Showing posts with label prep. Show all posts
Showing posts with label prep. Show all posts

Oct 16, 2018

Six Tools For Sandbox Dungeon Masters


Six Tools For Sandbox Dungeon Masters







Running a sandbox game isn't for the light hearted, organization is prime and being ready to respond to player actions is a close second. If you are properly prepared, a sandbox is an easy way to run a game. There are books, blogs, and podcasts by the dozens talking about different methods of pregame preparation. All have their own method; preparation is something that everyone does differently, just like dungeon mastering. So which one is for you? I can't say, but I can give you insight into the tools I use. Aside from good pens, a mechanical pencil, and a bunch of dice what do you need to prepare for a sandbox game? I'll tell you what I use and why.





1) Red Tide And An Echo Resounding


These two books by Kevin Crawford revolutionized my preparation style. They have advice on your GM binder and what to keep in it, an easy system for randomly determining and populating an area with cities, towns, ruins, and lairs and maps to steal. An Echo Resounding sets up domains and factions, details domain turns, and mass combat, should things get ugly. Both are short and easy to read and come with detailed examples to help you work through it the first time. I've adapted them to my style and use them for most of my randomly determined areas, and sometimes for pre-populated ones too. These two well worn and sticky-tabbed books are easily in the top three most used in my library. What's the top one?





2) Dungeon Masters Guide

I prefer the first edition dungeon masters guide, but the fifth edition is no slouch! Both cover things beyond the rules of their respective edition, talking about time, non-player characters, and adventure locales just to name a few topics. The random tables in each cover personalities, traits, motives, and best of all random dungeons. If I'm drawing out a dungeon for a game, making non-player characters, or creating an encounter, one of these is what I reach for. Seeing a theme yet?





3) Random Tables

Random tables help you get away from same thinking. Anytime I need a question answered in my preparation I turn to a random table to break out of similar ideas. Similar ideas can be great in the beginning, even enforce a theme, but after a few sessions they start to seem stale. Random tables mix it up creating wild combinations that you need to make sense of; things I couldn't have come up with on my own. The books on my table lately have been The Dungeon Dozen, d30 sandbox and Tome of Adventure Design. The latter being my most used book in the last six sessions I prepared.





4) A Good Monster Book

Monsters are the base of encounters in Dungeons and Dragons. Whether you are making random tables or static encounters, you are going to need a lot more enemies than the ones in the back of the Players Handbook. Sometimes just flipping through a book will inspire an encounter or maybe even a whole adventure. That's the way the fifth edition Monster Manual is written, according to Mike Mearls. If you haven't read the Monster Manual, take the time, as it's well worth it. After exhausting that, pick up Tome of Beasts, Tome of Horrors, or use the fifth edition Dungeon Masters Guide and make some of your own!





5) Tablet, Laptop, Or PC

I like to run digital. Most of my collection is in PDFs, I make maps and graph paper, and keep all my notes online. At my game I run with my laptop, dndbeyond.com, and Nitro PDF reader. I even have a tv set up for maps, pictures of monsters, and rules to show the players. At home I like to prepare on my PC; there are four basic programs I use. A digital art program for maps, handouts, and paper minis. Photoshop is what I use, but GIMP, painter or whatever you have will work too. With online notes syncing across all devices, I can prepare wherever on whatever is handy (I do a lot of work on my phone). I use OneNote as my GM binder and have a lot of worksheets and forms set up to help me with the common things like settlements and adventures. OneNote works for me, but Evernote and Google Drive, or offline applications like Scrivener and Campaign Logger are also options. A PDF reader for all my PDFs, Nitro, Foxit, or Acrobat all work fine. The last one is a web browser. I get a lot of encounters, maps, paper minis, and ideas from the internet. Places like ENWorld, reddit, and Discord are some of my go-to communities. Remember great dungeon masters steal ideas! Just don't publish stolen material.





6) Paper

Yes, as digital as I like to be, plain old paper is a staple for my game preparation. If only for scribbling notes or sketching an encounter, I always seem to find a need for paper. I have a disc bound notebook to jot stuff down quickly or take notes during an encounter. I use this notebook for when I'm stuck, somehow staring at a blank sheet of paper gets my creative juices flowing. A doodle here, a number there, a list of names, and I'm off to the races, heading toward OneNote with ideas in hand ready to develop into a solid encounter.





Preparing for a game is a path all dungeon masters have to trudge down, but it doesn't have to be such a chore. We're dungeon masters partially because we love to create and sometimes we need some help with that creation. Having the right tools can make that session preparation a whole lot more fun and easy. I hope I’ve introduced you to some that fit into your preparation style.





Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains this blog

Oct 3, 2018

Sewer Crawl


I've been working on an abstract means of exploration for dungeon, city, and other small areas I don't feel like mapping as we go at the table. The need comes from wanting to prep less and have more surprises at the table. I've always liked random dungeon generation, in fact I rarely make dungeons by hand without my 1st edition DMG.

1st edition DMG



I decided on hexs, as I am going for the wilderness hex crawl feel, but I could have just as easily gone with squares. Using hex size based on my maps (City of Zobeck) and preference of sub hexes (six per hex) I came up with hexes approximately 144 feet from flat to flat. Exploring a dungeon at my table takes ten minutes for two hundred feet, or a dungeon turn. I abstract that further to say a turn is between 3-10 minutes and keep track of it with six dice I drop into a cup at the table and roll for encounters when it is full or when they make a lot of noise. This abstracts nice to my 144 foot hex assuming it is not a straight corridor, which I am. I broke out my 5e DMG (gasp!) and rolled up a dungeon on a hex that size for a visual sample of what the players are navigating. 
Random sample dungeon hex
I've been using the Tome of Adventure Design for my last six sessions. It has extensive tables, that I am using, for random dungeon creation. Basically my plan was to strip out the corridors and use it as is. Of course, as is is never enough for me, so I started customizing table. The table gives a 50% chance for an empty hex (good average for an average adventure) and a 10% chance for an encounter. Normally I'd roll every so often for encounters, but this has it baked in so every turn (10 minutes, remember?) there is a 1 in 10 chance for an encounter, that's equal to the average hostile wilderness or dungeon area in many supplemental RPGs. In addition to rolling on the table I am using a d6-1 to account for exits from the hex a roll of 0 has a 30% chance (1-2 on a six sider) for a secret door.  After my initial plan, I got to generating a sample map; not only to see how my distribution looked in practice but to show my players should they choose to map. I started off with a d10 table, but I didn't like how often some things (like level changes and large monuments) were coming up. I changed to a d12, but eventually settled on a d20.

OneNote tables
Exit locations are just placed how I like on my sample, but I plan on rolling a d6 for direction at the table. At this time I am not sure how I like it, but am going to generate a sample with a d4-1 for number of exits to see how that looks. I also like the idea of rolling 3 dice every time, what's here (d20), number od exits (d4-1), and exit location or secret door chance (d6). Although typing that out I'd need to roll up to two times more for extra exits.

Too many stairs
Numbers are locations (roll of 1-10) and dots are explored areas. So far its looking pretty good, but I have some more testing to do today and we need to see how it stands up at the table!

Update: I'm liking the d4-1 for exits, but stairs are coming up scarce!