Generate fantasy inns, taverns, pubs & so forth, for games and stories
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You all meet up in an inn. But what's the inn like? What's it called? What can you do there? And how do I satisfy my players' unending appetite for entertainingly-named inns?
This generator has your answer. It will give you a name, a brief description including reputation and proprietor, and optional entertainments and encounters. Or you can generate a name and do the rest yourself!
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While I haven't really been able to deploy it as of late, since most games I run are either one-shots or running simpler systems, communal rules-learning has been a huge boon for GMs that is rarely brought up to help tackle moderate-to-heavy systems.
With the GM-Player dynamic often being framed as "Person That Knows Rules" v. "Person That Relies on the Person That Knows Rules", it places all of the weight of knowledge and responsibility onto the GM and allows a Player to only ever have to remember exactly what they have to use. No further effort within the group nor engagement with the system. Almost like a video game wherein you plug your actions in and everything else is done for you.
Communal rules learning leans very well into more weighty systems, where players will have to know more than just the base concepts of rolling dice and adding modifiers. Either as a part of Session Zero, or prior to Session Zero if you can, you can assign a section of a book to each player to read through and do a quick write-up of how that section operates.
Many hands make light work and it means that the GM, who still does need to have done some reading of all sections, has at least one other person at the table to help them along.
For example, @nerdyogre ran Mage: the Awakening 2nd many years ago and had each of the four of us handle a different chapter. One of us did Combat, another did Spellcasting, and the result was much smoother when we could point to each other and go "so how does this work" and get a quick and usually accurate answer.
It definitely took a load off when you didn't have to be the sole source of rules explanations. (Unfortunately replaced by 4 jackasses with wizard powers, but hey that's Mage)
I remember games of Anima: Beyond Fantasy where I was playing a Ki user and had to learn how those mechanics worked. Same for Shadowrun 5th, especially in regards to hacking, if you were playing the decker you needed to know what was up with that subsystem.
A mate and myself are both diving into Ars Magica 5th and already know that it's going to be the only reasonable way to get a group around the game.
d66 Ways to Explain This Player Characterâs Brief Absence
Aw beans, one of your players couldnât show up to tonightâs game. Hereâs 36 ways to explain why their character is missing just for this session! Roll a d66 (rolling one d6 for the tens-digit and another d6 for the ones-digit) or choose an option that makes sense for your situation.
For brevity, âPCâ will be used in place of the missing player characterâs name.
11: PC had previously sworn an oath to a wizard they were indebted to, granting the wizard one-time power and authority to temporarily summon PC to them whenever they require their aid. The wizard is cashing in right now.
12: PC found a cursed scroll which temporarily turns them into an incorporeal spirit, forced to haunt the other player characters undetected until they learn some moral lesson the scroll wants them to learn.
13: A faerie spirit on a quest for revenge mistook PC for someone else and stole them away in the night. Theyâll return PC once they realize their mistake.
14: The battle of two quarreling chronomancers blew through your location, and PC fell into a time-rift left in the wake of one of the wizardâs attacks, sending them into the (near) future.
15: Aliens abducted PC but will return them when they prove too difficult to contain/experiment on.
16: PC finds themself trapped in a time-loop, and eventually discovers that they only way to escape is to avoid contact with the other player characters for the duration of the loop.
21: PC overheard something the other player characters said about them out of context and misinterpreted it in a way that greatly upset them. They sneak away to abandon the group when no one is looking but return upon realizing it was all a misunderstanding.
22: PC has an important family (or other personal) matter to attend to that requires their swift response, as it involves legal recourse surrounding the disappearance of someone close to them. They will return once it is settled.
23: A scatter-brained wizardâs apprentice studying teleportation magic accidentally switches places with PC, teleporting them to their mentorâs tower an impossible distance away. The apprentice thinks they can figure out a way to swap back with PC if given some time on their own. They hope PC hides in their study until they do â their master tends to fireball intruders on-sight and ask questions later.
24: PC has been possessed by a ghost, who will return control of their body to them once they complete some task the ghost wasnât able to finish before they died.
25: PC stepped away to refill their water, and got turned around on their way back. They wandered around lost a while, but will find their way to the other player characters eventually.
26: A faerie spirit decided they fancied PC and whisked them away to the faerie realm in an attempt to seduce them. Theyâll return PC once they realize they arenât their type.
31: An enterprising minor demon wants to strike a bargain with PC and teleports the two of them to the top of a tower in an attempt to show off. However, the demonâs pitch is not going well, especially when itâs revealed they lack the power to get them both back down again without resting a while first.
32: PC is called in for jury duty, and either has to serve their time or go to the local magistrate to appeal for a waiver.
33: PC ran into an old friend and went to catch up with them over some drinks. However, the two of them got held up by some of the friendâs newest adversaries.
34: PC is avoiding the other player characters while they prepare a surprise for one or all of them â a gift, or a party to commemorate a certain event like an anniversary or holiday.
35: PC is troubled by recent events â related to the groupâs adventures, or external to them â and wants some time alone to clear their head.
36: PC has been haunted by dreams of a symbol in a dark room. They spot this symbol on a stray cat and canât help but investigate. It seems to be leading them somewhere, but only if they follow it alone.
41: PC is visited by the restless spirit of a friend long gone. Their ghost wants to tell PC a secret â a secret that they must take to their own grave â and leads them away from the rest of the player characters.
42: PC has been struck by sudden inspiration for a work of art, and they simply must bring it into the world before the inspiration fades.
43: PC received an ominous warning from a fortune teller to stay away from [events of todayâs session] and is keeping a safe distance just in case.
44: PC is having a crisis of faith in themselves after recent events and takes off on their own for a while until they reassure themselves of their skill. Training montage optional.
45: PC is sent a threatening message by one of their adversaries telling them that if they donât leave the group, their allies will be made to suffer for it. They leave, believing it to be some heroic self-sacrifice. They return once they realize they are all stronger together, and only with each otherâs help can they defeat the adversaryâs threat.
46: PC tried to follow an âastral projecting for dummiesâ guide as a joke, but ended up separated from their body until they figured out how to stop.
51: PC ran afoul of a witch years ago, who tried to curse PC with eternal sleep. However, the witch got their arcane verb-tenses mixed up. So instead, PC was cursed to sleep through a specific date and time. That date is today.
52: PC is shown something that causes them to doubt if their cause is the right one, and leaves until they can find out the truth. They return when what they were shown is proven to be a fabrication by their adversary to mislead them.
53: PC leaves the group because they feel their contributions arenât appreciated enough. They return after some self-reflection reveals they werenât feeling unappreciated, they were feeling jealous.
54: PC is feeling extremely ill today. If your group has access to magical disease relief, specify that such relief will still take time to affect whatever sickness has befallen PC â it will just relieve some of the pain in the meantime. Until then, they require rest.
55: PC must take a day off for an important religious observance of their faith.
56: PC received a message from a character they flirted with in town, inviting PC to come visit them for some fun. They sure are taking their time coming back.
61: A minor celebrity from one of PCâs niche interests is going to be in town sort-of-but-not-really nearby, and PC just canât miss this opportunity to meet them!
62: PC accidentally stumbled into the secret hidden lair of a C-list villain. It will take them a little bit of time to escape on their own.
63: PC saw a rare, elusive mystical beast, prized by many, such as a unicorn. They chased after this once-in-a-lifetime opportunity and will return very disappointed.
64: PC is in a sour mood after accidentally breaking a sentimental keepsake, and just wants to be alone for a while.
65: PC insulted a wizard, who responded by turning PC into a pile of rats. Rats, plural. Weâll have to collect all of them up before they can be changed back.
Or, weird star systems that include a habitable planet, or at least one in the habitable band that could be terraformed, on the assumption that systems you can live in are more interesting than those that can't. "Habitability" is a bit of a stretch here; a habitable world could be anywhere from "it has an evolved biosphere with plants you can eat" to "an airless rockball, but if you pelt it with enough comets, put a biosphere in place, maybe you could eventually live there" or perhaps one where someone already did the hard part; that part is deliberately vague depending on how hard your sci-fi is.
Throw these on a d10 or 2d6 table or something; stick "planet orbiting a yellow dwarf" and "moon of a gas giant orbiting a yellow dwarf" in the most common spots, and you're good to go. This is a draft of a setting design generator table I might use. I might use it for Stars Without Number or I might use it to fill in stuff about under-developed systems in BattleTech, for instance. None of these have precursor aliens so that they can be used in settings that don't include them (if you add precursor space habitats to your star system tables, you can get pretty wild and I do fully encourage that), though one of them assumes humans have been at this space colonization thing for centuries. Likewise, this doesn't include anything that requires Weird Space Magic, like hollow worlds with an antigravitational inside and an inner pseudosun. If that exists in your setting and you're building a Weird Planets table then by all means put that in.
If you want to follow real astronomical commonality, small dim stars are much more common than big bright ones. I'm not an astrophysicist, though, and I haven't done the math to demonstrate that any of these are physically possible.
A world in a distant orbit around a bright star. Because luminosity increases with mass faster than gravity does, this world has a very long orbit; seasons might last decades. Depending on the role solar gravity plays in your setting's FTL (if any), these planets might be faster to reach coming out of FTL.
Converse to that, circumbinary planets (with two closely-orbiting stars at the center of the system) will have shorter years in the habitable band, since the mass is divided among two separate stars leading to much lower luminosity for the same mass
A world in a spread-out binary star system (the planet is closer to its primary than the other star is). The other star shines brightly on it. In the right time of year, there's never a night dimmer than a full moon.
A spread-out binary system with two separate habitable worlds, light-hours or light-days apart
A planet in a binary system with two stars of greatly different brightness, but because of relative distance they appear similar. It's tide-locked to the dimmer star, giving it an uninhabitable hot side and an inhabitable side with a day/night cycle.
A world in a highly eccentric orbit around an extremely bright star. In time, it will fall in to the inner system and its seas and atmosphere will boil away, but that's maybe a century or three out
That same world, coming out the other side. It might have scorched ruins on it, left behind when it was abandoned. It's on its way to the outer system, where it will freeze for a thousand years or more.
A planet that distantly orbits a black hole or neutron star, its atmosphere restored after the supernova burned it off. At the rate its primary is radiating (remnant heat/accretion disk), it's exactly in the habitable band, for now.
An outlying "moon" of a gas giant. Instead of orbiting its primary properly, it orbits at the L4 or L5 Lagrange point
A binary planet in a low orbit around a red dwarf. Their tidal forces on each other are the only thing that has kept them from becoming tide-locked to their primary.
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So, hereâs the thing... Your RPG has a character fantasy that itâs trying to play out, right? Thereâs a flavor thatâs going to be baked into the mechanics to try to make it easy for a player to express and be immersed in their character within that fantasy. There is a LOT to discuss on the subject, but I want to zero in on one aspect that can really make or break the fantasy for your players: success and failure.
Whether itâs tests of combat, social, exploration skills, or something else entirely, most RPG systems will determine success or failure by a die roll. It can be a d20, 2d6, 2d20, 1d100, or some truly wild systems with fists full of specialized dice, but we can boil them all down to mathematical probability. Ignoring modifiers and target numbers, if a person needs to roll a 11 or higher on a D20, they have a 50% chance of succeeding. Duh, right? But really think about what that means... In that scenario, the characterâs odds of success or failure are even. Do the thing twice, probably fail once and succeed once. A coin toss. Itâs just a matter of pure luck at that point. Certainly not something youâd plan on or expect to work!
Contrast that with having to roll a 3 or higher on a d20: 90% chance of success. Solid odds that youâd feel pretty confident with, right? Sure, 10% isnât that unlikely, but youâd bet on succeeding. You might even expect that to work. You could form a plan around a 90% chance of success. A failure would be a bit of a shock and maybe cause a significant disruption.
Now imagine you only succeed if that d20 shows a natural 20. 5% chance. It ainât happening, friend. Youâre rolling and only divine intervention will save you. Even before the die finishes clattering, youâre expecting and maybe even preparing for the consequences of failure. Should you succeed though... Whole table goes wild. Cheers, backslapping, and probably the formation of a story that youâll all remind each other of for decades to come.
So what, right? Maybe youâve never considered the math behind the die rolls, but this is pretty basic stuff! Stay with me for a bit longer as we circle back to the fantasy... Imagine youâre playing a game about spies and youâve showed up to the table with an expert lock picker. Your character is recognized as an expert in the field, with years of training, experience, and education under their belt. The game starts, and your GM describes a fastfood jointâs general managerâs door in your path as locked by a fairly standard, hardware store quality lock. You get ready to roll to pick the lock, die cool in your hand. The GM gives you the target number... And after doing some basic math in your head, you realize that, even with all of your characterâs expertise and tools, your odds of success are 50%. Howâs your fantasy feelinâ about then? Do you feel like your lock picking expert is in control of their fate? Or are they at the mercy of the fickle whims of capricious luck? Do you believe in this world where an expert has a coin tossâs odds of defeating this bargain bin lock? Iâll bet not. Itâs as ridiculous and jarring as the odds of a 72 year old librarian with aesthma successfully putting a Hell Angelâs biker into an arm-bar hold 90% of the time.
Take a look at the range of difficulties in your game, then compare that with what a typical player character is capable of. What are the odds of their success for a normal or difficult task? Will your experts generally be kicking around that 80-90% chance of success? Or something closer to 50/50? Is there a substantial difference between your experts and untrained characters? This might seem boring, and probably will need the help of a website for dice odds for non-d20 systems, but it is worth the effort I promise you! With this knowledge, you can better craft your game session or system to present the fantasy you want the players to experience.
Hereâs a quick and dirty guide:
If players can reasonably reach the 80-90% chance of success for most common tasks, youâre looking at an expert fantasy. Players want to see their character blow through mundane challenges like Superman through a wooden door when their characterâs specialization comes into play. This isnât to say ALL challenges should be simple; far from it! Players crave challenge, particularly for their characterâs specialty, so be sure to include situations that will push their character to the limit. If our lockpicking expert is called upon to open up a bank vault in 10 seconds or less, while their allies battle enemy spies the next room over, and the whole mission is on the line, it is perfectly reasonable for the task to be 50/50 odds (or worse!) for the expert and flatly impossible for untrained rubes to attempt. Thatâs where the expert fantasy shines: difficult tasks with high stakes that only the specialist can possibly succeed.
If most checks for your players are going to be in the range of 40-60%, and doubly so if the difference between an expert and a normal character is minimal, you are in for slapstick or a lot of hot-or-cold rolling. If a magic item requires an Arcana check with a target number of 15 (a hard challenge as the game states), a 1st level genius wizard with training in arcane lore for a total of a +6 bonus to the check and an intelligent fighter with no Arcana training has a +2, that means the wizard needs to roll a 7 or higher and the fighter needs a 13. The wizard has a 70% chance of success while the fighter kicks a 40% chance. The difference between a lifetime of magical study with a genius intellect and some smarter-than-average newbie is 30%. There are, almost certainly, going to be situations where specialist characters will fail a fairly mundane task while their much, much less expert allies will pass.
Short note, I think a lot of 5eâs math problems can be fixed by doubling Proficiency bonuses, increasing harder DCs by 5, and reworking Expertise into something that ignores Disadvantage or grants Advantage more often. Iâll show my work if folks are interested later.
Lastly, if your characters expect failure more than 70% of the time... Whoooo boy, you are doing something weird! Either the game is based on failing-forward mechanics, something where only the truly lucky or exception survive, or dealing with failure is the whole point. Children With Wands is the only game Iâve seen that makes this fun, but Iâve met some truly special individuals who play early editions of Warhammer Roleplaying specifically to gleefully mulch their way through character after character. I donât judge.
Hopefully this gave you something to think on if youâve gotten this far. Whatever your fantasy preference, I wish you happy gaming!
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I've been running a plague storyline in Blades in the Dark. 'The Bloom' manifests as flower petals growing out from around your neck, between your fingers and toes, armpits, between your legs etc. The petals multiply and multiply until you finally just... blow away. No body, no ghost, you just fall apart. Petals in the wind.
You know you're close to fully 'blooming' when the floral scent that's been all you can smell for that last few weeks changes to smelling like rotting meat.
Attune to the bloom and you might brush against a strange kind of consciousness. It's not so much a mind as it is a psychosis in isolation. A kind of memory-vacuum. If the player received consequences from their attune roll, they get this information at the cost of a trivial piece of their memory (like where they live, or their father's first name).