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Wednesday, February 2, 2022

Tools used

Taking a pause here to share what tools I'm using:

Campaign and world tracking:

Obsidian

Obsidian is a powerful note taking software which has been adopted by some folks to track their RPG settings and campaigns. The power comes in its flexibility in the form of user-made plugins. And instead of me trying to explain what this is and how useful it is, I'm going to refer you to this YouTube Playlist on how you can employ Obsidian for TTRPG gaming. 

Roll20

I use this just to track movement on the campaign map. Although Obsidian has an interactive map feature (via a plugin), it's not sufficient for want I want to do. However, the map feature in Obsidian is good enough for me to run battles in.

GM Emulators and narrative drivers:

I'm new to this so I went with the one that most people talk about: Mythic Game Master Emulator. I use it to answer Yes/No questions. It can also be used as a random event generator. Then to provide narrative direction, I roll on a bunch of different tables pulled from the solo rules section of Twilight 2000, 4th edition, Ironsworn, Book of Modern Tables, and whatever else I have open.

NPCs and PCs

If appropriate, I'm using BOLD, Universal PC Stories and Deeds Generator to help generate backstories for NPCs and new PCs. And when necessary, I'm using UNE, The Universal NPC Emulator to help flesh out an NPC's appearance, motivations, and moods. I'm also using Junkyard Zine issue 1 to help with "vibe" and fashion of NPCs and PCs. 

Custom Tables

I've also created a bunch of custom tables to help with:

  • PC character properties: (gender, look, pronouns, ethnicity, etc.)
  • Random encounters
  • Loot
  • Scouting/rumors
  • Quality/amount of loot

Combat behavior

Just learned about this subsystem to determine NPC combat behavior from The Lone Adventurer podcast. I'm going to paste it below for easier referencing. If somehow the author reads this and wants credit or for it to be removed, please just let me know!

NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.

To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table.

As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.

If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die.

NPC Tactic table
  1. Panic - flee without caution, open self up to opportunistic attack
  2. Surrender - throw down weapons and submit to opponent
  3. Disengage - attempt to divert opponent's attention away from self
  4. Retreat - move towards cover or out of range
  5. Guard - defend only, no attack
  6. Probe - attack cautiously, testing opponent's defenses
  7. Wear down - draw the fight out and try to tire the opponent
  8. Stand-off - wait for opponent to make the next move
  9. Balance - attack and defend evenly, no particular strategy
  10. Feint - try to trick opponent into defending against the wrong move
  11. Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
  12. Taunt - try to anger or dismay opponent into making a mistake
  13. Press - keep opponent on the defensive and hope their skill is inferior
  14. Strike - try to penetrate opponent's defence with a fast attack
  15. Charge - attack with ferocity, risking injury to wound opponent
  16. Frenzy - attack wildly, risking death to wound opponent
Twist Table
  1. Re-enforce - Call for help from allies/bystanders
  2. Change - weapon/objective/ground
  3. Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
  4. Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
  5. Bargain - try to persuade opponent to surrender/back out of combat/change sides
  6. Trick - try to convince opponent they are about to suffer a setback or gain a false advantage
I did modify some of the tactics to be more in line with a modern setting. 

What tools do you find helpful?

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