Saturday, 6 December 2025

Do Better

Honestly, RPG blogosphere. If there were a Bloggie for 'worst blog', I'd be a contender.

I'm not trying to beat myself up here; it's just a reflection of fact that I've barely written anything, my site doesn't even have a blogroll, and my web design would have been awful in 2008. Which is, incidentally, the year the internet was at its best.

But, like everyone else with a blog, I couldn't help but look myself up at graph.elmc.at. Imagine my surprise to discover I'm ranked 157 out of 514 on interconnectedness. Which is not the totality of what constitutes a good blog. But apparently nearly 70% of RPG bloggers are even less connected than me.

Low bar, folks.

If you're reading this and not blogging anything, write something. You might like it. If you're reading this and you are blogging something, link to other people. Even if it's just to say 'hey, look at this dingbat who thinks he can tell me what to do'. That's how conversations get started.

And that's what made the internet so good in 2008. People had conversations about the stuff they liked on blogs and forums.1

Anyway. What have I been up to?

Saturday, 25 October 2025

Why adventure? Ask the CIA!

Adventuring is a poor career choice. It's invariably dirty, almost always difficult, and usually dangerous. To be honest, being left to die alone in some cold, dark hole in the ground is one of the better outcomes for an adventurer.

Yet there is a seemingly endless stream of novices keen to endure the challenges. Why? Well, it's quite simple. Intelligence agencies have known it for years: MICE.



Money might be obvious, but it probably isn't actually the best motivation, and for one simple reason. It's not that you can't become fabulously wealthy, or establish yourself as some petty king out beyond the frontier. That's entirely possible, and there are plenty of stories of those who have done exactly that. But fundamentally, you have to live in order to enjoy your wealth. And when your life expectancy is measured in weeks, not months or years, that starts to look unlikely.

That's not to say nobody is motivated by money. But it's likely to be an initial motivation, rather than an ongoing one: any self-respecting adventurer will emerge from their first expedition with enough silver1 to live quite comfortably for a while. If that first hit doesn't do it, then either something other than money is in play, or the adventurer in question has spending habits which make pawnbrokers and loan sharks rub their hands in glee.

Which, of course, is precisely the assumption of much sword-and-sorcery fiction.

Ideology creates an adventurer who is both to be feared and respected. They have nothing to prove. They owe no debts. They will meet death with a grin on their face and a blade in their hand, knowing that every foe they take with them is a good deed done.

Any character motivated by ideology will, by necessity, have a strong belief system. This might be one based on religion, and therefore one might expect explicitly religious character archetypes (Clerics, Paladins, often Druids, and others) to fall into this category. But they, too, might have other motivations. And non-religious ideology might also exist. The warrior-aristocrat with absolute conviction that goblins must be exterminated. The peasant who is certain that somewhere in the wilderness is unspoilt land where they can live free from oppression. Any of these could be quite reasonable.

Coercion is a classic, but (like money) might be time-limited. Here we find 'your loved one has been captured by the Evil Baron von Dragonstein', or 'you will die if you do not retrieve the Chalice of Eternal Life from the Well of Despair'. Such a motivation is inarguable; this adventurer will do what they must to achieve their goal. But it's also a self-limiting motivation. There's only so many times you can pull off the 'your princess is in another castle!' manoeuvre.

Oddly enough, this is somewhat better suited to a superhero game, or epic fantasy. Those genres allow for world-ending threats which compel characters to action. Frodo agrees to take the One Ring to Mordor because it is needed to save the world - not for wealth, his beliefs, or his . And while that meant he only had one adventure, it was quite a long one.

Ego is probably the most common. This may be a would-be adventurer trying to prove that they are smarter, stronger, or tougher than other. It may be someone seeking to 'get even' for a perceived slight dealt to them It may simply be someone seeking excitement not present in their day-to-day life. We all know people who indulge in dangerous hobbies for one of these reasons - and there's seemingly no shortage of people willing to undertake cave diving or climbing the eight-thousanders.

This is a motivation which, like Ideology, is endless. And it may even be self-reinforcing, if the adventurer seeks to get the same 'high' which they got from a previous excursion, they're likely to repeat the attempt time and again.



What does this all mean at the table? Well, for one thing I think it means that XP-for-treasure isn't actually a very good system. It incentivises getting treasure out of dungeons, but in most cases that isn't what adventurers want. For the money-seeking adventurer, it probably does make sense. But how does a game designer create a system that links character progression to their ideology or to indulging their ego?

The coerced character, incidentally, probably doesn't want progression for their story. Whether it's Mario or Bryan Mills2, the story is about using the character's existing abilities to achieve a goal. 

More usefully, though: for referees, know what motivates the characters in your game, and engage with it. The character who wants to find that rich farmland? Plant rumours so they have a reason to keep exploring. The character seeking relief from a curse? Let them feel that they're making progress towards it - or feel the effects if they're not. The character who wants to prove themselves? Challenge them.

Yes, this feels like it should be obvious. But it isn't always.

And for players: know what motivates your character. When 2d6 goblins come around the corridor, what's your desired outcome? If your character believes the only good goblin is a dead one, they'll react differently to one who's only interested in getting the contents of their treasury into your treasury - or to one who really just wants to know if they've heard the good news about our lord and saviour.

Just don't get into the 'it's what my character would do' shenanigans. Your character isn't an idiot. Even if they are, you aren't. Find a way to align their goals with things your gaming group enjoys.



1: Yes, I'm a silver-standard kind of guy.
2: Mario Bros had eight levels. Taken only had three. Otherwise? Basically the same story

Sunday, 15 June 2025

Magic Dealers

This month's Blog Carnival is about magic shops.

I don't like magic shops. Having magic sufficiently commonplace that any town worthy of its walls has a dealer in ensorcelled household items just doesn't lend itself to the kind of adventures I enjoy.

If you want a magic item, the right and proper way to get it is to find out who owns it, and go take it from them - whether by through strength or through guile. Same goes for crafting them. If you were a good enough blacksmith to make magic items, you'd be doing that - not putting yourself in danger going down holes in the ground full of monsters. If your fantasy is pretending to be a skilled artisan, then all power to you. But maybe play a game that's about that.

But, from time to time, it's inconvenient to go and do the deed yourself. Especially if your first name is 'King' or 'Archpriest' or something like that. And likewise, if one finds a particularly lucrative vein of enchanted sandals, the average adventuring party only has so many feet to go around.

That presents two problems. One, people with money in search of magic items. And two, people with magic items in search of money. Which of course invites the existence of a third kind of person: the kind of person who will facilitate the obvious exchange of money for magic items.

That person, of course, is a dealer. They probably don't hold much of a stock. If you've got something to sell, they'll only take it up if they have a buyer in mind. Any dealer worth their salt knows lots of people who have money to burn, and what they're likely to spend it on.

Likewise, if there's something you want to buy, they probably know where to get it. Even if you don't like the answer. Almost anything can be bought for the right price. And almost anything can be stolen, given a sufficiently skilled team. The line between a fence and a dealer is awfully thin and blurry at times.

Of course, in any case you'll need to pay fair market value for the goods. Plus expenses. All strictly necessary, of course. Plus commission. Five percent for something easy. For something that takes a little more work, perhaps a little more. Or a lot. The better dealers take their profit margin on one end. The less-scrupulous, on both.

What they probably don't do is hold stock. If they don't have a customer in mind, they're not going to buy anything. They're not going to be stuck with two dozen Vorpal Cake Forks if they can help it. But if they come across someone doing battle with a particularly tough batch of shortbread, they'll know just who to speak to. Most of the time, if there's something you want, you'll have to wait. Perhaps a long time. Even if you're selling, you've still got to find them first. Depending on their clients, and their relationship with the law, that may take some time.

They're also full of story hooks:

  • They'll gladly suggest that a low-level party might enter a certain ruin and recover a specific relic, and that they'd certainly offer a reward.
  • They may require escort across a particularly dangerous area. Obviously they've got a bodyguard... but sometimes more muscle is needed.
  • One of their clients neglected to pay the bill. The debt is now overdue to an embarrassing extent. A team of specialists is required to repossess the goods
  • A rival dealer has been poaching their clients. Something needs to be done about it. And there are so many bandits about...
  • A dealer necessarily has excellent connections to people with power and influence. Need an introduction? Your dealer probably knows someone.
  • Having finally made your way to the level where you can afford their services, well, your gold is the same colour as anyone else's

Refining Thoughts on Ablation, Damage, and Death

This post by subjunctive moods earlier in the year got me thinking about ablative mechanics in combat, and Phlox’s All Damage As 1d6 reig...