Random Musing on RPGs

9-17-2018

One of my players commented that they liked my stripped down set of rules for running what I call a D&D game. I use OS Role Play Monkey, which not so much a stripped down but is a rationalization of 0 ed D&D. But this got me thinking. I do run a simple role play game. It uses a d20 roll for nearly everything (with high rolls always being good) but I jump around as to how I determine which number they have to roll. I do so because it makes the game simple for me to run and allows me to be spontaneous in play. It keeps it fresh and moving because there is little time spent in looking up rules. It is fun but I'm wondering now if it is really D&D? It is roughly what we played in the 70's but did we every play D&D remotely like the rules said? You know I really can't answer that. It is curious.

Low Prep/No Prep Dungeons

6/6/2018

Game Masters run games. They are also players of the game but their role is to build a game world and then role play everyone the player's meet. It is a lot of work. Some GMs spend many hours, weeks or even months crafting adventures. Like a computer game, they populate the world and even map out what people will say to the characters when they meet. If the players happen to go the other way and never meet a certain non player character then all that work was for not.

I don't like to work that hard.

My preference is to work towards running a low preparation or even no preparation game. I have a game world to trigger ideas but I like making stuff up on the spot so that everything is fresh (and I don't have to remember all the stuff I previously created. Which I can't do anymore.) I could do this now without any play aids but when I'm tired this kind of tour de force approach doesn't work. Instead I use some play aids to narrow down the possibilities.


Dungeon Tiles: I hand make dungeon tiles so I build the dungeon as the players go. I map it as they do (or should!) I only put out two or three at a time.

I use figures to show where people are in the dungeon but I'm very loose with movement. This isn't a rigid conflict simulation.

I ask player why their character is going on the adventure before it happens. I then try to meet that need during the session.

I form a vague idea of where they are going and what I think they will find there.

I make up monsters as I go that the players encounter, loosely fitting my vague idea about where they are going.

I have an idea book that I can open up to any page to get random inspiration of what happens next.

I know that I will give the players a couple of combats. Usually one with some nameless hordes but maybe also one with a leader. They may encounter larger monsters but they will likely need to run away from them. They may be the focus of future adventures.

I watch the time. A game only lasts a few hours. I don't start a new chapter in the last 15 minutes of play.

I use a Matrix Game before and after each session to get the players co-creating the game world. Often they write their own adventures.

I always keep in mind that as the GM I can make up anything I want at any time but also that I am the player's ally not their enemy.


Gaming is at best 50% about playing the game. More time is spent sitting around, talking, drinking soft drinks and eating chips. That is just as important as playing is. Going low prep gives me more time to socialize.