What’s The Story, Muthur?
To the point, tabletop gaming
Tension on a Timer: How Progress Clocks Keep Your Game Exciting
You’ve all felt that, right? That anticlimactic feeling that comes from presenting your players this mountain to climb, only for them to simply roll Athletics and pass. “Well done, you’re at the top, well that was dull”.
Word up my homes.
Today we’re going to talk about “Progress Clocks”. I think these were first introduced by John Harper with Blades in the Dark. (Correction 2025-03-12 I'm reliably informed that they were introduced first in Apocalypse World!) They weren’t the first solution to the particular problems they address, but I do think that they’re perhaps the most elegant.
You’ll understand in a bit.
Why Use a Progress Clock?
You’ve all felt that, right? That anticlimactic feeling that comes from presenting your players this mountain to climb, only for them to simply roll Athletics and pass. “Well done, you’re at the top, well that was dull”. Extreme example I know, but I’m trying to illustrate a point here :)
Experienced GMs might have other techniques for circumventing this problem, but Progress Clocks are for turning a single mechanical success or failure event into something that matches its theme. They’re for showing players exactly what the stakes are, and for managing their expectations regarding how they’re currently performing.
They prevent a couple of failed rolls from completely derailing the players’ current plan.
How does a Progress Clock work?
You draw a circle, and you divide it into a number of pizza slices. 3-6 slices is common, but you can go higher or lower to taste.
You then label that circle with the event that WILL happen once the clock is filled in, and you put it out in front of the players so that they understand what’s at stake.
Then as relevant in game activities take place, you colour in those pizza slices, representing the final event drawing closer. Depending on the sheer influence of the activity that has happened, you may wish to fill in more than one slice. You should also be open to the idea of filling in the entire clock in one go if the situation justifies it (or even disregarding the clock entirely) - You might have thought that something is quite big and complex and worthy of 8 slices, but your players might come up with something that deals with it in one swoop. You’ll know when it happens, don’t impede this.
I should note, it’s not just in game activity that might fill a clock, it might literally represent the passage of time itself.
When do you use a Progress Clock?
You know when you’re running a game and the players want to do something, you might call for a check, and if they succeed, happy days? Well, Progress Clocks are for when the action is too big or significant that it’s success or failure should fall down to a single mechanical event like a dice roll.
Likewise, imagine your players trying to break someone out of jail and there’s this really cool stealth session. Unfortunately they just failed a stealth roll and tripped over in front of a guard, so now the guards are alerted to their presence, and unless you the entire place to come down upon them over a simple misstep, you’ve got to tie yourself in narrative knots trying to justify why the first guard hasn’t just raised the alarm.
Or imagine if your players are trying to accomplish something before this other thing that they cannot affect happens. You might have two clocks here, one for the players progress and one for the other event.
What are the Types of Progress Clock?
Ticking Bomb (or even it’s inverse)
The Ticking Bomb Progress Clock represents how long until something terrible happens. In that time, they need to find a way to circumvent the problem or to prepare for it. This is the classic heist Progress Clock, representing how many mess ups PCs can make before the guards are alerted - in the meantime the PCs want to be in and out.
Competing
Competing Progress Clocks are used to show the progress of two separate events that do not influence each other. For example, the PCs might be trying to evacuate the village in the valley before the Dam breaks. The PCs might advance their clock by sounding the alarms, and guiding people across the bridge, and the Dam’s clock might advance as you roll a check to see if the crack in the damn wall is growing.
Tug of War
Possibly the most complicated to explain, there are two possible event outcomes, and you don’t start these clocks empty. Tug of War Progress Clocks represent two outcomes that DO influence each other. So if the PCs were running away from a monster, as the PCs succeeded in their checks they might fill the clock, and as they fail, then the clock empties. The outcomes in this case would be either a successful escape, or the Monster catching up to them.
Multiple
Not technically a type of clock, but there’s no reason why you can’t have a string of clocks together to accomplish a bigger thing. For example, if we go back to that heist example - The big picture might be “steal the gemstone” but you might present the players with the following clocks (again, allowing them to circumvent any that they reasonably find a work around for):
Deal with the guards
Make a route inside
Get past the traps
Evade the security investigating the alarm
Get back to the hideout
Conclusion
Nice, hopefully that makes sense to you. If you could use more information, checkout Sly Flourish’s video for extra guidance, or reach out to me on Bluesky.
By the way, I’m currently making a one shot adventure for GOZR called The Rusted Colossus, about a giant old mech that’s been uncovered in the desert. I’m planning on referencing this post, so that if people need pointers on Progress Clocks, they’ve got them. If you’ve come from there - this is time travel. Hello future people! I hope my adventure came out well :)
Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.
Random Encounters, Not Random Chaos: A GM’s Guide
Rather than worrying about random encounters not fitting into your Lizards-Ate-My-Toast approved, predefined story beats, consider instead the current zeitgeist, a mood, a vibe specific to what is going on this session.
Word up my peeps.
I finally broke the other day, I couldn’t take it anymore. I was sharing my (shameless plug) fantastic free Encounter Timer app online and I’d just heard the same myth being spewed out too many times by people that have misunderstood, been misinformed and consequently have mentally closed the door.
“I don’t use random encounters in my games, I like all my encounters to be woven into my story, and I don’t want to cause a TPK just because the BBEG turns up unexpectantly and wipes the party”
There are probably legitimate reasons for not wanting to use random encounters (“I am cripplingly terrified of improvisation” for example), but this one sucks, and I hear versions of it all the time online, and frankly it is toxic, because other people will read it and then a good chunk of them accept and internalise it and then they go on to miss out too.
Perhaps this goes without saying, but Random Encounters are chuffing awesome. They make your world feel proactive and alive instead of this stale place that only seems to respond to the players presence, we create a convincing illusion of greater activity without burning ourselves out prepping to the Nth degree. Random encounters drive action and interesting situations. Use random encounters, but use them properly, and don’t use them exclusively - there’s nothing wrong with some set pieces.
Anyway, where was I? Oh yea, So this objection is like an onion, there’s so many layers to unpack here, wish me luck.
D&D is not a story, it’s a game
The first part to address is the easy one: “I like all my encounters to be woven into my story…“.
GM’s, there’s no delicate way for me to say this: It’s not ‘your story’.
Two things, firstly there is no “story” until after the fact. The story is what happened, not what will happen. If you find yourself controlling what will happen to the extent that the idea of a random encounter ruins your day, then you have too tight a grip on your game. In fact, I’d hesitate to even call it a game at this point - it’s more like you’re asking your ‘players’ to act through your screen play. You need to chill my dudes, embrace a little bit of improvisation and give the players, and even the dice some agency, they will thank you for it (not the dice though, they’re gits).
Point two: If this after-the-fact story belongs to anyone at all, then it belongs to everyone at the table, not just the GM. The GM’s role is not to pre-write a story to control how the adventure pans out (this is video game mentality), the GM’s role is to present interesting conflicts so that the players can resolve them, and then the GM reacts to those resolutions with fair consequences.
Rince & repeat, this is the core gameplay loop of TTRPGs, and it is what makes them unique and special.
Honestly - understanding and accepting this is the key to solving like 50% of all your GMing woes: be a bit more loosey goosey and roll with the flow, baby.
How to use Random Encounters
Rather than worrying about random encounters not fitting into your Lizards-Ate-My-Toast approved, predefined story beats, consider instead the current zeitgeist, a mood, a vibe specific to what is going on this session. If the players are currently investigating ‘The Crypt of the lich king, Misinformedarex’, then it absolutely wouldn’t make sense if an Aboleth rocked up and bust down the door to interrupt a long rest.
So, what do we do about this?
Simple: the Obi Wan Kenobi’s of the GMing world curate their random encounters. We don’t just pick a literal random creature from the Monster Manual, or an online generator - No! In our prep for the session, we spend 5 minutes building a d6 table of encounters that makes sense, so now nothing throws us a curve ball and we’re calm like prescient Jedi Masters.
To Darth “I don’t want to cause a TPK just because the BBEG turns up unexpectantly“, I say, if you don’t want this to happen, don’t put your BBEG in your random encounter table! Rocket science, it ain’t!
Trust your Players to Play
My dear reader, I know I just said don’t put your BBEG in your random tables buuuuuut I have a curve ball for you. A Wrigley worm of a caveat that I’m just dying to wave tantalisingly in front of your snouts. Go on, nibble it.
You shouldn’t be afraid to put something cataclysmic in your random table. Why not?
Mines of Moria. You know what the coolest thing about the Mines of Moria was? It was when the Fellowship are all making a successful run for it and they’re almost home free, and then Peter Jackson rolled a 2 on his Random Encounter check, followed by a 6, and he whipped out a mother trucking Balrog. The players knew that they were no match, so they chose to retreat, but Gandalf rolled high on his insight, and knew they wouldn’t make it without him buying them some time…
He was all like “YOU SHALL NOT PASS!“, and the Balrog was all like “ROROAAAGAHGHAGHH”, one minor quake spell, followed by a bitch whip slap and we just had the best moment of the movie so far, son.
How cool was that?! Think how much weaker that chapter would have been if the Fellowship just escaped because Peter Jackson kept fudging hundreds of his To Hit rolls on those Goblin archers, just to ensure the sanctity of his precious story?
Not all Random Encounters are combats
Wait there’s more! (Holy cow, it’s a second curve ball!!) You should use Reaction Tables hand in hand with your random encounters (but only when it’s not patently obvious what the reaction should be):
d6 | Reaction
1 | I hate your face and will rip it off and wear it as a loincloth
2 | I am grumpy as chuff and have a short fuse
3 | Halt! Who goes there?!
4 | Ahoy!
5 | Oh sure, I can help you with that
6 | You have my sword! (And my Axe!)
The deal here is that the higher the dice roll, the friendlier the disposition on the thing you’ve encountered.
This way, all of a sudden not every encounter is a fight. Mixes it up, keeps players on their toes. If your curated encounter table tells you it’s a Banshee, but also you get a middling 3 on your reaction table, that’s where you have some quick thinking to do.
Maybe the Banshee is sad, inquisitive players might notice this and assuming they are cool with her, she opens up to them and tells them that she wants to be released from undeath to be with her lover, and the only way to do it is [insert clue about the dungeon boss here]. Wait - Holy smokes, did we just enrich the “Story” with a random encounter??!
Encounter Clues!
A triple curve ball! This post is like a whirlwind! Brace yourself, here it comes:
Not every encounter needs to be: “Bam! Thing, in your face, go!”
Good people of Earth, behold! I have a third table for you which modifies the encounter again, let’s call it a Perception Table:
d6 | Perception
1 | Shhh, they’re sleeping
2 | I can hear them talking in the next area
3 | I can hear them approaching, unaware of us
4 | Bam! Thing in your face, Go!
5 | They know we’re here and by the thunder of their feet, they’re coming!
6 | Ahhhck, where did they come from!
What’s the point of this? It gives the players options, they could hide, they could set up an ambush, they could reroute a different way, they could set a trap… I’m sure the list goes on.
The point is, it adds layers of interesting conflicts for your players to resolve - and remember, that is literally the game.
Conclusion
Random encounters are a powerful tool to create interesting conflicts, not something to be feared. Let go of your controlling grip, embrace improvisation. Oh, also, go back to my other post and checkout my Encounter Timer app!
If you still don’t believe me, that’s OK. I hope at least I made you smile. If I didn’t even manage that, then please accept my humblest apologies and maybe I’ve not lost you forever :)
Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.
GOZR: The Wacky, Wild, Weird, and W’excellent TTRPG You’ve Been Sleeping On
Angry sky bleeds upon a fallen world.
Sky Wyrms hunt meat.
Fallen towers radiate fading spells.
Pretty ones rot in the dirt. Lost.
The Gooz rise.
Angry sky bleeds upon a fallen world.
Sky Wyrms hunt meat.
Fallen towers radiate fading spells.
Pretty ones rot in the dirt. Lost.
The Gooz rise.
S’up dawgs. Today’s post is about GOZR. If you follow me on Bluesky, you’ve probably seen me post about it a few times already, including some of my fan art. If you love the OSR, gonzo post-apocalyptic settings, or still have that subscription to Heavy Metal magazine, you’ll love GOZR.
GOZR (presumably a portmanteau of Gooz & OSR) was released in 2022 after a successful Kickstarter, so you might be forgiven for asking why the hell I’m dredging it up now in 2025? Well, because it’s my blog and I like GOZR, and I feel like it’s massively been ignored by the world and that’s a damned shame. If little old me can make a smidgen of a difference and highlight the worthwhile work of an artist, and maybe persuade a couple of you good folks to part with a few pennies of your hard earned pocket money, then all’s the better I say.
If you like the look of GOZR and decide to pick it up using one of my affiliate links, I may take a small cutback from the sale (at no extra cost to you) which helps me to keep the light on around here.
What in the name of sweet baby medusa is GOZR?
It’s a bold, handwritten (as in, no fonts) TTRPG by JV West, of Black Pudding infamy, set in a totally wacky post apocalyptic world. Tongues are firmly in cheeks with this setting and it’s inhabitants, which makes for a nice lighthearted game at the table. As of right now, there’s only the rulebook, and a fill-in-the-blanks one page adventure that have been released officially, the rulebook is both available as a physical book and as a PDF, and the adventure is a free download from JV’s website.
The general style of the game is OSR (which means rules-lite, fast, creative, and clever play), which is nice because it frees up player imagination and means that the GM doesn’t have to carry a small library’s worth of books around with them. Some people might prefer a much chonkier game that has explicit bespoke mechanics designed for various scenarios that barely arise, and a number of video-game like character abilities baked into a class system, but GOZR ain’t that, and that’s A-OK with me.
More than anything though, GOZR is a work of art, dude. It’s heavy on vibes, heavy on inspirational GM content (like tables), and very very heavy on illustrations.
Like seriously, if I had to guess, I’d say it was weighted at about 70% tables & improvisation cues, 20% art, and 10% rules!
You goad me wizard, I would have you speak of the setting, plain and true!
Much of the official cannon of the setting is left to the GMs imagination, but piecing together the snippets of text and other clues, this is what I like to think:
In the near future, humanity manages to create an extinction event for itself via screwing around directly with the Sun. This triggers erratic behavior in Sol, unleashing freakish meteorological events that scar the world.
Years later, in the wake of Humanity’s passing, a new humanoid species comes to dominate the planet. The Gooz: at first glance, an unworthy race—slightly diminutive, superstitious, Sol-worshipping, ingenious yet adventurous. They have the cunning of goblins and the foolhardy curiosity of a feline. Yet somehow, the Gooz have built a flourishing civilization. Many brave souls tread beyond the boundaries of GOZR City, seeking treasure, answers, or both among the ruins of strange 'magical' towers left behind by 'the pretty ones'.
This world is a dangerous place, not least because of the ever changing whims of Sol, but all the Robots, Sky Wyrms, M’rons, Ickmucks and more have spread unchecked, and would make a tasty treat of a hapless Gooz.
Does it play as well as Slash on a skateboard, casually rolling down the road outside a bar & grill?
The game engine is based on a familiar d20 roll over AC system, but unlike D&D, there are only 3 stats and all rolls are player facing. This is nice because the players get to roll more, and everyone loves rolling bones!
Additionally, the core engine also has a system built into it which codifies degrees of success, and failing forwards. This means that flat “no” is a rare occurrence, and instead we’re much more likely to see “No, but…”, “Yes, but…”, and “Yes and…” which are integral components of modern improvisation techniques, and more games would benefit from the same emphasis.
Gameplay is simultaneously very deadly and very forgiving. Damage dice explode and HP is low, but this is actually my favourite rule: When a Gooz “dies” (at zero HP) the player can make a choice between “Death or Debasement”. The latter means your Gooz survives, but at a cost to their stats or abilities. The former means that your Gooz did indeed die, but you get a bonus to the stats of your next Gooz!
Plus, rolling up a Gooz is such a joy, following JV’s step by step guide you end up creating this wonderfully weird little Jim Henson meets Heavy Metal crossover!
A flawed gem
It’s only fair for me to point out the two flaws I see with GOZR (albeit ones with solutions) - it’s not all love and sunshine. Firstly, while it’s a joy to behold as a work of art, the book isn’t the easiest to use as a rules reference. There’s just so much going on all over the place that you could spend a long time simply enjoying a single page without finding the rule you were looking for.
Luckily, your old buddy Jimmi has you covered, I’ve created a free comprehensive cheat sheet for you to print out at home. I’m too good to you all, I really am.
The other niggle I have with the game is that it lacks examples of play, or an included introductory adventure.
This is a shame in my view, as such things can be really valuable as tools to manage a GMs expectations and set them up running straight away. JV did write an adventure which is published on his website, but for me, it leans too strongly on the idea that GM’s can make adventures their own, and I’d have preferred it, as a starter adventure, to have had more specifics to save me some brain juice. For example, a more structured adventure might include a specific room layout, or pre-written NPCs.
This is not a show stopper by any means though, as there are many adventures out there on the internet that can be adapted quite easily to suit the game or you might even enjoy making up your own using the game’s innumerable world generation tables.
Conclusion
Go buy GOZR right now.
It ticks all the boxes - It’s made with indie love, packed with art, not expensive, easy to learn, fun to play, and a joy to read. Honestly I’d love to see more people playing this game, giving it the love it deserves.
Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.
*This post contains affiliate links
I Have Single Handedly Revoloutionised Random Encounters. Maybe
Man alive I am so bad at remembering to run random encounters. I think they’re a great idea because the make the environment seem alive, and stop environments from becoming this static place that only reacts to the presence of PCs when they trigger location based events..
Arguably, this post IS an advert, but it’s for something cool that I made myself and that I’m giving away to you for free.
Alternate title options for this post included:
“I am the greatest and biggliesty minded GM app developer that the world has ever seen!”
“Your random encounters suck! I am Batman.”
“Yes, I know, I feel it too.”
Ha, I’m feeling pretty self satisfied today, I’ve finished developing an app to help GMs remember to run random encounters at the table, and I want to tell you all about it.
Ain’t Nobody Got Time For ‘Dungeon Turns’
Man alive I am so bad at remembering to run random encounters. I think they’re a great idea because as long as the possible range of encounters has been curated in a sensible way, they make the given environment seem alive, and stop environments from becoming this static place that only reacts to the presence of PCs when they trigger location based events. Buuuuut the old school method of tracking “dungeon turns” on a piece of paper, and then rolling a d6 after every turn to see if you get a 1 to trigger an encounter has two major problems for me:
Enforcing “turns” during exploration feels like it detracts too much from my free flow style of play. Arbitrarily saying “OK you’ve all done a thing, and I’ve decided that was 10 dungeon minutes - time to run some dungeon checks”, always felt quite forced at my table.
Crucially, I always forget to track dungeon turns and roll for encounters. I’m too busy reacting to the players and following the gameplay to remember to stop everything and trigger a dungeon turn. Maybe I’m just old and my memory is failing me!
Blatantly inspired by Shadowdark’s use of real timers for tracking torch light - my app enables the GM to ‘set it and forget it’ so an appropriate but “random” timer starts ticking down towards an encounter trigger.
The best way to understand its purpose is just as with manually rolling d6s to check for encounters, you know an encounter WILL happen eventually, it’s just a matter of HOW LONG will it take, which is information that’s hidden from the players. My app just means that the GM doesn’t have to think about it or track it manually mid game.
How Does the Encounter Timer App Work?
When the app boots up you’ll be presented with the main screen which gives you a number of options to engage with.
Encounter Frequency Range:
Enter in the lowest and highest value in seconds that you want the next encounter to activate between. By default these values are set to 300 and 900 (5 and 15 minutes).
Encounter Countdown Timer:
When the timer is running, this will countdown to zero then trigger an audible alert to remind GMs to activate their encounter.
During the countdown, if the player characters actions are drawing lots of attention to themselves you can tap the timer to reduce the countdown by 25% with each tap. You cannot take the timer below 10 seconds this way.
Mid:
Tap to have the app pick a random number in seconds between your Encounter Frequency Range, and commence the countdown.
Good for exploring areas of normal danger levels.
High:
As with Mid, but halves the random number generated.
For exploring areas with a higher likelihood of encounter.
||:
Pause and play the current timer.
X:
Cancel the timer and return it to zero (without triggering the alarm).
Encounter Timer in action
What Else Do You Need To Know?
It’s Android 5.0 and over only - sorry Apple people, but I have a Google Pixel 7a and I don’t have the knowledge to create this for non android architecture. If any Fruit based developers out there want to remake it, that’s cool with me.
It’s exclusively available to subscribers of the Mailer of Many Things as a free reward. It is not available on app stores.
At time of writing, the app is free, and is completely unmonitised. No ads, trackers, or any other shady money grabbing behaviour. I have no intention of this ever changing.
It’s an APK file, which is an executable installation file that you should run from your Android phone. By default, many phones don’t let you install things manually like this because the app has not been verified by Google, and instead prompt you to enable this functionality in your settings.
I am a backend cloud database developer by trade with limited front end programming skills, so I created and compiled this app using Kodular. I accept no responsibility for anything unexpected that happens when installing or using this software. To the very best of my knowledge, the app is safe and functions only as described.
The app works best in conjunction with preprepared encounter tables that have been tailored by the GM to the player characters current environment. The apps only purpose is to remind you that it’s time for an encounter - what the encounter is remains entirely up to you.
I may actually be Batman.
conclusion
I can’t wait to run a game using this, and I’ve already got some ideas about additional functionality. If you end up trying it out, please, please, please let me know how you got on and if you have any suggestions.
Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.
3 More GM Crutches that Hold Your Game Back
Hopefully you’ve tossed away the first 2 big crutches identified in last weeks post, and you’re already starting to reap the rewards of a freer game. Well, now I’ve got 3 more crutches that hold your game back, and you should seriously consider binning these too.
Now then, have we all had a good week? Are we feeling ready for round 2? Good, lets continue.
Hopefully you’ve tossed away the first 2 big crutches identified in last weeks post, and you’re already starting to reap the rewards of a freer game. Well, now I’ve got 3 more crutches that hold your game back, and you should seriously consider binning these too.
3) Artistic, Player Facing, Playable Maps
Yes, yes, they look cool, but outside of sparing use for set piece battles like “boss fights”, they just take the game towards video game territory. You see, the thing with video games is that the best video game is a video game, so stop trying to be a video game and be a TTRPG instead and play to those strengths.
Why do we use them?
Maps look cool, and give a certain wow factor.
They take the pressure off when describing locations - you can just point at the map instead.
Players with minis or tokens are able to pin point their location.
Why are they bad?
If you rely upon them, they limit your encounters to only situations where you have a relevant map handy.
When you’re using them to gradually reveal a location, then the players can’t help but metagame and notice areas that they have not explored - making exploration less about in game experience and more about how much of the map has been revealed.
Players will take the map as gospel and stop using their imagination. If the map doesn’t specifically show a chandelier then the players are much less likely to ask if there is one for them to shoot down on top of the mob of Goblins.
What is the alternative?
Depending on what is more appropriate for the moment, you should use either theatre of the mind, or quickly draw up a rough map on a Chessex grid. If we’re talking about mapping out a dungeon then let the players do that themselves in their notes.
Gridded battle maps are massively over-used in my experience, and they only really have value in two situations: The battle is very tactical and positioning is very important, or you’re filming an actual play and you want to give your audience something to look at.
Theatre of the mind is generally considered old school, but it’s just as applicable today as it ever was for filling the gaps when gridded maps are not suitable. Big monster? TotM. Horror game? TotM. Small scuffle? TotM. The idea here is that with a couple of prompts, the players imagination and questions will create something far cooler than you can describe, and it really isn’t important that everyone is imagining a slightly different thing.
If you struggle to describe environments, start with the areas utility: “It’s a Kitchen” - At that point you don’t need to describe the sink or the fridge, players have already filled in those blanks. You can move on to identifying the key objects in the room that the players might want to engage with like the discolored brick above the stove, and the stinky open casserole pan on the table.
4) Rule Expansion Books
Ho boy, this is a contentious one.
They’re the worst for this by far, so I’ll pick on them - Since 2014 Lizards Ate Your Toast have released a boat load of 5e expansion books (not counting adventure modules) all containing new rules and stats, sold under the guise of enabling your players to do/experience more things.
If you believe that then I have a bridge to sell you.
I get it, they’re a business and we want our favourite games to succeed, and for them to succeed then the business needs to sell stuff. Catch 22. Well as far as I’m concerned the onus is on them to produce something that actually has value - like a good module.
Why do we use them?
Marketing hype?
Sunk cost fallacy?
At some base level we believe that teams of TTRPG scientists have sat down meticulously testing all the rules to ensure their perfection, and that if the game does or doesn’t allow for a specific ability then it must be for good reason. Therefore when the new book is released that has rules for blowing your nose, we go wild because our PCs have had blocked sinuses for weeks and this is just what we’ve been waiting for. Picture the scene: “You look down at your tissue, make a DC12 Religion check to determine if you see the face of God”.
Why are they bad?
Rules expansion books are mega expensive, and they don’t hold their value when you’ve decided that you don’t need them anymore.
Because they have to justify their £50 price point, these books pad in pages and pages of unnecessary complication to their rules, which makes the total system less elegant and slower in play.
They create a culture that says you’re only allowed to do the thing if the rules specifically say that you can.
What is the alternative?
If the system is any good then it should have a core rules language that is easy to understand and widely applicable. The 5e game system is actually an example of this - roll a d20, add modifiers and score higher than a DC to do the thing.
As GMs you need to throw off the shackles of looking to rules supplements for rulings for new things, instead you can use the existing rules language to house rule any situation.
If you want to see how other GMs have handled a situation, the web is full of blogs and videos with free content. For example, check out my stuff on inventory management.
5) Pre-Planning Solutions
I used to do this when I started out GMing. It’s part of that same video game mentality that dictates that everything should be balanced. Eugh.
So for example, you’re doing this when you put a chasm between the players and their goal, and also a tree that is partially fallen, that would span the gap if only the players gave it some encouragement.
Why do we use them?
We pre-plan solutions because we’re obsessed with the idea that the game should be “balanced”. Video games have taught us that all problems have one solution that was designed by the developers and we carry this thought process over to TTRPGs as well.
We cling to the hope that if the solutions pan out the way we design, then the game will go the direction we envision. Then there won’t be any difficult moments at the table where we have to think on our feet.
Why are they bad?
By restricting all problems to only those that we can think of a solution to, we’re limiting our own creative expression as a GM.
Your problems tend to lean to all having the same solution.
It makes session planning a lot more like hard work if you have to stop every time you introduce a conflict to verify that it has a solution.
If all problems have to be solved the way you intended, then the players have no agency. That’s a boring experience.
What is the alternative?
Trust your players to find a way, and be prepared to say yes to it.
That’s good GM advice right there - Default to yes, unless there’s a very good internal consistency reason not to.
Whilst we’re at it, throw off the shackles of expecting everything to go the way you designed - no plan survives contact with the enemy, so learn to embrace the chaos of thinking on your feet. Use random tables if you need on the spot inspiration for what the next challenge should be.
conclusion
We got there! I sure hope I didn’t lose any loyal readers with these two frankly quite ranty posts, but sometimes you just gotta vent, ya know? I promise that this is all good advice, and although none of it should be taken as 100% applicable 100% of the time, you should use your judgement and I reckon your games will improve.
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Back in January, a mere boy with a dream, I started up Domain of Many Things with next to zero knowledge about creative writing, front end web design, back end website management, SEO, or social media. I did however have a niche in mind where I have a mega passion, and a love of the Alien films and cassette retro aesthetics.