes campaigns in GURPS far more interesting than 3e. 


However the core books and initial supplements doubled down on GURPS as a toolkit. Which made GURPS 4e far less approachable than previous editions especially 2e. In addition GURPS 4e had a lot less of what I call ready made content lists compared to other RPGs, notably items like fantasy monsters and magic items. 


With 3rd edition this was largely solved by the shear scope of the line.


Starting in 2008 these issue were beginning to be addresed. The issue of ready made content was being covered by product lines like GURPS Dungeon Fantasy, GURPS Monster Hunter, and GURPS Action. While the accessibility issue was addressed in large part by the release of the Dungeon Fantasy RPG.


Except for one fairly significant issue. GURPS Dungeon Fantasy and Dungeon Fantasy RPG were centered around starting out as 250 point "Larger than Life" characters. Whereas in previous edition and for more of the folks I knew who played GURPS the default was 100 to 150 point Heroic level characters. 

 
4th edition
3rd edition

This showed up in actual play when trying to use Dungeon Fantasy material especially the monsters. One had to be careful otherwise player characters would be overwhelmed. But overall both GURPS Dungeon Fantasy and the Dungeon Fantasy RPG were a win as far reducing the amount of work needed to run a GURPS campaign.

So Delvers to Grow?

Delvers to Go, make the Dungeon Fantasy RPG far more approvable. You decide on a basic approach to your character whether you are Swift, Strong, or Smart. Then start picking various packages of options to build up your final character. Unlike the the 250 point Dungeon Fantasy templates there are not a lot to write down for each keeping it manageable especially for first timers. 

For fans of starting out 250 point "Larger than Life" character, it an accessible way of customizing one character within the Dungeon Fantasy RPG.

Friday, September 4, 2020

Bat in the Attic Kickstarter, Treasure, Rulings, and the World Outside of the Dungeon.

This is the sixth and last in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.

Basic Rules for the Majestic Fantasy RPG Kickstarter

Treasure
Due the limited number of pages in the basic rules, I combed through various classic edition basic rules to get a sense of what available. From that I was able to cull a subset of the larger list found in Swords and Wizardry and what I added in the Majestic Fantasy RPG.

Viz
Viz is magic in physical form. The concept was developed during a campaign where every player played a mage using GURPS. Ars Magica was a great source of inspiration for the campaign and one of the elements that was adapted was the idea of viz. Since GURPS Magic wasn't the same as the magic system in Ars Magica, it got altered into viz. For those who know GURPS, it functioned as a 1 pt powerstone that dissipated after one use.

When I started running Swords & Wizardry I ported over viz. It still dissipates after one use but now one viz allowed a magic-user or cleric to case a first level spell without losing it from memory. It gives a substantial credit towards the creation cost of a magic item. More viz can be used to cast higher level spells without losing it from memory.

In the years since it worked out well as a source of low powered magical treasure. Plus flexibility of its concept allowed it to be found or harvested in interesting ways, ranging from a dragon's teeth, to a wellspring in the midst of a forest that produces 1d6 viz in the light of the full moon.

Treasure Assortment
In the full Majestic Fantasy RPG, I have an elaborate treasure generation system. I automated it using a program called Inspiration Pad Pro from NBos. Overall the system worked out nicely for my campaign. But not everybody wants to use software at their table. In addition, people don't want to use deeply nested random tables during a session.

I used Gygax's Monster and Treasure Assortments while experimenting with randomly generating dungeons. Unlike my treasure table and the treasure tables in Swords and Wizardry, the treasure tables in those books was a simple list with a 100 entries. Each entry is a complete treasure hoard.

I then realized that a complex sets of random tables can be made much more useful, if they are accompanied by a table of pre-generated results. I am calling these types of tables a random assortment.

For the basic rules, I generated 20 items for a 100d (silver piece) treasure hoard, then repeated this for 200d, 500d, and so on up to 2,500d. If I am writing an adventure and I want to generate something special I used the main set of tables. If something happens during a session or I need something quick while writing. I used the random assortment table.

For those who like to use software while writing or running a session, I wrote an on-line random generator written in html and javascript. This allows  you to randomly roll your own treasure hoards for the basic rules at any value.

Treasure Hoards for the MW RPG Basic Rules


Rulings
This is the first of two sections of referee advice I include in the basic rules. "Ruling not rules" is an idea discussed by Matt Finch in the Old School Primer. The minimalist nature of many classic editions, results in the need for a referee make a ruling for when a player does something that their character logically could do but there is no explicit mechanic to cover it. There been a lot of discussion about the idea but little in the way of describing the nuts and bolts of how one uses the classic edition mechanics to craft new rulings.

The section address that by talking about the available mechanics and how I use them to create specific rulings. I talk about when to make a ruling, assumptions about character competence, and the relevance of failure. Finally I talk about the elements that go into the ruling: Armor Class, Attribute Bonuses, the To-Hit Roll, Hit Points, Movement, Non-Combat Tasks, and Saving Throws.


The World outside of the Dungeon
Here I briefly cover the different elements that go into my campaigns. Why I focus on the World outside of the Dungeon, along with the various elements that go into bringing it to life, this includes constructing locales, characters, and plans.

Next, I talk about the World in Motion, how you take all that and make it work from session to session. The importance of the initial context, and how to handle the continuing saga as the campaign unfolds. Finally I touch on building one's Bag of Stuff. Material that you have memorized or made notes on to use when the players decide to do something unexpected like go west instead of east. Or decide to talk to the innkeeper on the other side of town, instead of consulting the sage by the waterfront.

The idea of this section to provide a useful framework as a starting point for one's own effort. In later supplements I intend to support these ideas further with various tools and techniques to handle common situations found within fantasy campaigns.

Wrapping it up.
This concludes this series of designers notes. I am currently working on various edits as are result of the feedback I gotten. I will post Rev 02 once that is completed. As part of the final push, I will make a combined document available with all these notes collected together.

I thank everybody who backed this kickstarter, your generous support, help and comments are all appreciated.

Basic Rules for the Majestic Fantasy RPG Kickstarter





Tuesday, September 1, 2020

Bat in the Attic Kickstarter, Combat, Monsters, & NPCs

This is the fifth in a series of posts about some of the design choices I made. In addition to explaining what the system is about, it will also help folks in deciding which elements are the most useful to them. One of the goals of this project is to support kitbashing.

Basic Rules for the Majestic Fantasy RPG

Combat



This section is the oldest of the rules I wrote. I am 50% deaf which made refereeing a crowded table of teenagers in the early 80s challenging. One reason I used miniatures from the get go that it was far easier for me to visually see what the players wanted to do in a combat round than it was for them to describe it for me. Another technique I used was to try to stick to the rules in the book when it came to combat. It was easier for me as result of my hearing loss.

As a result I tried running the combat in ADnD 1e by the rules. Some of it was straight forward and some of it wasn't, particularly initiative and what you could do in a round. In hindsight I came close but how I handled it still bogged things down in play.

Around 1984, I made my own system. Everybody got their own initiative roll and you could do two things when it was your turn; one attack and a half move. If you wanted to do a full move that all you could do that turn.

I played this for a few years before switching over to Fantasy Hero and then GURPS. When I started playing Swords and Wizardry in 2007, I picked up where I left off with the combat rules. Started to develop them further. The system still boils down to everybody gets a initiative roll, everybody get to do two things in a round. Some of the refinements included how to handle individual initiative with a large group, and combat stunts.

Of everything in the Majestic Fantasy RPG, the combat rules have most hours behind them.

Monsters
The description reflects how I use them in my campaign. I try to keep it short and highlight the elements that turned out important in my campaign.

A minor addition is that all monster get a initiative bonus. In general it is equal to 1/2 their hit dice rounded down.

I also added a line for what you can harvest off of the monster after you kill it. You can blame Tim of Gothridge Manor for this as he sold me on the idea and showed me how fun it was to incorporate harvesting into a campaign.

Perhaps a little controversial, I use a stat block to organize the mechanics for each monster. Traditionally classic edition systems used the one line stat block to great effect. I found that works well only half the time. For the other half, you only get some of what you need from the one-line stat block. For the rest of it you have read the description and parse out the elements that are important.



In the midst of my first campaign with Swords and; Wizardry I found myself making bullets list for certain creatures so I didn't have to read through the description to reference what they can do in combat. By the second campaign, I eventually wound up with the entire list of monsters formatted this way.


In the basic rules for the Majestic Fantasy RPG and future supplement, the description focus more about how the monster exists in the setting, and with the rest are detailed in the stat block. Aside from the addition of the Initiative stat, and Harvest, for most the rest is straight out of Swords and Wizardry just formatted differently.

NPCs
This section it not often found in various systems or editions. Because much of what my players do to make their mark on the world involves dealing with folks living outside of a dungeon or wilderness, I found I had a roster of common NPC types just as extensive as the list of monsters. They are formatted in a stat block similar to that of the monsters with the additions of what attribute the character has and any ability bonuses they possess.


The section on Rogues give a roster of NPCs suitable for a thieves guild, or a bandit gang.

Fighters give NPCs for any type of organized military force like a city guard or a medieval army along with knights.

Magic Users list NPCs at different levels of experience, apprentice, journeyman, and master.  I also add the typical spells they memorized.

The section on Clerics also list NPCs at different levels of experience. There are two separate lists, one for the Church of Delaquain, the goddess of honor and justice. Another list for the Church of Sarrath, the Dragon God of War and Order.

Next I detail lists of NPCs for Orcs, Goblins, Dwarves, Elves, Halflings, and Lizardmen.
For example the Halfling Shadows who are gentlemen who form a club in order to protect the Halfling realms. These lists reflect some of the details I created over the years for sentient beings capable of having their own culture. Last are the Viridians, the only ones to have escaped the Abyss after the demons were imprisoned there after the Dawn War. In the introduction for each of these, I give the mechanics needed to a make a new type of character from scratch.

Saturday, August 15, 2020

Blackmarsh in Spanish!

When I released Blackmarsh I made the entire text and map open content under the open game license. When fans of systems like GURPS, Hero System, etc pointed that made it difficult for them to use in conjunction with the permission SJ Games and other companies gave, I added a creative commons license as well. Meaning that you can release Blackmarsh material using the OGL or the Creative Commons license.

The Blackmarsh SRD

I did this because Blackmarsh was meant as a easy to use introduction to a hexcrawl formatted setting like the Wilderlands of High Fantasy. At the time I wrote Blackmarsh, the WoHF Boxed Set was $70 which was a pretty big ask for a hobbyist not familiar with a setting formatted as a hexcrawl.

My use of open license had a benefit that I didn't foresee, namely a giving a pathway for hobbyists in other countries to translate Blackmarsh into another language. A few years back a group translated the setting into Hungarian.

Now the company La Marca del Este has adapted Blackmarsh for their Marca del Este (Eastmark) setting and translated it into Spanish.

They gave me a PDF link to share.
Marjalnegro

They also had their cartographer do their own version of my maps which looks great. Note they stated with my expanded map which incorporated Wildlands from Points of Light.

Black and White Map





Color Map




Finally a color version of the above incorporating Blackmarsh into their Eastmark setting. Lots of added details. I particularly like how they added in coral reefs.

Map of Blackmarsh in Eastmark

A job well done to Pedro Gil and the rest of the La Marca del Este team.




Tuesday, May 26, 2020

Some Fantasy Trip Goodness

Douglas Cole at Gaming Ballistic has a new kickstarter up called More Perilous Journeys.

It is a collection of five adventures for The Fantasy Trip RPG by SJ Games. Like classic DnD, the Fantasy Trip is a minimalist RPG that focuses on labyrinth i.e. dungeon adventures.

In addition to his work on Dragon Heresy (a DnD 5e variant), and Dungeon Fantasy RPG (GURPS). Douglas also been supporting the Fantasy Trip along by publishing materials from several different authors. He built quite a team putting out great material for TFT coupled with a high production value as you can see from the cover below.