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Showing posts from May, 2022

The Dice That Will Kill You

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A very short one today. I've been continuing with my open table sandbox in The Black Hack, and wanted to share my process for handling death and dismemberment when characters drop to 0hp, because I think it's been working really well at the table. I'll first explain the ritual very briefly, then explain why it works , and why I think it finds a good middle ground between the old and new schools. 🕷 First, allow me to introduce  The Dice That Will Kill You . The Dice That Will Kill You My brother bought me these as a Christmas present - they are cast in metal, and very heavy, like little angry sea mines. They have already scored and dented our dining-room table. Note the skull, barely visible, on the bag. The Dice That Will Kill You are what give the procedure its special ritual tone. These are the special dice that only come out when a character is near death. On such occasions, I hand their player the bag, and recite the exact words: "<Character name>, these ar

Campaign structure and getting your hooks in

I think we think about adventures and hooks wrong. It struck me recently, when writing about illusionism , that we use hooks all the time in games where they really aren't warranted - we use hooks to disguise the buy in for a game in the narratively-focused style, trying to make it appear as a sandbox. Let me explain. A lot of narrative-focused campaigns (I even want to say "most") start with a quest hook: Someone comes up to you in a bar and gives you a quest, or bandits attack the town, or you get a message saying that the king is dying, would you mind awfully blah blah blah. By "narrative-focused", I mean campaigns where the GM has prepped a plot they want the PCs to follow - not a bad structure in and of itself, as I'll discuss. But these campaign openers annoy the hell out of me, because they're empty scenes: They look like they have some meaningful choice in them, namely the choice to take the quest or not, but there isn't actually a decision h