New Traits for Blade & Crown: Generous

If “Stingy” can work as a Trait, then Generous should, too, right?

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You are Generous. You don’t hold onto your money or possessions very tightly. You may be bad at managing money, lose track of what you have, get a reputation for being careless, or bring yourself to poverty; but you may also gain a reputation for charity or kindness, and be less easily tied down to material concerns.
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One more in the category of “feels like it could easily be a subset of another Trait, but also seems like it works as a standalone Trait”.

New Traits for Blade & Crown: Stingy

Another possible new Trait for B&C.

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You are Stingy. You don’t like to part with any more money than you can possibly get away with. You may potentially be better at managing your money and tracking your possessions, and possibly less easily tricked by monetary deceptions; but your unwillingness to spend may make you appear selfish, or make you live more uncomfortably than you could afford to.

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Another one that might be better treated as a subset of another Trait, such as Principled: Not to Spend Any More than Utterly Necessary. But again, this probably makes a good addition all by itself.

I suppose this could be rephrased as Miserly, Penny-Pinching, or similar, though those would all have slightly different nuances and implications.

Tenement Defense/Karna’s Cache as a published adventure?

Map of a section of AropashI keep thinking about maybe trying to publish another official supplement for Blade & Crown. The Medieval Mountain Monastery Mystery? Hmm, maybe. I still feel like publishing that would take too much energy, though. A collection of essays? Feels kinda the same.

I had another idea today, though: A double adventure, of Tenement Defense and Karna’s Cache. I feel like they wouldn’t take that much energy to get into publishable shape. Of course, I’d need to fill them out some. But I feel like it wouldn’t take that much energy. And, I mean, people publish stuff that’s way less polished than what I would probably do. Hmm. Hmm hmm hmm.

Joining Itch.io

A coinMore full disclosure: Another part of why I’ve been posting here again is because I’ve joined Itch.io. For now, I’m just selling Blade & Crown and the Bandit Map. I may eventually add more.

Mostly, though, it’s just that I think Itch.io is neat, because of the mind-blowing variety of games available there; and it just makes sense to sell my games there, too. Will I make more there than I currently do with other outlets? Will it give me motivation to publish more stuff for B&C, or other things? Who knows! But it still feels worthwhile.

How do hinges work? And the appeal of the fantasy genre

A wooden door jamb, door, and rusty old door hinge.You’re GMing a fantasy RPG, and the PCs need to get through a door. A simple wooden door; but the door is locked. Can they pick the lock? Can they bust it down? Can they burn it? Could they remove the hinges? (If the hinges can just be removed, then why don’t thieves always choose that method to get past doors, rather than bothering to pick locks?) What about tapping the hinges? Does the door even have hinges? How do you make a door without hinges? How accessible are the hinges?

All of these questions can be difficult for a GM (or other person with narrative/worldbuilding control) to answer in the moment. Unless you happen to personally be an expert in both lock-picking and door construction, you may not have a good answer for your players’ questions. If the door opens in, away from the PCs, that implies it must be easier to bust down; but if it opens out, toward the PCs, that implies that the hinges must be exposed to the PCs and thus defeatable, at least given tools and time. (Cue the classic visual gag of someone boarding up what they think is an inward-opening door, only for the adversary to just open the door by pulling outward.)

Of course, the GM can just say “I don’t know how the door works, but it does; and your character has the background to know how to deal with it, so you deal with it. I don’t know how you deal with it, but you do.” But that can be a very dissatisfying answer for players and GMs who want consistency, immersion, understandability, or, y’know, ‘realism’. You can, of course, set those concerns aside, or not have them in the first place. But that can be dissatisfying or confusing, for those trying to understand what’s possible within the ways of how the game world works.

This, then, implies something very tricky about RPGs: To the extent that your table demands that consistency/immersion/realism, the GM has to know how everything in the world works. How hinges work, how many people it takes to work a smithy, how you make a book completely from scratch, how much land a single ox team can work in a day, how quickly lamp oil can soak into a cloak, how much Sashtian you can read if you only really know Morensian, how possible it is to identify an individual bird by its feathers, and every other thing in the game.

Obviously, the vast majority of those questions don’t come up most of the time; and no one is going to demand rigorous realism about everything.

But I note that this is still a big difference between RPGs and, for example, prose fiction. In prose fiction, if the author needs to know how hinges work, or how strong medieval glue is, or whatever other thing, they can go away and research the question; or they can, potentially, steer the narrative away from the question, or smooth it over: “She made a few quick, subtle movements, and the door swung open.” No need to explain the mechanics of the lock. But in RPGs, the entire plot can sometimes hinge on exactly how hinges work. The GM can, yes, just kind of smooth it over; but the more realism, consistency, and immersion the game is trying for, the more the players need to know all their options, and the more the GM needs to know how all those things work. And it’s probably not great if the GM stops the game to do an hour of research on how hinges work. Certainly, “you figure it out somehow, and after the session, I’m going to go figure out how hinges work” is an option, but still, in the moment, it can be a little dissatisfying.

All those questions become that much more difficult to answer if it’s a high-tech setting. Like, how does an airlock door on a space vehicle work? Is there a way to lock it? If there isn’t a way to lock it, is there any way to prevent access to the inside? If there is a way to lock it, how does that work? If the door is electronically locked, does it have access buttons/ports/pads/whatever on both the outside and the inside? If the access device is only on the inside, then how does a crew-member who gets stranded outside ever get back in? And even if you as the GM understand how an airlock door works, what about a supercomputer? What about a fusion drive? A laser sword? What about a reframulating dehisticator, or a Zhang-Reyes Manifold Theory device?

Those questions generally multiply with higher tech levels. The more complex the world is, the less each of us understands how exactly it all works. If a door hinge implies a big basket of questions about how it works, then a higher-tech thing implies that many more baskets of questions.

Don’t the questions also multiply with magic? Well, maybe. That’s the thing about magic, though: I think it’s generally allowed to just say “we don’t need to explain how the magic works; it just does”. In many ways, “magic” is a synonym for “we’re going to suspend consistency/immersion/realism here”. “A wizard did it” and all that. Certainly in B&C, I’ve tried to keep magic consistent, but also mysterious. It’s okay to not know some of how it works, including what’s possible for a specific magnitude of spell.

So I think all this explains a large part of the appeal of the fantasy. As I’ve said in other contexts, I might not understand how the compass in my cellphone works, or how to extrude aluminum; I sure as heck don’t understand how antigravity or blasters work. But I basically understand how a sword works. If the players want consistency/immersion/realism out of the game, then a pretty sure-fire way to do this is to stick to a lower tech level. Introducing additional tech multiplies questions.

New Traits for Blade & Crown: Angry

Another Trait that has come to mind.

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You are Angry. You’ve got a permanent chip on your shoulder — perhaps because the world has been cruel to you, perhaps because you’re just not a nice person. Your anger can drive you through pain and hurt to accomplish things that other people would balk at; it can make make others cower in fear at your rage, or perhaps be swayed by your righteous fury. However, your anger can also drive you to do foolhardy or self-destructive things; it can make others dislike and shun you; it can consume you and others around you.

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Very similar to Driven, in a lot of ways, really; but I think the specific emotional flavor of being Angry makes it a worthwhile addition all by itself.

I think this one should require specifying what you’re angry at, though I think something extremely broad (like “Angry: At the Whole World”) could conceivably work.

Might be difficult to make work in a group of PCs, but perhaps in a one-on-one game? Or perhaps if combined with other Traits, such as making the anger a secret, or also being Happy. Perhaps.

As always, let me know how this Trait works in your games!

Search weirdness

Clock gearsFull disclosure: Part of why I decided to make some more posts here is that search engines seem to be convinced more and more that this website doesn’t exist. When I search for “‘Blade & Crown’ RPG” these days, several search engines will show my DrivethruRPG page, reviews of the game, links at other blogs… but nothing on this website itself. Not good!

I don’t know why that’s happening, though I have suspicions. In any case, that was part of my motivation to start posting here again. Hopefully adding more posts will remind the search engines that the best link for Blade & Crown is the game’s own website.

Rule 3d4

Three four-sided dice, in purple and blue, sitting on a dark grey cloth tablecloth. They are lit by bright light from the left, with many internal reflections and casting triangular shadows to the right.I continue to be amazed by the sheer mass of burgeoning creativity in games these days. On itch.io, for example, there are games for seemingly everything: A game designed for two players, a human and a pet sitting in their lap; a game about brewing coffee; a game played on a cellphone lock screen… and so many more. So many wondrous ideas! It’s getting to the point where it’s easier to list things that don’t have games about them.

You’ve probably heard of what’s called “Rule 34“. Well, inspired by that, and all the creativity going on in tabletop design, I created what I call Rule 3d4:

If you can imagine a topic, then a game about it already exists, or soon will.

Getting to be pretty useful “rule”, I think.

This could also be a game in and of itself, of course: Think of a topic, then see if a game about it already exists.

I dreamed of a map

A while back, I dreamed I was reading someone’s RPG-related blog. It contained a gorgeous map that looked like it was somewhere between Tim Burton and Fan Kuan. It connected major destinations (towns, mountain peaks, things like that) with roads; the roads had fields next to them, marking units of travel (hours? watches? miles? something like that). The roads were curly and bumpy, giving a sense of what the land was like. Away from the fields, there were wide areas of hazy, blank, mysterious white, punctuated by streams and occasional other landmarks unreachable by road.

When I woke up, I tried to reproduce the map I saw in my dream. This was about the best I could do:

A dreamlike landscape of ridge-like roads, stretching between buildings that mark towns. Fields in different shades of green stretch below the roads, seemingly denoting units of distance or time. The roads are rippled, like cartoon waves. A mountain, similarly outlined in a rippling surface, sits between some roads. Misty rivers cross between the roads. The green fields fade away into white negative space, suggesting mist or simply unmarked areas on a map.

A rough sketch, but you get the idea. Somehow both evocative and practical?

Seems like this kind of map could be useful in games where there are distinct landmarks, big expanses of ‘here be dragons’ in the middle, and a strong emphasis on travel. Maybe something like Ryuutama? Like, I could imagine a better-drawn map but still in that style could be great for asking players to describe what happens on each segment of the road, inspired by the markings on the map. Almost a nodal hexcrawl, I guess?

Anyway, seemed worth sharing.