The Alexandrian

IN THE SHADOW OF THE SPIRE

Session 17D: Shilukar’s Secrets

Scattered throughout the laboratory, the warren of the spider-things, and Shilukar’s bedchamber they found a large number of notes and other papers. Many of these were written in strange characters resembling those they had found upon the obsidian statues within Ghul’s Labyrinth, and these required Ranthir’s arcane arts to decipher.

The ways in which I develop and use lore handouts – of which you can see copious other examples in my remix of Eternal Lies, including the thousands of words dedicated to the Books of the Los Angeles Cult and Savitree’s Research – is probably deserving of a much longer and more detailed post at some point in the future, but in the current session you can see the PCs pick up a huge dump of such handouts all at once and thus afford us an opportunity to discuss a few points of potential interest regarding them.

First: Why so many handouts all at once?

This is glossed over somewhat quickly in the journal (although highlighted in the quote I selected above), but not all of these handouts were found in a big stack: They were scattered across several different areas, and also in different spots within those areas.

The parceled pieces serve as a reward for exploration. (It’s more interesting to have tidbits in several rooms than it is to have one room with a big handout and then a bunch of rooms without substantive rewards.) But split up like this they also reward partial exploration: As the scenario played out, the party routed Shilukar and took possession of the lair. But the scenario could have just as easily ended with them snatching a few pieces of obvious paper off Shilukar’s worktable and then beating a hasty retreat, leaving them with only a few fragments of information.

And in either case, rather than having a monolithic block of text to read through, the players are instead left with disparate puzzle pieces which must be pieced together. This forces them to actively engage with and think deeply about the material.

There is also mixture of function. Some of the information in this info dump is immediately useful; it pertains to the present. Some of it elucidates the past, revealing additional details or even fully revealing the truth behind previous mysteroes. And finally, some of it hints at the distant future, foreshadowing events and interactions to which the PCs don’t currently have access (but will or may later).

Particularly when elucidating the past, note that the handouts have been customized to reflect actual events (i.e., things the PCs have actually seen or, better yet, done). By referencing the actions taken by the players in the tangible form of an actual plot, you’re deeply investing in the idea that their actions matter and that they are rippling out into a wider world far beyond their immediate sensorium.

The handouts also take different forms of text – epistolary, the summary of books, scratched notes, research documentation, diagrams, sketches. Each form inherently encodes information differently, providing different perspectives on the game world. (This also tends to encourage the GM not to become overly didactic, which aids in creating the puzzle-like combination of information. Also: Show, don’t tell.)

In addition to the works described in full below, they also discovered The Book of Lesser Chaos, which described in detail a technomantic art known as “chaositech”.

Present in this session, but not directly included in the campaign journal, was The Book of Lesser Chaos: This was a lengthy, multi-page handout. In D&D, I frequently use these big lorebooks as a way of introducing new mechanics into a campaign.

Over the years I’ve found that getting players enthused about some cool new sub-system can be a bit hit-or-miss. Chaositech - Monte CookOften I would prep a packet of rules, pass it out to everyone with a ton of enthusiasm, and then… nada. The packet would get shuffled around for a few sessions before disappearing into a drift of paper and being forgotten.

Including the same material as a handout, on the other hand – framed with in-character material – tends to have a much higher success rate. I think it inherently makes the rules more interesting, and it also sort of demands engagement. The steps necessary to include it as a prop also encourage me, as a GM, to significantly integrate the new sub-system into the campaign world. (For example, it’s only logical for Shilukar to have a lorebook about chaositech if he’s practicing chaositech, and thus his entire lair is filled to the brim with chaositech-in-action.) This integration will also increase player engagement with the material, often stretching that engagement over longer periods of time.

Ideally, the best way to get new mechanical material fully integrated into a campaign is for it to be heavily featured in at least one session and also appear intermittently (but not consistently) over several more sessions.

But I digress. This is a different topic for another time.

6 Responses to “Ptolus: Running the Campaign – Commentary on the Info Dump”

  1. Möller says:

    Interesting post!

    I find I often struggle with how to ‘hide’ clues (or interesting information in general) in hand-outs. If they’re written ‘in game’, say in the form of journal entries that an NPC has knotted down, how much red herrings and worthless fluff do you put in there? Surely, a journal could contain the NPCs day-to-day life and reflections, but the players are really only interested in that one entry that alludes to the murders (or the treasure, or mythos or something). Writing next to useless journal entries to ‘fill out’ the hand-out cuts into my prep-time, but that’s manageable (perhaps I find it fun). What’s probably worse is wasting player time at the table. Yet, writing down the clue _only_ feels hollow.

    It’s worse when it’s more complex writing. Having information in literary works or epic poems? I can’t write that! I could summarize them, but that’s unlikely to be an ‘in game’ text. Perhaps those kinds of texts aren’t suited to become hand-outs, but _telling_ the players what clues they notice in the poem has it’s own swath of problems …

  2. Justin Alexander says:

    There’s a cluster of techniques here.

    (1) Unless it’s a big, central prop that you’re SUPPOSED to spend a lot of time engaged with (like the Dracula Unredacted for Dracula Dossier), my approach for lengthier text is universally “executive summary, interspersed with evocative/relevant excerpts”. The excerpts allow the original “voice” of the text to live, so to speak.

    (2) Think about the original/actual purpose of the text. Focus on telling that story and you can still bury the clue (for the players to suss out) in your summary.

    Look at Cults of the Aksumite Empire, for example. There’s like 8 campaign-relevant clues buried in three paragraphs of text, and only one of them is specifically spelled out.

    If you’re thinking about diary entries, for example, then the story you’re telling is the life story of whoever’s diary it was. You can do that in summary format, “excerpt” passages so that they can hear the character’s voice, and still bury the clues in either the summary, the excerpts, or both.

    (3) Prep one version of the handout for casual reference. Prep another if the character actually studies it in detail.

    (4) Simple cyphers get you a lot of interactive mileage. (Although, as a gimmick, they can be overused.) Allow skill checks to give a hint for how they can be solved, but don’t solve them for the players.

    (5) For poetry, look at the example of Azathoth and Other Horrors. A few flavorful pieces of language can evoke the general character of the poetry.

    (6) Steal from other people. For example, Alice Kilrea’s quote describing the conjuration of Ahtu in The Broken Ouroborus of Ahtu is, IIRC, a direct quotation from the David Drake story she originally appears in. Ain’t nothing stopping you from stealing cool bits of poetry from lesser known authors and then weaving your clues around them.

  3. James says:

    I noticed that you sometimes have “Investigation (Charisma)” mentioned for skill checks. I thought investigation is an intelligence-based skill. Is that a typo? If its not, how exactly would Investigation (Charisma) work?

    Thank you so much!

  4. Justin Alexander says:

    See “Skills With Different Abilities” on p. 175 of the PHB.

  5. Wyvern says:

    5e doesn’t have an Gather Information skill like 3e did. The nearest equivalent skill is Investigation, and the most appropriate ability is Charisma.

  6. DJ_Fail says:

    One thing I liked is that the book is called “The Book of LESSER Chaos”, which, from the name alone, would clue the players into the fact that this isn’t just some one off dungeon gimmick, but the tip of the iceberg. Names are powerful things and sadly my weakness as a written is coming up with them.

    Do you have any advice for coming up with names?

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