I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Tuesday, July 01, 2025

Super simple XP system, take 2

My "super simple" system ended up sounding a lot more complicated than I intended. 

After trying to create a formula to match monster XP with gold XP, I realized that just using the formula below might be enough for my goals.

- 1 XP = 1 GP.
- 1 HD = 100 XP.
- PERIOD.

That is all. Forget PC level, forget dungeon level, just use the original formula in its simplest form.

But why?

In old school D&D, most of the treasure comes from gold. But, as noticed in Delta's blog, if you exclude/change a few outliers (dragons, medusae, men), the amount of XP you get from gold is not that far from the amount you get from fighting monsters.

I have some reservations about the analysis; it seems to ignore wilderness encounters, for example, which happen quite a lot in my games and AFAICR do not give random treasure. But he certainly went I lot deeper than I'll go here.

I am happy with the idea that monsters should have no more than 100 GP for each HD. If the gold is much bigger or smaller than that, well, just adjust the gold to something more reasonable.

Dragons with their hoards and breath weapons are a fair exception. Maybe medusaes are a fair exception too; they have two ways to kill you immediately!

But why are men outliers in Moldvay? 

Maybe I'd just rule that they just do not have underground lairs. For example, a bandit's treasure is in their camp, with an average of 80 bandits, and maybe a few leaders. That would be easily 8.000 XP at least, and their treasure type (Type A) is worth 18.000 GP on average, so maybe just halve it. A brigand's lair is a lot stronger and might justify the full Type A treasure. Likewise, merchants have type A treasure but their caravans are almost as large as a bandit's lair, and so on.

This is also a great rule of thumb to create your own dungeons - place 100 GP for each monster HD, and more if you have traps etc. Most "official" adventures I've run have too much gold IMO.

This means that PCs rely much less on GP to level up, which also means they'll level up faster and get stronger before they are too rich. 

I'm not sure if this is perfect for you but it suits my preference for grittier, pulpier adventures, where even mighty heroes are not necessarily swimming in gold.

Will that make PCs fight anything that moves to get XP? I doubt it. As you see, simply avoiding the monster will still give the PCs the treasure XP with none of the danger. 

But if there is an incentive problem, just give a few XP for monsters avoided and limit XP gained by unnecessary fights. No XP should be awarded for slaying random peasants!

Finally, the fact we are not dividing XP by current level makes leveling up a bit faster (which is compensated by reducing the treasure). I don't mind. A level 5 fighter that single-handedly defeats a bandit camp deserves to get to level 6, and so on.

I love minimalism. The simplest solutions often end up being the best ones.

Recommended reading:

Sunday, June 29, 2025

Super simple XP system

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain."
- Paraphrased/implied from Dungeons & Dragons, Volume 1: Men & Magic (1974). Explanation below.

"The awarding of experience points is often a matter of discussion, for the referee must make subjective judgments. Rather than the (ridiculous) 100 points per level for slain monsters, use the table below, dividing experience equally among all characters in the party involved".
- Supplement I: Greyhawk (1975).

"The judgment factor is inescapable with respect to weighting experience for the points gained from slaying monsters and/or gaining treasure. You must weigh the level of challenge — be it thinking or fighting — versus the level of experience of the player character(s) who gained it [...].
If a 10th level magic-user were to slay 10 kobolds and take their 1,000 gold pieces, the DM should reduce the award by at least 20-fold."
Dungeon Masters Guide (1979).

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain. If you get XP from two sources, you only get XP from the lesser source times two. Always divide by PC level."
- Suggested rule. Explanation below.

---

The 1 XP per GP of treasure acquired. 100 XP per HD for monsters slain is implied in OD&D in this slightly confusing passage:
Experience Points: Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores. As characters meet monsters in mortal combat and defeat them, and when they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience".
This adds to their experience point total, gradually moving them upwards through the levels. Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume he gains 7,000 Gold Pieces by defeating a troll (which is a 7th level monster, as it has over 6 hit dice). Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the treasure was a 7th level one experience would be awarded on a 7/8 basis thus; 7,000 G.P. + 700 for killing the troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5.
Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster's kill value. It is also recommended that no more experience points be awarded for any single adventure than will suffice to move the character upwards one level. Thus a "veteran" (1st level) gains what would ordinarily be 5,000 experience points; however, as this would move him upwards two levels, the referee should award only sufficient points to bring him to "warrior" (2nd level), say 3,999 if the character began with 0 experience points.
Supplement I: Greyhawk confirms that this was the rule, and then proceeds to call it "ridiculous" and add fiddlier stuff.

Well, turns out the original rules work surprisingly well in play.

Let's analyze it!

First, we'll just use:

100 XP per HD for monsters slain.
- Divided by level.

A fighter must (single -handedly) beat 20 orcs gets to level 2. This is no easy feat, but relatively fast.

[I find that single-handedly defeating 100 or 200 orcs to get to level 2 is an obvious exaggeration and makes almost impossible to make to level 2 if you play exactly by the book IMO].

Forty more orcs will get him to level 3.

To get to level 4, he'll have to face 120 additional orcs.

Level 5, 320 more.

Level 6 requires 800 additional orcs slain, and so on.

So there is a quick (but dangerous) ascent to level 3 and things get slower after that.

Taking down a 10 HD monster is even more dangerous than fighting 10 1 HD monster, so there are no shortcuts there either.

I like it, as levels 3-8 are the best levels to play D&D IMO.

I dislike the byzantine rules for taking dungeon level into account; IMO they're fiddly and unnecessary. I'm not sure if/how it applies to wilderness encounters. I'll skip them for now.

Supplement I: Greyhawk significantly reduces the XP gained from monsters slain, so you have to take most of your XP from treasure. But in AD&D we can see that around 10 HD monsters starting giving an average of... 100 XP per HD, or even more!


So the low HP value of weak monsters is intended to slow down the progression of beginning PCs(a bad idea IMO), or to discourage "farming XP" for high-level PCs.

But the combination of these rules seem enough to discourage any type of "XP farming", as it would either take too long or be too dangerous (e.g., taking 100 orcs at once).

The other shortcut to advance quickly is getting lots of treasure without opposition. In the DMG, Gygax admits that it is up to the DM to come up with actual XP values based on circumstances, defined very vaguely. In his example, getting 1.000 gold from 10 kobolds will only give you 50 XP... which is similar to the XP you get by defeating the kobolds in the first place!

Notice how easy it would be to say your XP gains are limited both by the HD and GP - whichever is smaller.

In other words: you get 100 XP per HD for monsters slain/defeated, and 1 XP per GP of treasure acquired, but you limit each amount XP for whichever is worse. You still divide by level.

The idea is that finding treasure without danger or "farming" XP by killing monsters without motive will give you no XP. Well, "NO XP" is probably too harsh, so maybe reduce the XP to 10% of the original value (if the PCs found 10.000 gp lying on the road, there is something wrong with the adventure design...).

Let's try a few examples.

A) You find a troll (700 XP) with 7.000 gold. You get 700 XP for killing the troll, and also 700 XP for the gold (the XP for gold is limited to 7000). Notice the gold is not exactly "wasted"; you got a lot richer!

B) You find a troll with 400 gp of treasure. Now you get 400 XP for the gold but only 400 XP for slaying the troll. 

C) You find 10 orcs (1.000 XP total) and they have 3.000 GP. You only get a total of 2.000 XP; 1.000 for the orcs and 1.000 for the gold.

(In all these examples, you can give the PCs a 10% prize for the amount that surpasses the limit; so 630 XP in example A, 30 XP in example B, and 100 XP in example C. This is a bit fiddly but still easy IMO. The important thing is that PCs advance in a speed that suits your group);

Special powers, abilities, etc. I'd just say they add 50% of the XP value to make things easier. Thus, a 10 HD monsters counts as 15 HD with one special power, 20 HD if it has two special powers and so on. I do not think you need a separate system for 6+1 HD monsters. Creatures of 1-1 or 1+1 HD might deserve special treatment depending on which cleave rules you're using, but I won't get into that here.

Treasure protected by traps. There is no easy way here; the DM has to consider how dangerous the trap is, when compared to a monster.

Averaging it all out. You do not have to do the math for each room or encounter. Just average everything out by the end of the day (or by the end of the expedition - AD&D suggests they must take the gold to town to get the XP). So if the PCs face A, B, and C in the same day, they have 2.400 XP from monsters and also 2.400 XP from the 10.400 GP they've acquired. Interestingly, this would be a reason to discourage frequent resting...

Hopefully, this achieves all I wanted from the XP system:

- Simple enough to calculate on the fly without a table or calculator.
- Requires a little less guess-work by the DM.
- Makes PCs level-up in a speed that is more to my liking.
- Very hard to exploit by acquiring treasure without danger or killing monsters for no reason.

Minimalistic addendum! All this exercise is interesting but I wonder if you could just run the game with 1 GP = 1 XP OR 100 XP per HD, whichever is better, or just divide everything by PC level. To be honest, this is probably easier. Dividing XP from GP by PC level is not something I had considered but will probably achieve the same result I'm looking for.

UPDATE: 

Tuesday, June 17, 2025

Creating and using random encounters

There are several ways to use random encounters. I've tried many, each with its own pros and cons. That’s what we’ll discuss today.

1. 

First, let's start with the traditional method: during the game, you check for an encounter. If there is one, you roll on the random encounter table, then determine number appearing, distance, surprise, reaction, and other details. If often involves page-flipping to even begin describing how many bears the players see (nowadays, most tables say "1d6 bears" instead of "bears", which is the bare minimum IMO).

The advantage is that the game becomes more unpredictable for the GM, which can be fun. For the players, the game gets a feeling of authenticity: they seem the fictional world unfolding WITHOUT much GM input, like if it existed without the GM or players. It feels more "real".

The downside is that rolling each encounter along with all its characteristics can take a long time as it involves half a dozen rolls plus maybe making sense of it all. The fact that the PCs 

Here is one example from AD&D:



2.

My solution to the traditional method, in order to save time, was creating the encounter tables that contained most of the necessary rolls and also some useful information to minimize page-flipping or consulting other tables (for example, NPCs names or activities).

Notice you can still ask the players to roll a random encounter with similar effects as method 1, and the GM will be equally surprised. My tables use even less input form the GM (for example, the GM doesn't need to come up with a name on the spot, or a reason for the results).

Here is one example from my book:




3.

Method 3 is like method 2... only smaller. You can roll a dozen random encounters beforehand, for example, and ask players to roll 1d12 when they have an encounter.

[You need to replace encounters as they are used, but you can do that between sessions].

The GM will not be as surprised during the game, but the players will still get a bit of that authenticity as they roll the d12.

This also allows the GM to add some details that are pertinent to the campaign beforehand. For example, to decide if brigands would be willing to support or fight the usurper king that sent the PCs on a mission, etc. 

One real example I could have tried is making a d12 table with lots of goblin encounters as the PCs entered goblin territory, but I ended up using method 4.

4.

Method 4 gets rid of some or all of the randomness. You can roll some random encounters and choose your favorites, or you can simply pick the from a table or monster manual (so they are not even "random" anymore).

You can add some of the randomness back by taking the encounters you chose and making a d12 list like method 3. 

In conclusion...

Another way to see this is that, even in a simple game like OD&D or B/X, there are thousands of encounter possibilities - only a few dozens monsters but hundreds of circumstances (reaction, surprise, distance, etc.).

If you add your own twist to an encounter (NPC's names, what they were doing, etc.), you have millions of possibilities.

But when the encounter happens, this must be reduced to ONE scenario. 

This process of reducing a million to one involves die rolls (from the GM or players) and GM input. Players usually only participate in choosing the monster indirectly (by rolling dice or by choosing terrain etc., unless they are tracking a monster or something similar).

So there are three aspects to consider here: randomness, GM's fiat and player participation.

Now I notice this reasoning applies to the entire game: you have a set of almost infinite options (which creatures can the DM include in his setting?) and it eventually must be reduced to one ("six goblins attack!"). 

This process always includes GM's fiat, must include player participation (in order for it to be a game and not a monologue) and may include some randomness.

also, in short:

Maximum prep gives you familiarity, coherence and ease of use, but no surprises/excitement* for the GM.

(*Except for PC's actions, and not even this if you railroad.)

Maximum randomness gives surprises but also incoherence and long pauses.

There is a balance to be found IMO.

Which is not much of a conclusion I guess... but that's what I got for today.

Monday, June 02, 2025

The sandbox railroad part 2 (plus ULTRA-LINEAR encounters)

Another take on this post.

---
Important caveat before we begin 

"Railroad" has a negative connotation for some readers. If you dislike my use of this term, I offer an alternative by the end of this post.

I love random encounters and I think they are an important part of the game. No matter if I roll them at the table or half an hour before that, or if I already rolled 100 examples for each terrain. I've tried all of them and each has its pros and cons.

I don't think you can understand this post if you assume I'm criticizing the way you play, which is not my point. I'm just describing how random encounters might work in theory, not how you use them in practice. 

I'm not saying there is a problem, necessarily. If you seems random encounters rolls as simple suggestions, this is definitely not what I'm discussing here. I'm assuming you're using a table and sticking to the rules and the results you rolled].

---

I called "random wilderness encounters" a railroad because if the PCs are in the middle of a forest and the next encounter is an ogre, there is no choice but to see the ogre - no matter if they go North, South, etc.

[Assume the GM has already rolled the next encounter].

Usually, it doesn't even matter if they stop and rest, because then the next random encounter (ogre) will happen as they make camp.


Think of a dungeon where you have 4 doors and the module says "the ogre is behind whatever door the PCs choose first; if PCs decide to rest here, the ogre will enter the room they are in".

It would be obvious to everyone this is a railroad/"quantum ogre" situation.

Of course, while the encounter is presented in a linear fashion (you WILL see the ogre), they way you choose to deal with it is not linear.

You could even have the possibility of AVOIDING the encounter altogether.

But the same is true of the dungeon described above.

And, no matter what you do, you face the next encounter.

[Again, assume the GM has already rolled the next encounter: 2d6 goblins].


The ORDER of encounters remains linear - or even "ULTRA-LINEAR".

In a dungeon with 3 linear rooms (say, ogre-goblin-skeleton), you can avoid the next room by turning back or simply not opening the next door.

In the middle of the forest, turning back or stopping usually leads to next encounter!

This is not necessarily a PROBLEM; this is how random wilderness encounters work.

To add CHOICE to the next encounter, you'd need PCs to have some knowledge in advance.

For example, they'd have to be able to look for tracks or see foes at a distance.

This is not impossible to do, but requires you to MARK some hexes. 

For example, if they avoided the ogre, now they know that they are likely to meet him again if they enter that same hex (instead of just rolling the next encounter).

Filling all hexes is tiresome. 

In practice, you can use your memory; if the PCs avoided an encounter yesterday, going back might trigger the encounter.

If they go back there after a week the ogre is probably gone and forgotten.

This entire thread is descriptive and not prescriptive.

I'm not complaining or giving advice, other than, maybe: if you want to avoid railroads, give the players some options BEFORE the encounter begins.

But the PC's entered the forest and put themselves in this situation!

I agree. Although they might not have an option (if the starting point is surrounded by forests for example).

But I don't roll my random encounters in advance!

I don't think rolling in advance makes any difference here.

Because the roll is not affected by the PC's decisions.

If I rolled 39 before the game begins or if I roll 39 when the PCs say "we go North", the result is the same, not any more or less organic IMO.

I still don't see why this is railroading, or this is not what I call railroading, because the PCs can talk to the ogre etc.

I think the best way to understand my point is comparing the wilderness encounter to the dungeon with four doors, described above. 

Or think of it this way: "no matter what the PCs do or where they go, they'll find an ogre tomorrow because I rolled it".

This is not a problem, necessarily: most people would be fine if I said  "no matter what the PCs do or where they go, they see rain tomorrow because I rolled it", or "they'll see the ghost that is haunting them".

But if you don't want to call it "railroading" maybe "ultra-linear" would be a better description.

Additional reading:

NOTE: The Alexandrian has a good definition of railroading in the second post above. Random encounters do not seem to fit, at first. HOWEVER the last post above indicates that the CAN be railroading, in the exact same way I discussed today:

The core distinction here is whether or not the players are making a meaningful choice. In this hypothetical hexcrawl scenario, the choice of direction has been rendered meaningless (since you’ll have the same experience regardless of which direction you go). [...] This taught me a really important lesson as a GM: In order for an exploration scenario to work, there has to actually be something to explore. If all choices are equally likely to get you to your goal (because your discoveries are being randomly generated or because the GM has predetermined their sequence), then your choices become meaningless. And meaningless choices are boring and frustrating.

Saturday, May 31, 2025

Undead types and NPCs

I recently remembered the similarities between death knights and skeleton warriors. Both are powerful undead creatures, clad in decayed flesh and ruined armor, big swords, with ominous red dots for eyes.

[Wraiths also have red dots for eyes in their descriptions. And decaying flesh. Wights are similar].

One major distinction is that skeleton warriors are typically enslaved by a wizard, compelled to serve without autonomy. Death knights retain their will and intelligence—although, theoretically, they could be bound by a powerful spellcaster, like ANY undead could.

[I'm remined of "The Empire of the Necromancers" by Clark Ashton Smit. Go read it, it is awesome. Some undead retain some memories by accident, not because a wizard decided to create a specific "type" of undead].


So they look similar and serve similar purposes. It is unlikely that PCs would be able to tell them apart.

This speaks to a broader Dungeons & Dragons trend: the proliferation of nearly identical monsters.

Personally, I’d prefer a “powerful undead” template with variations instead of dozens of creatures that mostly feel the same. Imagine, for example, a system where magical users become liches, warriors evolve into death knights, and thieves fade into shadows or something similar.

Maybe they can keep (some of) their levels, so you'd have undead of all levels of power. These can be individuals, not simply monster types. Whether they are enslaved or not, or if they lead other undead, or if they wear armor or carry a sword, depends on their circumstances.

Not all liches must be super powerful! Some minor wizards could take a chance and botch the process a bit. Same goes for other types of undead.


In my book, Teratogenicon, I describe three fundamental types of undead:
  • Mindless – Purely animated bodies, like zombies and skeletons. These do not need personalities or many details.
  • Bodyless – Entities of mind and soul, but no physical form (ghosts, wraiths). Some will have interesting personalities and traits.
  • Soulless – Powerful creatures like vampires, liches, and death knights. While they retain their physical and mental abilities, they are somehow estranged from their souls. Maybe it is stored somewhere safe, maybe it is lost, or maybe just forgotten and they could be redeemed (but that'd probably cause their physical/mental demise). "Soulless" is a more poetic than practical description. They definitely deserve some history, personality an and traits!
This categorization offers a simple and effective way classify undead though a body/mind/soul divide. Undeath creates a fissure—some beings lose their autonomy, some exist only in spirit, and some are something else entirely.

Of course, there could still be liminal undead: creatures that keep some of their mental faculties, like ghouls, or protoplasmic shapes that are just echoes of souls and no actual souls, poltergeists that can affect the physical world up to a point, or dead bodies inhabited by spirits that belong somewhere else.

As you can see, I have nothing against undead types; in fact, I wrote a PDF with one hundred of them and ideas on how to create even more ("glowing red eyes" are there, but there are more than 100 traits to choose from!) . 

But I think some types of undead, specially the most powerful ones, should be seen as individuals (NPCs) rather than monster types.

Sunday, April 13, 2025

Should you PAY your GM?

Let's start with the conclusion: GM-for-pay is okay.

In other words: there is nothing wrong with paying someone to run a game for you, or charging people for a game you're running.

I say that with some certainty but little experience: I always GM for free. 

I GM for my friends, on my schedule, using the system and adventures of my choice (always with some player input). I buy the books I want, and everyone in my group helps me as needed. 

On the other hand, a GM-for-pay typically runs games for strangers, often using the most popular system (like D&D 5e) and well-known settings. A group of friends can often negotiate a situation in which they can all play together with a stranger DM.

I think GM-for-pay makes sense for several reasons. 

Preparing a module like Tomb of Annihilation or Curse of Strahd takes considerable effort. There is an important distinction here: I think learning settings and modules takes work. It can be fun, but the real fun as a GM, at least for me, is running the game with the players.

[And I found running ToA way more fun that just generating a dungeon randomly or whatever. It was worth the effort. But there was an effort].

Once a GM learns the material, they can run it countless times. While it remains exciting for new players every time, the GM might lose some of the fun because there is no sense of discovery that comes with experiencing it for the first time.

And, in a way, I feel bad that some of this effort is wasted: all the unexplored rooms, all the things that could have gone differently, etc. Running the same thing multiple times is interesting, It is just not as fun as doing something new. And, since you can't usually run the same module to the same people twice, you have the additional effort of finding new people if you want to do that.

There are also practical matters, such as buying setting books, paying for subscription apps, etc. These responsibilities usually fall on the shoulders of the GM. At the very least, it is fair to expect the players to contribute.

In short, given the effort involved, it’s completely fair for someone to charge for GM services if there's demand.


I see this as a win-win. More players can experience various systems, settings, and adventures without needing to invest heavily in preparation. You could do the same without touching money: a group interested in trying multiple systems could take turns GMing for each other. Being able to do it for money just makes the process easier in some circumstances. It also allows people who really like to GM to be able to get some money so can dedicate more time to this, do this a lot, and get better at it.

Another aspect that is probably overlooked is the idea of "Player systems" and "GM systems". I ran a  D&D 5e campaign a while ago. It was fun, but I'm unlikely to do that again; I find 5e to be too much work for the GM. OSR games are much more fun for me to run.

When you look at GMs-for-pay, D&D 5e is the most common system offered. Of course, "official D&D" is always very popular, but I think the fact OSR games are easier to run also explains why paid GMs are less common (and the whole idea is less popular in OSR circles).

I have never actually paid a GM. But I started playing RPGs in a game store. It was free, but they encouraged me to buy a book; so it was not completely without interest on their part. And it was awesome.

Then I wanted to learn more and more systems. I went to conventions and signed up for tables without considering what the GMs got out of it. Later, I invited strangers to learn RPGs with me. It was fun, but not as fun as learning when I was a novice (and probably not as fun as playing with my friends). And it took time and effort.

I also played several games where the GM was testing his own system or setting. I didn't pay for that, but the GM obviously had an "ulterior motive". Some of these games were awesome, and some even became awesome books eventually.

[I have done the same thing as an author; in fact, nowadays most of the things I publish are specifically made because I want to play then. I play-test stuff with my friends].

In short... one day, I might pay to play a game. I think having the option is good, but it is not necessary. If you have time to spare (maybe a clear schedule or enough time to search for a perfect game in several places), and maybe some social skill, you can play free games endlessly. You can make new friends and rotate the GM role if you want. 

When I was younger I had more time and less money, so the thought of paying for a game would never occur, but maybe I'd have played even more if I knew that existed (at a fair price!).

Paying for a game does not make it better or worse. It is like any other business. 

I have friends who are great professional cooks; they enjoy making food, and cooking to their friends for free, but they also sell food, and it is equally tasty. I enjoy food even more when cooked by someone I like, but not every meal has to be like that.

I think a similar reasoning will apply to most fun activities: boxing, running, playing the guitar, chess, and so on. Sure, you can do it for free, and you can do it for fun; but there is still a place for professionals, experts, teachers, and tutors.

---
P.S.1: On a final note, some people say GM-for-pay is intrinsically good because commerce is intrinsically good, as both the buyer and the seller can hope to be satisfied by the end of a transaction they freely agreed to. While I do see the merit in this argument, one could make a counter-argument talking about cigarettes, alcohol or whatever, which would be beside the point IMO.

P.S.2: There is also the "Critical Role experience" aspect I hadn't considered. Maybe some GMs-for-pay can "put on a show" of sorts, maybe some are even amateur actors. I don't do "voices" in my games often, maybe I'd pay to try that once? Not sure, for me this is not the best part of RPGs, but it can be fun too.

Sunday, April 06, 2025

A Farewell to Arms, VALIS, And the Truth Shall Make You Flee, Braving the Wilderness, Psycho-Cybernetics

Here are some very short reviews of some books I've read lately. The one-sentence summaries (in italics) are not entirely mine, but copy-pasted from AI (and edited by me) to save you a few clicks.

I gave each book a rating, but to each might have been influenced by my expectations - so my judgement of Dostoevsky (one of my favorite authors) is probably a lot harsher than an author I haven't read before., and so on. Highly subjective, of course.

I avoided the number 7 because it is too easy to choose 7 when you're unsure, so I forced myself to choose between 6.5 and 7.5 when that was the case.


A Farewell to Arms by Ernest Hemingway (rating 8/10): Set during World War I, this novel follows the love story between Frederic Henry, an American ambulance driver in the Italian army, and Catherine Barkley, a British nurse. The story explores themes of love, war, loss, and existential struggles, as Frederic grapples with the chaos of war and the fragility of human connections.

This is a good book, but I found it depressing and soul-crushing, so maybe you should avoid it if this kind of narrative bothers you.

Anyway, I have the impression this is the opposite of a war book, not only because it is anti-war, but also because it subverts many of the usual tropes. There is no heroism, no epic victories, not even dramatic defeats - people are wounded and killed by error or accident, often by their own troops, and most soldiers are uncertain why they're even fighting. In any case, it is still an interesting portrayal of World War I.

Maybe Frederic can leave this war behind one day, but no one can escape the realities of life and death.

VALIS by Philip K. Dick (rating 7.5/10)A semi-autobiographical, philosophical science-fiction work, this novel delves into the mind of Horselover Fat, a character based on the author himself. It explores themes of reality, divinity, and madness as Fat tries to understand the visions of a mysterious entity called VALIS.

If you like PKD, this is probably a must-read. In a way, it ties together many of the author's ideas about religion, reality (and alternate realities), conscience, and so on. I don't find it as interesting as his short stories but it is still an enjoyable read. 

I started reading without knowing how autobiographical it was. But apparently PKD has been through things that could actually fit some of his outlandish stories.

And the Truth Shall Make You Flee by Daniel C. Jones (rating 8/10): This book examines the psychological and social barriers that prevent people from seeking and accepting truth. It challenges readers to confront their biases and fears, offering insights into how we justify our beliefs rather than genuinely exploring evidence.

I've been obsessed with cognitive biases lately, especially confirmation bias. I've started a new blog discussing some of these ideas, but I'm unsure if I can add much to the discussion.

Anyway, this book was recommended to me by the author, who happens to be connected with me on X - a happy coincidence, since I only use X for RPG talk.

The book is about confirmation bias. I think understanding this bias is an extremely important tool if we hope to have any understanding of reality at all. I think the author manages to explain this bias while giving a fair shake to both theists and atheists, for example.

Braving the Wilderness by Brené Brown (rating 5/10): This non-fiction work examines the concepts of belonging and authenticity. Brené Brown argues that true belonging requires embracing one's vulnerability and individuality, even in moments of solitude. The book inspires readers to find strength in their uniqueness and connect more meaningfully with others.

This reads to me like standard self-help. The core concept is interesting and helped me reflect on being myself while still trying to be belong to something bigger. In short, you can never feel like you belong if you're just pretending to be someone else in order to adapt.

A fairly interesting and useful idea but could probably be explained in a much shorter format.

Psycho-Cybernetics by Maxwell Maltz (rating 8/10)A self-help classic, this book focuses on the power of self-image and how it shapes our behaviors and outcomes. Dr. Maltz combines principles from psychology and cybernetics to teach readers techniques for improving confidence, overcoming negative thought patterns, and achieving personal goals.

This also reads like standard self-help. However, it not only has a better "ideas-per-page" ratio but it was also written in 1960, and I guess it must have inspired several more famous self-help books. 

It could also be shorter, but I found myself writing down at least one central idea from each chapter. If you like self-help stuff, you should read this one.

The most memorable idea for me was that the author, a plastic surgeon, realized that several people traumatized by their own looks (with or without a reason) would still find themselves very ugly after being "fixed" by surgery. I've heard about some experiments with (fake) facial scarring that could confirm these impressions; I think the subject deserves further study.

It makes you think about how much of self-perception - and, well, reality - is just in our minds. Maybe this is a common theme in several books mentioned here.

Wednesday, April 02, 2025

Minimum viable setting

How to make the "minimum viable setting"? 

What I want to do is create something that leaves almost NO work for the GM.

But writing down every detail of the setting is not only nearly impossible but also mostly useless; the GM will only use a fraction of it, and facing a 1000-page book might be fearsome even in PDF format.

One alternative is creating the entire thing randomly as you go - e.g., using appendix B

As you can see in the link, I find it a bad idea. You should know where mountains are, and see them from a long distance. The same goes for the sea, major cities, countries, but... what about small villages, etc?

Well, these could be randomly generated. Maybe you start with a more detailed map of your surroundings, but after a few hexes you're in uncharted territory.

When I think of it, I find that this is exactly what my favorite setting, Dark Sun, is missing. You have a good hex map and a setting description that is detailed enough, but it definitely needs its own appendix B (and C!).

Notice that you cannot just use the existing appendices; you must create new ones that take into account the setting's unique ecology, climate and demography.

Once you have these two (big map plus generator of smaller features and encounters), you are almost good to go.


You'd still need a few random tables of relevant details, so you don't need to keep coming up with new ones on the fly. For example:

- Names.
- Special features (i.e., things that make each village memorable; there are good example in Dark Fantasy Places).
- Relation with existing factions.

The third one deserves further explanation. In some settings, there are important conflicts (e.g., Law vs. Chaos, Magic vs. Religion or Technology, Good vs. Evil, Guelphs vs. Ghibellines) that will affect settlements and NPCs. 

Sometimes they are obvious and generalized: all dwarves hate orcs, etc. You don't even need a table for that. But if you have something more nuanced, you could use a table with results like "strong support for the king", "this village is divided between Guelphs and Ghibellines", or "this town hates elves/magicians/knights/etc.". 

As you can see, even without an overarching conflict, these tables can add flavor to otherwise boring villages.

If your setting has dungeons, you probably need those too. Maybe we can reach a similar compromise here: a few big dungeons (or even a megadungeon) written in advance and a few randomly generated dungeons if you find one by accident. 

Suffice to say, I'm not a big fan of dungeons generated with the appendix A. But maybe you could make different tables (with fewer 45º corridors and more coherent layouts) to create something worthwhile.

Other than Dark Sun, here is how some of my favorite settings deal with this stuff:

Carcosa. The setting is incredibly interesting and detailed. Every time I read it, I want to run a campaign (and it might be my next one). Still, I think it is not quite ready for use.

Some villages/castles are too lean and a bit simplistic/boring. You could easily replace most villages with a random generator that gave you not only color, numbers and alignment, but also some distinctive features.

Or just add such a random table or one line to each village: "this village hates sorcerers", "this village loves fighters and centers around an arena", "this village is built underground", etc. [I'm sorry to sell it gain, but: Dark Fantasy Places is PWYW!]

The map is not great either; I find the positioning of mountainous and rivers a little weird and random. Not a big problem but I'm tempted to create my own.

Qelong: I find this a great example of a setting that is both small and complete. It has hex descriptions, coherent random encounters and a satisfying meta-narrative.

Curse of Strahd, Tomb of Annihilation: say what you will about 5e, these are both awesome, well made settings, with detailed places, good encounter tables, and clear factions/conflicts.

What they lack is more organization (as described here) and a few additional random tables. Both have HUGE hex maps but very sparse; most hexes are empty.

Fortunately, there are several 3rd-party product detailing additional dungeons, features, etc.

And I must acknowledge that they got the map almost exactly right:

This means everyone knows the coast, and the mountains are obvious from afar, but the inner area is not known by adventures.

In short, maybe that is all you need to start:

- A good, incomplete map, plus some random tables to add villages, ruins, lairs (geography).
- Random encounter tables (ecology).
- Random villages (demography).
- A few factions/conflicts (history).

What else I'm missing?

Tuesday, March 25, 2025

DTRPG print costs will increase on April 1

DriveThruRPG is set to significantly raise the cost of print-on-demand products, with an increase ranging from 20% to 80%, as mentioned on Reddit (see below).

This is a good opportunity to get Teratogenicon if you're interested.

This book has impressive art - take a look at the previews to see for yourself! It is a book I enjoy having in print.

I have no idea how much it will it cost after the change.


I will get a few books for myself too, although I'm still not sure what to get. These are all book I already have and recommend:


These are books I enjoy browsing and referencing. The Dark Sun Boxed Set is probably my favorite to sit down and read, study, etc. 

I don’t want to have any modules because I run games mostly online nowadays, so I’m exploring other settings. (If I were to buy a module, I'd probably get B10, which I'm running now). I don't think I need any more monsters either.

Unfortunately, many books I'd like to own have no POD available, so I must get them elsewhere. This includes Moldvay's Basic and 0D&D, the original D&D.

But I might pick some classics such as: 


BTW: if you don't want to give money to WotC, I think this is perfectly reasonable. I avoid it nowadays too. There are several good reasons that I won't discuss here.

Other games I might get, based on impressions and recommendations from others, are:

Tales of Argosa (and you get the PDF for free). 
* ... and that is what I've got so far.

Do you have any other recommendations? 

Things with good art, price, etc., are preferable, but mainly I just want stuff I can sit down and read.

Anyway, here is the text from DTRPG:
Upcoming Print-on-Demand Book Price Changes – Effective April 1, 2025

We always want to keep print costs as low as possible, and it has been years since we passed any price increases through to our publishing partners.

However, our print supplier, Lightning Source/Ingram, has announced a price adjustment starting April 1, 2025, that will be reflected on DriveThru sites.

Key Changes

Due to increasing supply costs in the US, Black & White print costs in the US will increase significantly, from around 20% for low-pagecount hardcover titles up to about 50% or slightly more for large hardcover books, and with softcover titles seeing an even greater increase.

UK print costs for Black & White books will also increase, but generally only by 3-4%.

Standard Color print costs will increase, by roughly 12-13% for US printing but only around 3% for UK printing.

On the whole, Premium Color print costs will decrease slightly for US printing but increase slightly for UK printing.

Example 1: A 180-page large premium hardcover currently costs $32.10 to print in the US; after April 1, that same title will drop to $27.80.

Example 2: In the UK, the same 180-page book currently costs £20.23, which will increase to £20.93 starting in April.

Contains affiliate links. By purchasing stuff through affiliate links you're helping to support this blog. 

Friday, March 21, 2025

Brief mass combat idea

Here is a brief mass combat idea meant for old school D&D or OSR games. I'm using ascending AC in my examples because that's what I use in my games.

Here is the idea:

10 1st level fighters count as a single fighter with a +10 attack bonus until the end of the round.

They attack as one. They deal one die of damage (say, 1d8 if they're using swords).

They add one point of damage for each point over the AC (if using ascending AC).

By Dean Spencer

Let's say 10 bandits are attacking your 5th-level  PC, who has AC 17. They roll 9. Adding a +10 bonus, this means 19, two points more than needed to hit. They deal 1d8+2 damage.

The best part about this idea is how it vastly simplifies things.

If you decide only 4 or 6 fighters can attack the PC at a time, just reduce the bonus to +4 or +6.

If the PC slays a couple of bandits, reduce the bonus to +8. And so on.

In some cases, you can just add up all HD. If your PC is attacked by a 3rd level fighter and 3 bandits, they can make one single attack with +6.

It also makes goblins, etc., dangerous though all levels. If your PC in magical plate and shield gets attacked by ten goblins, it is VERY LIKELY that ate least one of them will get a good stab!

This will probably be useful when PCs have multiple henchmen too. One roll, period.

Is this similar to actually rolling each attack individually? Well, it varies a lot depending on AC, number of foes, etc. Apparently, the bigger the group, the smaller the damage each individual adds (which might be explained by fewer people being able to attack at the same time). 

Let's try with six goblins attacking a fighter in plate [AC 16], using B/X (or OSE) rules. The usual damage per round (DPR) would be around 5.25. With my proposed rule, it would be about 4.4. 

If the fighter is unarmored, DPR is also similar (11.55 versus 9.78, more or less). Not bad.

And if the fighter has plate, armor, and some magic bonus to AC? Let's say AC 20? An extreme case, but... Then damage doubles from about 1.05 to 2.28. So the rule works as intended!

(These numbers were calculated with the help of AI... let me know if they're wrong!)

I probably wouldn't use such a rule if you're fighting a couple of giants, for example; just for low-level foes. Likewise, allowing 15 goblins to attack you at once sounds unwieldy; I'd keep the limit at 10 for now, and you ever fight 20 goblins at once they cannot attack you as a single unit (treat them as two groups).

I probably COULD use this idea for huge mass battles, just adding a few zeroes when needed.

Say, a force of 90 knights clash with 50 enemy knights. The 90 knights attack with a +9 bonus, etc. They deal 1d8 damage (or whatever) plus the margin of success. Then just multiply damage (or casualties) per 10, and reduce the opposing force equally.

I haven't played-tested this. But I have a good feeling about it...

Additional reading:

Tuesday, March 18, 2025

I want LESS!

Most of my time playing and reading RPGs has been ruled by the “undisciplined pursuit of more.”

I played several RPGs and took pride in trying new ones. I favored "universal" systems where I could create endlessly detailed PCs and do anything I wanted. I also collected monster manuals for my D&D-ish needs.

This process has been somewhat useful in helping me discover my tastes and needs.

However, there has also been much waste. I read only a fraction of the RPGs I buy and play an even smaller fraction of the RPGs I read. Nowadays, I'm embracing "the disciplined pursuit of less."

In other words, I want less: fewer monsters, fewer spells, fewer magic items, fewer stats, and simpler systems.

This partly reflects my appreciation for minimalism, but it goes beyond that. I believe that having fewer elements makes each one more important and meaningful.

While having a multitude of monsters is fun, each Monster Manual contains more creatures than entire worlds like Middle-earth, Barsoom, Lankhmar, or the Hyborian Age (not to mention most horror and sci-fi settings). It becomes virtually impossible for PCs to understand each individual monster with any depth.


Take dragons, for example. The dragons of mythology and literature are often unique individuals, like Smaug, Fafnir, Tiamat, Drogon. Each is distinct and memorable. But the 2e MM (my favorite!) has about more than a dozen dragon types. If a D&D party sees Smaug, it is just another red dragon (they don't even need to interact to know that he is chaotic, since he is red; but this is another issue).

[Another thing I've been considering is how adding more monsters to a game doesn't make it any different from "standard" D&D, but replacing existing monsters creates a completely new kind of setting. Take Curse of Strahd, for example: it includes few "demihumans," and even the elves are distinct from the familiar elves we're used to. This seems to hold true for most of my favorite settings and modules, and I think I might never run an adventure containing orcs again.]

Magic items are the same: Excalibur or Stormbringer are memorable, and so is Sting. In D&D, a first-level party often has dozens of magic items. Eventually, they discard some of them as they reach higher levels. This abundance devalues magic items and magic in general.

I feel the same way about rules.

I’ve run a few 5e campaigns. 5e is a more "complete" game than B/X. However, it requires ten times the page count to achieve this. So, I’ve been asking myself: is 5e ten times more complete than B/X? And the answer is no. Same goes for AD&D.

[Sure, I could use a one-page RPG. In the end, this ultimately comes down to a matter of taste.]

Spell selection has also been a headache, leading to imbalance and analysis paralysis.

I like customizing characters, but I don’t need dozens of classes and races. I really enjoy the simplicity of being able to say the bandit leader is a "fighter 5" and leaving it at that.

When you have fewer elements, you can connect them more meaningfully. For example, elves resist ghouls. The undead are raised by demons. All aberrations come from other dimensions, while monsters are created by mages. Etc.

And to be honest, this would make way more likely that my players would even REMEMBER most of this stuff.

In short, many of my current issues with D&D could be solved by just having less.

Additional reading:

Wednesday, March 05, 2025

GMs day sale (2025) - OSR, classic D&D and others

GMs day sale has arrived, so here are my picks (same as last years with some additions).

Notice that the usual discount this year is 40%.

First, let me remind you that all of my books are included in the sale

If your tastes are similar to mine, take a look! They are mostly compatible with OSR games (except for a couple of 5e books - "Manual of Arms").


The Halls of Arden Vul Complete is also 40% off again - or $45.00 off. Sounds reasonable for 1.100 pages (!) although it is probably too much material for me to digest.

Now, let's see the old favorites...


Big discounts!
These products seem to be about 40% off and I find each of them interesting. The first two are my own. Some are also mentioned (and further explained) below:

OSR
Teratogenicon, my monster maker (check the previews!).
Dark Fantasy Basic, my B/X neoclone.
* Tales of Argosa is 20% off.

Classic D&D
This are some of my favorites, also 40% off. Explanation here.
B10 Night's Dark Terror - one of my favorite classic adventures.

Goodman Games
In addition to the amazing Dungeon Crawl Classics RPG (DCC RPG), I really like The Dungeon AlphabetThe Monster Alphabet and The Cthulhu Alphabet. They are near system-less and full of awesome stuff to inspire your games. I still haven't read How to Write Adventure Modules That Don't Suck but it is also on sale. All of them 40% off.

They also publish awesome adventures; alas, few are on sale, but fortunately Doom of the Savage King, the one I am currently running, is 40% off! Recommended! Same for Jewels of the Carnifex, which I reviewed here.

Necrotic Gnome
Several Old School Essentials titles are also on sale in addition to Old-School Essentials Classic Fantasy: Rules Tome. I really like Old-School Essentials. It is basically a concise, well-organized version of my favorite D&D (B/X). The SRD is great. the version that interests me the most is the advanced version - it is NOT an AD&D clone, but B/X with many new options taken from AD&D, dragon magazine, etc. For players and DMs.

Sine Nomine Publishing
Worlds Without Number is 40% off. I have only read the free version briefly, but seems very good overall, and I've appreciated many other titles form the same author, including Scarlet Heroes and Silent Legions (maybe my favorite OSR take on horror and Lovecraft).

I think that's it for now. If you know any other books on sale that you'd recommend (especially if it is 40% off), let me know in the comments and I'll add it to my list. Feel free to promote your own products!

These are all Affiliate links - by using them, you're helping to support this blog!

Thursday, February 27, 2025

Monster taxonomy and organization

It seems that the new 2025 Monster Manual organizes EACH  monster alphabetically. This means a "Green Dragon" is found under "G". In the 2014 Monster Manual (and most MMs before that), all dragons were found under "D", for dragon. The same happens with giants, demons, etc.

I think this is an awful decision.

Not that this is simple. One reason there's so much debate over monster classification (and issues like orcs being inherently evil) is that taxonomy itself is complex. In the real world, we classify living beings into categories like Domain, Kingdom, Phylum, Class, Order, Family, Genus, and Species. Can a green dragon interbreed with a red dragon? There is no "right" answer, but I'd guess they can. What about a gold dragon? Applying real taxonomy to fantasy creatures is not easy or ideal.

But let's look at this from a practical standpoint

Should we have one single entry for each species? That is impossible because we need many entries for humans (bandits, clerics, druids, etc.).

Besides real taxonomy, how can we organize monsters?

One alternative I really like is monster type. This is one of the main points of my Teratogenicon. Undead have LOTS in common to each other, and if you ever want to create your won, looking at existing undead is more useful than calculating CR.

There are other practical reasons to use monster type.

First, let's assume you are new to D&D, and you don't really know the difference between demons and devils. Or maybe you vaguely remember playing 2e and you don't even KNOW there are monsters called either of these things.

You go looking for an explanation in the MM. You turn to "D" and... there is nothing.

Can you see the problem?

On the other hand, let's say you're an experienced DM and you want to build your own dungeon! This is going to be a hellish cave, full of demons... Now let's find some o populate it! Where do you look for them? Again, you've got nothing. At best, the MM has a list of "fiends" that include demons, devils and others.

And what if - unimaginable though it is - you forget the name of a particular demon you once saw and want to use as the villain?

The only way this is useful is if you use strictly for reference. You never create your own adventures, but maybe you're running a module that lists "1d4 green dragons" on the encounter table and you have to check it in the MM (that is not great either; most adventures should provide you with the relevant stats to avoid page-flipping and book-flipping, but modern D&D is so crunchy that this is nearly impossible).


This might be a radical, but I think a good MM could be divided in 20ish chapters, including the 14 monster types with a few subdivisions. For example:

Aberration
Beast
(Giant beasts)
Celestial
Construct
(Golems)
Dragon
(True dragons)
Elemental
(True elementals)
Fey
Fiend
(Explaining differences between demons, devils, etc.)
Giant
(True giants)
Humanoid
(maybe separate species from professions)
Monstrosity
Ooze
Plant
Undead
(maybe corporeal/incorporeal)

To clarify, "true" dragons, elementals and giants have that word in their names: e.g., Green Dragon, Hill Giant. To make things even clearer, D&D could use different names for wyverns and trolls. For example, "draconians", "dragon-like", "draconic creatures", "gigantic humanoids" (notice that troll is a "giant" but "giant bat" is not).

Calling a wyvern a "dragon" makes the idea of "natural language" impossible, since you'd have to explain (or assume) the meaning of the word "dragon" every time you find a "dragon-slaying sword", etc.

There are a few obvious problems to this approach.

First, the monstrosities are so numerous that the alphabetical approach just feels easier. In addition, they are not always easy to separate from aberrations (gricks and grells - what are they?). In fact, when I wrote Teratogenicon I had to go back to 3e to find a good definition of aberrations.

Some subdivisions would need further reflection. Should dragons be listed alphabetically, or should chromatic dragons be separated from metallic? Not sure.

But, from a learning or world-building approach, this would be nearly perfect. 

It also gives the MM a more "in universe" feel. When an average peasant sees a "dragon", "green" is not the first thing that comes to mind. Similarly, a "death knight" is an undead first, and for the untrained eyes it is not that different than other ghosts or apparitions. People will just run and call this place "cursed"!

The "monster type" division, therefore, is also teleological.

In addition, you could easily create an alphabetical index of each creature for easy referencing (with page numbers, of course), and this list could include both "dragons" and "green dragons", under D and G. You could add page numbers to modules and encounter tables too, but maybe that'd be too much to ask...

In conclusion, I dislike the new organization. It makes it more difficult to find some monsters and put them into proper context. It makes the game less coherent and more difficult to learn. I will not say I have the perfect answer, but I can say I find the former approach preferable to the current mess.