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IN THE SHADOW OF THE SPIRE

Session 5: The Trouble With Goblins

In which a tragedy unfolds amidst the squalor of goblins too clever for their own good, but a gateway is opened which beckons the curious while promising potential terrors in the days to come…

Anyone who’s read The Railroading Manifesto knows that I’m no fan of GMs predetermining outcomes and negating the impact of player’s choices. But sometimes outcomes can be controlled through design. (Or, in other cases, the evolving circumstances of the game world will naturally create these circumstances.)

In the case of this session, for example, Jasin was dead before the PCs were ever aware that he existed. Their effort to save him was guaranteed to fail. I didn’t know exactly how it would play out, but the sad scene in which Tee carried Jasin’s shrouded body out of Greyson House was essentially inevitable.

As a GM, you can use similar techniques to guarantee a variety of outcomes: For example, later in the campaign the bad guys will breach the Banewarrens (a crypt filled with ancient evils). In a similar fashion, the PCs never learn of their attempt until after they’ve already succeeded. Firewalling scenario hooks like this is a useful practicality (since it prevents scenarios from being unexpectedly smothered in their cribs), but also a rather natural consequence of how the world works. (The PCs have no reason to go looking for the Banewarrens until they start encountering the eldritch evils which have been released from it.)

The more general version of this boils down to a relatively simple maxim: If you don’t want the PCs to affect the outcome of something, don’t let them know it’s happening until it’s already done.

The world is a big place, after all, so there’s constantly things happening that the PCs don’t know about.

With all that being said, however, be mentally prepared for the PCs to nevertheless surprise you: That almost happened in this session. As low-level characters they had neither the power nor the resources to access resurrection magic, so it never really occurred to me as a potential option for resolving Jasin’s death. As you can see in the log, however, Agnarr struck on the idea of unexpectedly leveraging Tee’s house to pay for it. Even though that ultimately didn’t happen, the result was a beautiful crucible which had a long-term effect on Tee’s character and her relationship with Agnarr. (It also revealed her deep emotional attachment to her house; which was the one lifeline she had back to her old life and, beyond that, her parents.)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 5: THE TROUBLE WITH GOBLINS

April 15th, 2007
The 19th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

Tellith pointed to a man wearing a green shirt who was sitting dejectedly at one of the tables. In truth, there weren’t many others in the common room – although the bard for the night was strumming idly in one corner.

Ranthir was tired, however, and headed upstairs for some food and a good book. Agnarr spotted Cardalian (the woman he had spoken with at breakfast a few days earlier sitting in the corner) – he headed over to her and offered to buy them both dinner.

Tee, Dominic, and Elestra, however, went to go talk to the man, who identified himself as Eral Yinnick. It quickly became apparent that Eral was emotionally distraught: His son had disappeared earlier that day. He and his wife were convinced that the boy had been kidnapped by the “ghost of Greyson House”. They had told him and told him not to play near that house, but the boy seemed fascinated by it despite their sternest warnings.

“Why come to us?” Tee asked.

“Phon told me about you.” (“She did?” Tee said. “Maybe she’s warming back up to us,” Dominic suggested.) “She told me how you saved her. I went to the watch, but they wouldn’t help. I thought maybe… maybe you could do for Jasin what you had done for her. So I asked her where I could find her, and she said the Ghostly Minstrel. So I came here and I waited and…” He was babbling.

Tee, Dominic, and Elestra agreed that they should try to help if they could. Tee looked around and saw Agnarr heading back across the common room with two plates piled high with food. She suggested that Elestra should go see if Angarr wanted to help them, and she sent Dominic upstairs to check with Ranthir.

Elestra caught up with Agnarr just as he sat down to eat. She quickly outlined the situation to him. “Okay,” said Agnarr. “Just let me finish eating.”

“Finish eating? There’s a boy in trouble!”

“Fine, fine. Just give me five minutes! Just five minutes!”

Elestra turned to Cardalian. “You look pretty tough. You want to tag along?”

Cardalian shook her head and demurred. “No, I’ve been fighting rats all day. I’m exhausted.”

Agnarr paused from shoveling food into his mouth and looked over at Cardalian. “Rats? Really? You’ll have to tell me about that.”

Cardalian raised her eyebrow, “Aren’t you supposed to be eating?”

Meanwhile, Ranthir – with his food freshly laid out and his book freshly cracked – heard Dominic’s knock at his door. “Come in.”

Dominic quickly outlined the situation. “Come on, you can bring your food with you.”

“But… it’s soup!”

Ranthir forlornly put it aside, gathered his things and headed for the door.

Five minutes later, everyone was gathered with Eral in the lobby of the Ghostly Minstrel.

THE HAUNTING OF GREYSON HOUSE

The group headed up the hill towards the North Market. (“Wait, are we going up the hill to the haunted house? Or are we headed to the house on haunted hill?”) They discovered that Eral’s home – and Greyson House just across the street – were both located on Catbird Street, literally just around the corner from Phon’s house.

Agnarr realized that he now knew where Phon lived. Tee groaned at the thought of it, but she would have been even more worried if she had overheard Agnarr trying to “subtly” pump Eral for information regarding the father of Phon’s child on the way over. (Eral didn’t know anything.)

When they arrived, Eral quickly introduced them to his wife Ortesia – a woman completely overcome by her panic. They kept it short and immediately headed across the street.

(As they went, Agnarr remarked, “Hey, what are we getting paid for this?” He was met with blank states all around, and after a moment he said: “Oh. Got it.”)

Agnarr strode up onto the porch and tried the door handle. It was locked. But as Agnarr stepped back, the door began to rattle and shake and a low, mournful howl could be heard through the door.

Agnarr cocked his head to the side for a moment in contemplation, grunted, and then kicked the door open. A fetid mass of excrement, turpentine, and other foulness fell from above the door. The stench was nearly overpowering to Agnarr and Dominic (who stood just behind him), but they both steeled their stomachs against the nauseating stench.

Even as they paused to consider this sickening mess, a ghostly specter slipped out of the shadows and a hideous whisper seemed to echo through the house: “None shall live who enter this place…”

The spirit, however, had not considered the lust for battle which had been growing in Agnarr’s heart as a result of two days spent pent-up in a library and asking fruitless question. The barbarian rushed into the room, and although the ghost rushed forward to meet him, hot thews forged in the cold climes of the northern wastes proved the faster: The barbarian’s sword, flaming at his command – “For the glory!” – swept through the specter with a single sweep…

… revealing it to be nothing more than a sheet.

The sheet, reduced to a smoldering rag, fell to the floor. But what it revealed was perhaps even worse: A blood-sucking stirge, just like the ones that had nearly brought Tee and Agnarr to their ruin in the dark caves of the black reptilians. Agnarr cried out: “There’s a stirge in here, Tee!” And Tee, in panic, shouted back, “Kill it! Kill it! Kill it!”

Agnarr ducked as the stirge swooped down at him… which proved fortuitous, for at almost the same moment a small, runty goblin stepped out of the shadows in the same corner of the room from which the “ghost” had emerged and hurled a javelin at him! Both the stirge and the javelin passed harmlessly over Agnarr’s head.

Meanwhile Tee drew her longsword and rushed forward past her other companions, who were still somewhat uncertain what was actually happening. (“What the hell is a stirge?” Elestra asked, prompting Ranthir to happily elucidate her: “It’s a small, bat-like predator. Almost an overgrown mosquito, really. It feeds on its victims by plunging its proboscis into the soft flesh…”)

Tee, arriving inside the house, ducked past Agnarr and took a swing at the nasty little creature as it swooped over Agnarr’s head. She connected solidly, ripping one of its four wings completely off its body. Spurting blood, the creature attempted to attack Agnarr again, but the barbarian easily smote it to the ground in smoking ruin.

Elestra meanwhile, ignoring Ranthir’s recitation, moved into the house herself. The goblin, screaming unintelligibly in its native tongue, took a swipe at Agnarr and tried to run for the stairs. This proved to be its undoing: Elestra took it high and Agnarr took it low. The goblin’s head, torso, and legs fell in four distinct piles on the floor.

After the flurry of action, Elestra was shocked. All she could do was stare at her sword, which had seemed to dance of its own accord. The lethal, almost bloodthirsty instincts which were driving her were so strange… and yet they seemed so natural.

Tee, meanwhile, quickly took charge. “I think it was calling for help.” She set Agnarr to watch the stairs leading up to the second floor and she set Elestra to watch the only other door leading out of the room. Then she set about doing a quick search of the room, focusing particularly on the corner where the “ghost” and goblin had emerged from.

Ranthir and Dominic, meanwhile, wandered into the house as well. Ranthir, for his part, prodded the smoldering remains of the stirge: “Yes, indeed, this is a stirge. Well spotted, Master Agnarr…” Dominic, for his part, noticed that the commotion was already beginning to attract the attention of people up and down this quiet side-street. He turned and shouted, “Emergency exorcism! Nothing to be worried about!” He made sure to close the door behind him.

Tee found that the various debris and broken furniture in this room had been cunningly piled to conceal a hidey-hole of sorts in the corner of the room. It seemed likely that the goblin and the ghost-turned-stirge had hidden in this nook before emerging.

Tee then turned her attention to the door. She found it unlocked and untrapped (unlike the front door) and opened it, revealing the ruined remnants of a kitchen. In addition to a variety of trash, the rusted remains of an iron stove squatted in the corner. A trapdoor was clearly evident in one corner of the room.

Tee crossed the room and flipped open the trapdoor. She saw a ladder leading down into darkness – probably a cellar of some sort. Looking around she spotted bones scattered here and there throughout the rubbish – bones which Ranthir thought mainly belonged to small animals, although a few very old human bones were also to be found.

The group decided that it would be better to check the upstairs first before venturing down the ladder: The goblin had been trying to escape in that direction, after all. Leaving Ranthir and Dominic to guard the trapdoor, Tee, Elestra, and Agnarr headed up the stairs (with the barbarian in the lead). Ranthir nervously closed the trapdoor with his toe.

They didn’t find much of anything up there. At the top of the stairs there was an essentially barren room. Through a door they found a bedroom with a four-poster bed fallen into rotten ruin. Off the bedroom they found a closet which, judging by the smell and the piles of waste and excrement, had apparently been seeing use most recently as a toilet.

As Tee began thoroughly going over the upstairs rooms to make sure nothing had been missed, however, the trapdoor downstairs suddenly burst open and a goblin scurried out. Ranthir and Dominic were caught by surprise, allowing a second goblin to scurry out of the hole before they could react.

Dominic called out for help from upstairs, stepped forward, and began beating the first goblin with his mace – slamming it up against the wall with the satisfying crunch of broken ribs.

Tee, Elestra, and Agnarr raced downstairs. On her way, though, Tee noticed someone peering through the grime-covered front window. She hurriedly opened the front door and stepped out to discover that a relatively large crowd of people had gathered in front of the porch, and one of these on-lookers had become overly eager and was up on the porch trying to get inside. He jumped as Tee came out. “Oh! Hey there! What’s going on in there?”

“Emergency exorcism,” Tee said. “You should step back. You don’t want to be hurt.”

“But it sure sounds like something interesting is going in there! I just want to—“

Tee bared a quarter inch of steel. The man blanched. “Ah, right. Of course. I’ll just be backing away to a safe distance then. Good point.”

Tee ran back in, making sure to close the door behind her. “Sorry I’m late. Had a bad case of nosy neighbors.”

With everyone crowded into the kitchen and weapons swinging wildly, it was a cramped fit… which only seemed to help the party rapidly overwhelm both goblins.

But Dominic said that he had seen a third goblin crawling up out of the basement – a goblin who had disappeared back into the darkness when he’d seen how badly things were going for the other two. So Agnarr quickly jumped onto the ladder and started climbing down…

…but the ladder broke under his weight! (“You just had to finish eating dinner, didn’t you!” Tee called after him.) Agnarr tumbled in a painful heap on the hard stone floor of the cellar ten feet below. And, as he picked himself up, three goblins popped up from behind some crates and hurled javelins at him!

Agnarr growled deep in his throat, plucked one of the javelins from where it had lodged in his shoulder, drew his greatsword, and charged. Unfortunately it proved hard to bring his weapon to bear on the goblins, which were darting here and there behind the haphazard crates.

Ranthir scrabbled at his pack… only to find that he’d left his rope stored back at the inn! Tee pushed him out of the way, pulled out her own rope and grappling hook, and quickly secured them to the iron stove.

Even as she was finishing the knots, Elestra grabbed the rope and hurriedly dropped into the basement. She, too, charged the goblins and felt her rapier dancing in her hand…

But at just that moment, Agnarr – finally fed up with the scurrying little runts – grabbed one of the crates and hurled it to one side. This left his own swing open to gut one of the goblins, but the crate hurtled straight into Elestra’s sword and knocked her blow aside.

Tee quickly rappelled down the rope herself, landing lithely at the bottom and taking stock of what was happening. She drew her sword…

…just in time for Dominic, who had failed to get a firm grip on the rope, to fall right on top of her. Both of them fell prone just as the door on the south side of the cellar flew open and three more goblins came rushing out!

Elestra, finding herself suddenly surrounded, quickly circled around behind the goblin she was fighting, although she took a nasty blow in the process. Tee tried to scramble to her feet, but received a nasty mace blow across the top of her head which left her dazed and reeling. Dominic scrambled to his feet, as well, but found himself directly in Agnarr’s way – stopping the raging barbarian from reaching the goblins who had just arrived.

Chaos reigned for a moment, but it didn’t take long for the group to turn things around. Goblins fell left and right until, finally, the last goblin – hissing a snarl that revealed its fang-like teeth – slammed the door.

The party took a moment to assess its wounds. Some of them were bloodied. Some of them were bruised. (Dominic took a moment to heal the particularly nasty wound on Agnarr’s shoulder.) But they felt they could continue. Agnarr kicked open the door through which the goblin had fled and found…

…nothing. A small room stacked high with rubbish. There were more bones here, as well, these considerably… juicier… than the ones in the kitchen above. But no doors. And no sign of the goblin.

Tee carefully moved into the room, looking for any sign of the missing goblin. Unfortunately what she found was Jasin’s body. The body had clearly been gnawed upon and several large cuts of meat had also been removed. Dominic quickly inspected the body, but it was so badly mutilated… Jasin had probably been dead before they ever spoke with Eral.

Tee gathered the body up in a spare cloak. As she was carrying it back out to be lifted through the trap door, she noticed a hole in the cellar wall which had been somewhat clumsily concealed by a stack of crates. A hurried discussion ensued, but the group agreed that they had accomplished what they’d come for: Recovering Jasin.

Tee emerged from the front door, carrying Jasin’s shrouded body in her arms. The crowd of onlookers began to murmur, and over their heads Tee could see Jasin’s mother, Ortesia, collapse on the porch of her own home. With bowed head she crossed the street and lay Jasin’s body down. “I am so sorry for your loss.”

“But there’s still a chance we could save him, isn’t there?” Elestra said, with a note of desperate hope in her voice. “He can’t have been dead for more than a few hours. He could be healed with magic.”

Eral shook his head and stammered. “We can’t afford anything like that.”

“And we don’t have the money either,” Agnarr said.

“So that’s it?” Elestra said. “We’ve got at least nineteen or twenty hours. Don’t we want to at least try something?”

“Like what?” Agnarr said. Then his eyes lit up and he turned to Tee, “We could sell your house!”

Tee stared at him blank-faced. She blinked once. “What?”

“We could sell your house! It’s the only thing of value that we have!”

“What ‘we’ are you talking about? It’s my house!” Tee shouted. She pulled herself under control long enough to offer condolences to the Yinnicks yet again and then strode off. After a moment the others followed. Dominic paused for a moment, “Someone should call the Watch. There may be more goblins in the basement.”

HEAVY HEARTS

With heavy hearts the group returned to the Ghostly Minstrel. Dirtied and bloodied, the group headed for the stairs, hoping to get cleaned up and find some much-needed rest.

As they reached the second floor, however, the group heard a strange and mournful song echoing through the halls. Rounding the corner they saw a spectral figure playing on a lute turning around the corner. Following it they came around the corner themselves just in time to see it walk through a wall.

Ranthir knocked on the door near where the ghostly figure had disappeared, but there was no answer. He frowned in thought, “Well, my curiousity has been piqued.”

Someone suggested that they might go downstairs and mention this to the owner. At the bottom of the stairs they saw that Tellith was still on duty at the front desk, approached here, and explained what had happened.

Tellith smiled. “Ah, you’ve seen the Minstrel have you? You’re fortunate ones. Most hear nothing more than his song, and they are lucky at that.”

Agnarr growled. “Of course. The whole place is called the Ghostly Minstrel!” He threw his hands up and headed up the stairs to bed.

Ranthir asked if they might be given access to the room the ghost had disappeared into. “Of course,” Tellith said. “As long as its not occupied. Which room was it?” When he described the location of the room, however, she shook her head. “Oh, I’m sorry. That’s Cardalian’s room. I can’t let you in there.”

“Do you know if Cardalian is in the inn tonight?”

Tellith shook her head. “I don’t think so. She left earlier this evening and I haven’t seen her come back.”

The group concluded that there wasn’t really anything else they could do about their sighting of the eponymous Ghostly Minstrel, so they broke up for the evening: Dominic and Ranthir followed Agnarr upstairs, but Tee and Elestra decided it was still too early in the evening for them. Tee decided to hit some of the legitimate gambling houses she had found out about and spent her time idly wagering various sums.

Elestra, on the other hand, stayed at the Ghostly Minstrel and hung out in the common room. Spotting Steron Vsool – the paladin she had spoken with a few nights earlier – sitting by himself, she wandered over and asked if she might join him. They chatted amiably for a few moments before Elestra steered the conversation towards recent events… particularly the riot.

Elestra dropped the suggestion that there might have been a bit more to the riot than just random circumstance and bad luck, and Steron picked it up and ran with it. “That’s exactly why they arrested Helmut Itlstein, or so I’ve heard,” he said. “And I’ve heard that there have been more arrests since last night.”

“Really?” Elestra said. “Who have they been arresting?”

“I don’t know. But if I had to place a wager, I’d say the Commissar is rounding up other Republican leaders. Probably because Helmut named names.”

“But why would the Republicans start a riot at their own event?” Elestra wondered out loud.

“Maybe they didn’t,” Steron said. “The Commissar may just be using that as an excuse to round them up. They’ve been a thorn in his political side for awhile now.”

At that moment, a large ogre with bluish skin and ioun stones swirling about his head, tapped Steron on the shoulder. “Steron, may I speak with you?”

“Of course, Urlenius,” Steron said. “If you’ll excuse me, Elestra?”

Steron left. Elestra got up as a well and was about to head up to bed when she spotted Iltumar Shon coming into the common room. She waved to him and he hurried over.

Iltumar had finally figured out the riddle she had apparently given him, “Is it a sawhorse, mistress Elestra?” She agreed that it must be and complimented him on his cleverness.

Iltumar gushed and was clearly trying to impress Elestra. Elestra, for her part, was patient and friendly. Eventually, though, she made her excuses and headed up to bed.

DORAEDIAN’S SUMMONS

Tee was awakened before the crack of dawn by a knocking on her door. Cracking it slightly she found a messenger waiting for her: “Mistress Tee? A letter for you.”

Looking at the letter she saw her name written in Doraedian’s familiar handwriting. Quickly ripping it open she found a very terse note:

Tee—

I have read your most recent letter. It is of the utmost importance that you come to see me with all due haste! It is urgent!

Doraedian

Tee immediately grabbed her things and headed up the hill to Iridithil’s Home. A false sunrise was cresting the ocean horizon and casting purple shadows across the face of the Spire. Iridithil’s Home itself was still in the cool, pre-dawn air – it seemed that almost no one was stirring, yet. Tee found Doraedian waiting for her in his office with the door open.

It turned out that, as Tee had suspected, Doraedian considered the reference Ranthir had found to a “city of dreams” to be incredibly important. He explained to Tee that the City of Dreams was spoken of in the Book of Secrets: It was an ancient elven city – a center of learning in which the legendary Elders of Dreaming would gather. But it was also said to have been lost in a great cataclysm. Indeed, the true lore of the City had been lost to them and only a handful of fragmentary references were left.

“I owe you an apology, Tee. You were right and I was wrong. The path that you are on seems inextricably bound to knowledge you do not have. It is time for you to learn the secret lore of the Dreaming. First I must consult with the other elders, but within a few days I will send you word of when your training is to begin.”

Tee was overjoyed, though she kept it as contained as she might. “Will I still be able to journey with my companions?”

“Yes,” Doraedian said. “Indeed, it is imperative that you do so. Your training will be carried out when it is possible for you to find time for it. But you must discover the purpose of the path that you walk.”

QUESTIONS AND A FRESH RESOLVE

(08/20/790)

The next morning the group met for breakfast, with Tee arriving first in the common room. It was a quiet and reserved meal, with very little being discussed.

Elestra eventually broke the ice by discussing what Steron had told her the night before. Agnarr thought, if all that was true, Phon might have been arrested: If Helmut wanted her out of the way and was naming names, he could have easily named her as well.

But after that momentary burst of information, the conversation remained sullen and uncertain. The death of Jasin was still heavily felt. Eventually someone broached the issue directly, and suggested that they should go back to that house, see what the Watch had done, and take whatever steps were necessary to permanently end the goblin threat there.

As if summoned by the mere mention of their name, two members of the Watch came through the front door of the Ghostly Minstrel. They looked around, spotted the group, and headed over.

“Are you Mistress Tee, Mistress Elestra, Master Agnarr, Master Ranthir, and Master Dominic? Please come with us. We have a few questions for you at the watchhouse.”

After confirming that they were not, in fact, under arrest, the group crossed Delver’s Square with them. It turned out that the Watch had a few questions regarding the “incident” at Greyson House the night before, but it seemed to be little more than a cursory follow-up. It quickly became apparent that, while they may have checked the house, they hadn’t found the secret passage in the cellar. They had posted a guard of some sort… but how long would they stay on duty there?

The group asked if they might be given permission to go back into the house and explore the secret passage they had discovered. The watchman shrugged. But when he learned they were members of the Delver’s Guild he agreed to ask his captain. He left, and when he returned he confirmed that they would be given unfettered access to the house.

They left the watchhouse and headed toward the North Market, their hearts perhaps a little lighter with their fresh-found purpose…

NEXT JOURNAL ENTRY

Places to Go, Places to Be

Places to Go, People to Be has translated two more of my essays into French. This time it’s Don’t Prep Plots and Don’t Prep Plots: The Principles of RPG Villainy.

Interesting factoid about Don’t Prep Plots: It includes the summary of a plotted adventure. After presenting that brief summary, I included this note:

(This is derived from an actual, published adventure. Names and milieu have been changed to protect the innocent. Bonus points to anyone who can correctly identify the original source.)

I actually expected that someone would quickly twig to the identity of the published adventure I was talking about and identify it. But no one ever has.

Don’t Prep Plots: The Principles of RPG Villainy, on the other hand, was the first Patreon-sponsored post here on the Alexandrian. As always, my appreciation goes out to all of the amazing Patrons of the Alexandrian, without whom this site would be a more barren place and PTGPTB would have fewer things to translate.

Previous translations from PTGPTB include Three Clue Rule and Node-Based Scenario Design.

Go to Part 1

In order to be successful, I believe an open table requires (or will greatly benefit from):

  1. Quick Character Creation
  2. Easy Access Systems
  3. Open Group Formation
  4. Default Goal
  5. Default Action
  6. Regenerative / Extensible Content

QUICK CHARACTER CREATION

At the beginning of any given session at an open table, you can have a brand new player sitting at the table. They’ll need a character to play, but the character creation process needs to be expedited: You don’t want the other players growing bored while waiting on the newcomers; nor do you want to spend half of every session generating characters. What you’re looking for, ideally, is a process that takes no more than 15-20 minutes.

SheetCharacter creation in OD&D basically proves perfect for this: Roll ability scores. Pick a race. Pick a class. Buy equipment. Play! (And I eventually reduced this time commitment even more by designing equipment packages that could be quickly selected.)

Unfortunately for the purposes of an open table, most RPGs these days feature far more elaborate character creation procedures.

PREGENS: Pregenerated characters offer a simple alternative (just pick one and start playing!), but as I discuss in On the Importance of Character Creation this solution isn’t without its disadvantages: Creating a character fires up the imagination. It gets new players thinking about all the cool things that they’re going to do with the character. If someone is the type of person who’s going to get excited about playing an RPG, then character creation is going to hook them.

In that same essay I also lay out three principles that are generally true and which particularly apply to an open table:

  1. Character creation must be quick.
  2. Character creation must be fun.
  3. Character creation must be comprehensible.

(The last meaning that the decisions being made must be meaningful to someone even if they haven’t read the rulebook: Choosing whether you want to be a Soldier or a Hacker is something you can do with zero rules mastery. Spending a budget of 100 character points is not.)

LIFEPATHS: Another solution is to use a character creation system that the GM can effectively guide new players through away from the table. (So if a new player signs up for the game, the GM can engage them via e-mail or chat in the days prior to the session so that they’ll have a character ready for them when they show up.) I find that lifepath systems are particularly effective for this: For each step in the lifepath I can randomly generate the events, and then present those (plus the decision the player needs to make) in an e-mail.

This has the advantage of creating a much deeper and richer character, but there are drawbacks. (It’s not as easy to run a pick-up game on-the-fly if nothing else.)

EXPERIENCED PLAYERS: Of course, if you only plan to play with experienced RPG players who can guide themselves through the character creation process before coming to the table, these concerns become far less significant. (But, obviously, the utility of your open table will be limited.)

In the absence of an ideal character creation system for your game, some combination of these alternative methods – lifepaths, a rich selection of pregenerated characters, trusting experienced players to create their characters – can bypass the most significant issues.

CHARACTER CREATION HOUR: You can also set up your sessions so that new players can arrive an hour (or more) before the other players to create their characters. If you can make the scheduling work, this is often a good compromise. The disadvantage is that it tends to rule out weeknight sessions. It can also create confusion around scheduling.

UPKEEP TASKS: It can also be effective to pair the character creation portion of the session to a set of upkeep tasks that are performed for established characters. This can include things like managing hirelings, advancing characters, purchasing new equipment, randomly generating downtime events, checking on the progress of long-term arcane research, playing a mini-game with a character’s corporate investments, and the like.

This technique isn’t meant to mitigate longer character creation processes. (You’re still losing play time if nothing else: You want to get to the action.) But it is effective time management (and opens up an additional design space).

EASY ACCESS SYSTEMS

An open table needs a system that’s easy to access. This does not, it should be noted, necessarily mean a simple system. Rather, an easy access system is one which allows players to start playing quickly.

D&D 3rd Edition, for example, is not a simple system. But it is an easy access system: Once you explain skill checks, combat actions, attack rolls, and damage, a new player has everything they need to know in order to start playing.

Eclipse Phase, by contrast, has roughly the same degree of mechanical complexity as D&D 3rd Edition overall, but it is a much harder system for new players to access: You can get a similar spiel of skill checks, combat actions, attack rolls, and damage… but you’ll find that new players will also flounder unless they understand how to interact with digital systems and use the reputation system for obtaining things and favors.

I’ve found it difficult to quantify exactly what makes a system harder to access. But you’ll know it when you see it. Dissociated mechanics certainly play a part in it (often creating common decision points which only make sense for players with a comprehensive understanding of the rules), but this is not the only factor (as the example of Eclipse Phase indicates).

CUTTING TO THE CHASE: If you’ve got new players at a session of your open table, you basically want to be able to start actual play within 30 minutes at most. This includes character creation and the rules explanation.

OPEN GROUP FORMATION

Because different players and/or characters will be participating in every session, the open table requires a premise which supports the constant shuffle of personnel. In general, I’ve found this breaks down into either (a) expeditions or (b) organizations that can assign task-specific teams.

HexThe classic hexcrawl is an example of an expedition: The PCs are all based out of a frontier city and each session essentially becomes an ad hoc expeditionary team that’s going out to explore the wilderness together. Megadungeons work the same way (although in the case of something like Undermountain, the frontier is subterranean and the city is a metropolis).

Task-specific teams can include things like shadowrunning (where various Mr. Johnsons assemble their “chosen” team for each session/mission) and Delta Green agents (who are assigned to each case). One could also imagine, say, a Star Trek open table in which each session consists of an away team mission.

DEFAULT GOAL

The point of open group formation is that it allows us to immediately contextualize why each semi-random assembly of characters has come together. We don’t need to spend much (if any) time at the beginning of each session figuring out how the characters have met each other or why they’re motivated to work together.

This goes hand-in-hand with a default goal: Hexcrawls and megadungeons have a default goal of exploration (usually motivated by treasure). Delta Green agents have a default goal of “solve the case”. And so forth.

For an open table, it is particularly effective for your default goal to be:

  • Holographic – i.e., a group can achieve part of the goal and still feel like they got a complete experience. (For example, you can explore part of the wilderness in a hexcrawl or get some of the treasure in a dungeon and still feel like you’ve accomplished something.)
  • Non-specific – e.g., you can get a bunch of treasure from Dungeon A and then get more treasure from Dungeon B and still be accomplishing your goal of “getting lots of treasure”.
  • Non-interdependent – e.g., you can clear the first half of a dungeon and somebody else can clear the second half; whereas you generally can’t solve the second half of a mystery unless you’ve got clues from the first half.

The reason for this should be fairly clear: Since each individual character/player will only be seeing part of the total play experience, it will be best if each slice of that experience remains meaningful in and of itself.

The alternative method for achieving this is basing your open table around a series of one-shots (each of which is a stand-alone experience). But there are limitations and drawbacks to this approach (mostly relating to an increased prep load and the difficulties of guaranteeing that each one-shot will successfully wrap in a single session).

DEFAULT ACTION

In addition to a default goal, open tables also benefit from having a default action (which, for obvious reasons, is usually directly connected to the goal).

A default action is basically something that a character can do to trigger interesting content even if they have nothing else to do. For example, in a hexcrawl – when all else fails – a character can simply choose a compass direction and start walking. In a dungeon you simply choose an exit from the room you’re in and walk through it. In Technoir you ask any connection for a lead or a job.

Combined with a default goal, the default action allows players to sit down at any session of your open table and immediately know what they want and what they should do to achieve it. When properly designed, it should basically be impossible for the players to ever say, “I don’t know what to do.”

Default actions are useful for sandbox campaigns in general, but are specifically useful for open tables because – like open group formation – they facilitate effortless session starts. During actual play you’ll discover that specific goals and agendas will rapidly begin to accumulate (and entire sessions will be scheduled with the specific aim of achieving them), but with a default action the question of, “What do we do today?” is simplified away and ceases to be any sort of obstacle to play.

REGENERATIVE / EXTENSIBLE CONTENT

A successful open table is, in fact, all about removing these obstacles to play. The goal is to make your open table campaign as easy to pick up and start playing as any board game. Ideally, play can become an impulsive activity.

DiceOne of the obstacles preventing that from happening is the need for a GM to generate new content. If you played the game yesterday, would you be ready to play it again tomorrow? You could create a backlog of material, but at the end of the day you’re still going to have to prepare new material. (This is one of the reasons why an open table based around sequential one-shots is possible, but not necessarily ideal.)

This has the appearance of a Catch-22: Ultimately, for material to exist, somebody has to prep it.

This is true, but the prep load can be heavily mitigated by designing what I refer to as regenerative content.

A fairly common form of regenerative content are procedural content generators. The most common example are probably wandering monster tables: In addition to spontaneously generating content during a session, they can also be used to restock dungeon levels which have been previously been cleared by the PCs. Thus, for example, the megadungeon becomes a regenerative structure: With minimal effort, you can constantly refresh its content. (See Juggling Scenario Hooks in a Sandbox for an example of this at length.)

Hand-in-hand with the need for regenerative content, however, is the ability to quickly and easily expand the content of the campaign for long-term players. (In a megadungeon this is as easy as adding more dungeon levels. In a hexcrawl, you simply continue drawing hexes on the edges of your map.)

Part 3: Organizing Your Open Table

Open Table Manifesto

August 15th, 2016

Back in 2011 I wrote an essay titled Opening Your Game Table. It talked about how we can play our favorite games more, share them with more people, and create more of the memorable experiences we love by changing the way we approach roleplaying games. At the time this was a relatively new discovery for me, and Opening Your Game Table was a pretty casual exultation of the possibilities I saw in an open table.

Now, however, I’ve spent the last five years reaping the benefits of various open tables (and also seeing some open tables crash and burn). So I’d like to take the opportunity to share some of the lessons I’ve learned. Some of the material here will be familiar to those who have read the previous essay, but I think you’ll find the new insights of the Open Table Manifesto worth your time.

PLAYING CATCH

Imagine that you had never heard of baseball before and someone said, “Hey, wanna join a baseball team?”

“What’s that involve?” you ask.

“Well, we practice 3 hours every Wednesday evening and Baseball Playerwe’ll have a game every Saturday afternoon for the next 7 months.”

You’d have to be really, really curious about baseball in order to take that guy up on his offer, right? And if you actually made that commitment, then the quality of that baseball team would probably be really important and you’d need to be really convinced that someone was going to make a great baseball player before you’d invite them to join you, right? Plus, it’s such a huge commitment of your time that it would be incredibly difficult for you to commit to two different baseball teams, so at a certain point you’d just play baseball with the guys on your team and you’d stop inviting other people to play with you because there would be no room for them.

If that was the only way people could start playing baseball, it’s pretty easy to see that you wouldn’t have a lot of baseball players.

Of course, that’s not how people start playing baseball. Most people start playing baseball when somebody says, “Hey, wanna play catch?” And playing catch is easy. You pick up a ball and you throw it. And if you get bored, you can put the ball down and you do something else. There’s no commitment, so people will be more open to trying it (and inviting others to do it with them). Some people, of course, will never pick that ball up again. But lots of people will find they like throwing the ball around, and some of those people will eventually find themselves agreeing to spend 300 hours every year participating in amateur baseball leagues.

THE DEDICATED TABLE

When it comes to roleplaying games, the equivalent to the amateur baseball league is what I’ve come to call a dedicated table. And it’s the way that most people play RPGs today: They have a regular group of 5 or 6 people who plan to all get together on a regular or semi-regular basis for 10 or 20 or more 4-8 hour sessions.

When you agree to join a campaign like this, you’re making a minimum commitment of 80 hours or more spread out over months or years of your life. Dropping out or missing frequent sessions is usually considered bad form, since losing a player (and, therefore, their character) can be incredibly disruptive to the tightly woven continuity of the modern campaign.

And that level of commitment can result in truly amazing things. Last year, for example, I ran the Eternal Lies campaign for Trail of Cthulhu: We played for 95 hours split across 22 sessions, and that amount of time allowed us to explore a deep and interesting scenario while creating well-rounded characters who changed and grew over time. I’ve also got a D&D campaign that’s been running as a dedicated table since 2007 and, once again, the commitment of time and focus unlocks creative options that simply would not be possible otherwise. (Just like a baseball team that practices together regularly is going to be more skilled in their collective play than a pick-up team that plays for a single afternoon.)

But that mode of play also comes at a cost. Part of that cost can be personal: Lots of people talk about how they can’t play RPGs any more because they just don’t have the time to commit to them. Another part of that cost comes from the incredible difficulty of inviting new players to join your game (particularly if they’re completely new to roleplaying games because there’s no way to know whether or not they’ll like the game enough to make the significant commitment you’re asking of them).

What’s unfortunate is that many people believe that this is a cost which must be paid in order to play an RPG, and if they can’t pay that cost they conclude that they can’t play RPGs any more.

But there is another option.

THE OPEN TABLE

An open table campaign is structured so that you can pick it up and play it with little or no prep. This makes the game work like playing catch: You can spontaneously play it as a spur of the moment social activity. It also allows you to open your gaming table: Instead of having a regular set of players for each session, the GM can send an open invite to everyone participating (or interested) in the campaign. The same structures that make the game instantly playable also allow you to run it seamlessly for whichever set of players show up for a particular session.

This is awesome.

It’s awesome for you because you never have to worry about wrangling schedules. Feel like playing on Thursday? Send out an e-mail saying, “We’re playing on Thursday. Who wants to come?” and you’re good to go. Just hanging out with some friends and you’re trying to figure out what to do? Normally you’d never suggest an RPG because of the prep time involved; but with an open table you can always just pick it up and start playing.

It also makes it incredibly easy to invite new players. Even if they only play the one time, they can have a great experience without causing any disruption to “continuity”. Over the years I’ve heard many people say that they can’t make an open table work because they don’t know enough players. But when you actually have an open table, you’ll be astonished at how quickly you can end up with more players than you know what to do with. For my first open table I started with an e-mail list of 8 or 9 players. Within a couple of months that list had grown to more than 30. Today, I have more than 60 people in my pool of active players. And that’s only possible because the open table makes the recruitment of new players so easy.

This is also why having an open table can be really awesome even if you prefer the focus and intensity of a dedicated campaign: The open table is how you find the high quality, enthusiastic players who make dedicated campaigns possible. That awesome Eternal Lies campaign I ran last year? I first played with severaPlayers at a Tablel key members of that group through my open table. And when I needed a replacement player for my long-running D&D campaign I knew exactly where to find her, because for months she’d been proving herself to be the perfect player for that campaign at my open table.

With an open table I can play with more people. I can play more frequently. I can use it as an incubator for testing out new ideas in a low-risk environment. And it improves all of my gaming, both open and dedicated.

If you love playing roleplaying games, I really believe you owe it to yourself to keep an open table in your back pocket.

It’s also awesome for the hobby and the industry. This type of open format which makes it easy for you to share something you love with other people is how activities become memetically viral. Most recently you can see that with the board game boom: When you get a game you love, you play it with other people. Then those people buy their own copies and share it with more people, who also end up buying copies.

When played as dedicated campaigns, RPGs don’t get that kind of viral spread. But that wasn’t always the case. When D&D was first created the game was designed around an open table. And, in fact, those open table values endured and remained common throughout the hobby’s rapid growth and boom. (Which, frankly, I don’t think was a coincidence.)

That first game structure was the Megadungeon: It took form in Dave Arneson’s Castle Blackmoor. Gygax copied it for Castle Greyhawk. And the vast majority of the earliest Dungeon Masters, following the guidelines laid out in the original D&D manuals, created their own megadungeons.

And the megadungeon campaign inherently leant itself to an open table: The dungeon didn’t care who plunged into its depths each week, and therefore each expedition into the dungeon was free to feature different players and characters. Arneson and Gygax both talked about the fact that a typical campaign would feature fifty or more players, and their campaigns (and the early rulebooks) featured a panoply of options for play which could only flourish in the rich dynamics these large player bases could make possible.

The megadungeon, however, is not the be-all or end-all of open table play. So let’s take a moment to step back and consider what’s needed for successful open tables.

Part 2: What An Open Table Needs

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