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Bartosz Kielar has translated my essay “D&D: Calibrating Your Expectations” into Polish. You can check it out here.

I don’t have anything particularly witty to say on this occasion. But I’m still at the “tickled pink that somebody translated something I wrote” stage of life, so I thought I’d share.

An open table is not the only way to play a roleplaying game, but over the past year and a half I’ve become increasingly convinced of two things:

First, the move away from the open  table as the default mode of gameplay in RPGs has played a huge role in RPGs becoming an increasingly niche hobby: Without an open table, RPGs are more difficult to GM (reducing the total number of tables) and it’s more difficult to invite new players to try out the game (reducing the influx of new players). The latter problem is further exacerbated by the fact that GMs running closed tables are able to support fewer total players in their campaigns, which further depresses the number of players that can be supported with the current population of GMs. (And since most GMs start as players, the reduction in the total number of players means fewer people becoming GMs… Rinse. Wash. Repeat.)

Second, if you love playing RPGs then you owe it to yourself to have an open table in your back pocket: When playing an RPG is as easy as playing a board game or a card game, you’ll be able to play a lot more.  Plus, in my experience, your open table (and the large network of players you’ll be able to recruit using it) will give your closed tables a lot more stability and endurance (because it provides a recruiting pool for your closed games).

And if you’re going to have an open table in your back pocket, then you need to breathe life into your wandering monsters.

PROCEDURAL CONTENT GENERATION

As I discussed in “(Re-)Running the Megadungeon“, one of the most important elements in running an open table is minimizing the GM’s prep work by maximizing the utility of your core content: If you need to spend 2-3 hours (or more) prepping fresh content for every session, then the game isn’t as easily accessible. Instead, you want to be able to refresh the same material so that it can be used over and over again without becoming repetitive or boring.

And in an effective open table, you’ll employ these techniques at every level of the game: You’ll use wandering monster tables during actual play to simulate an active, living complex; controlling the pace of the adventure and extend its useful life cycle. You’ll restock sections of your megadungeon between sessions so that players can revisit familiar terrain with new faces. You’ll intermittently restock lairs and ruins in your hexcrawl to keep them an active part of play.

The secret to all this, of course, is procedural content generation. And the great thing about it is that you’re not just “recycling material” (although that’s the most utilitarian aspect at work here). You’re specifically recycling material by keeping the world in motion: Not only does your campaign become more sustainable, it also becomes deeper and more interesting.

The term “procedural content generation” comes from the computer gaming industry: There it refers to the programmatic creation of content. For example, instead of having a human designer create the floorplans for every building in the game, the designers can instead program certain “rules” for how building floorplans are designed and then allow the program to spontaneously generate that content.

I’m using the term here in pretty much the same sense: Rather than hand-picking the contents of a treasure horde, for example, you can generate the treasure by rolling on random tables. Random encounters are another obvious example. I find these kinds of “stocking systems” most useful, but there are lots of examples: The Avernus Remix includes a procedural method for generating simple building floorplans. “Factions in the Dungeon” describes how to generate strife between your NPCs using B2 Keep on the Borderlands as a case study. And so forth.

(The tools that are most useful will depend on both your personal style and the particular scenario you’re working with.)

In computer games there are two major problems with using procedurally generated content: First, it can create logical inconsistencies. Some of these logic problems can actually render a game unplayable. (For example, if the location of a key is randomly generated behind a door that you can only open if you have the key.)

Second, it can be boring and bland. There’s a reason why we don’t use randomized madlibs to write novels, after all. Procedurally generated content is often shallow and can easily become repetitive (particularly once the player begins to recognize the underlying procedures being used).

MAKING IT WORK

In the computer games industry, overcoming these problems usually involves drastically increasing the complexity of the methods being used to perform the procedural generation. This, obviously, isn’t a viable solution for tabletop gaming (where we generally don’t have computers to do the heavy-lifting when it comes to complex or multi-step calculations).

Fortunately, it doesn’t matter.

The great thing about procedural content generation in tabletop play is that it doesn’t need to actually generate something creative or interesting: It just needs to provide the improv seed for the GM to riff off of.

To take a simple example: If you roll up 3d6 orcs and you simply default to “3d6 orcs attack”, then your game is going to become boring and bland. Roll up 3d6 orcs and decide that:

  • They’re Orcus-worshippers who have all flayed the skin off their right hands, leaving a motile skeleton that’s capable of delivering an energy drain attack 1/day.
  • They’re religious zealots who have been converted to the worship of Apollo and preach about the “glorious scourge of sunlight” to fellow travelers.
  • 3 of the orcs are being attacked and brutalized by the others; they’ll beg the PCs for help.
  • They’re mercenaries who are looking for a good paycheck. Are the PCs hiring?

And you’ve got the fodder for a good encounter.

CONTEXTUALIZING

Simply saying “Be Creative!” is all well and good, but it doesn’t give a lot of actual guidance. Recently, however, I’ve been dissecting exactly what it is I’m doing during that moment of creative genesis in which I interpret a piece of procedurally generated content and I’ve come to the conclusion that it all boils down to one core concept:

Contextualize the content.

By which I mean that you simply need to either (a) place the encounter within the context of the game world or (b) create a context that will become part of the game world.

Let’s take the specific example of a wandering monster. When you roll up a wandering monster, ask yourself four questions:

(1) What makes them unique?
(2) Where are they coming from?
(3) What are they doing?
(4) What’s their reaction to the PCs?

I’m not asking you to write an essay or anything. In fact, the answers don’t even need to be complete sentences. But asking those questions will get your creative juices flowing; and providing some quick answers will let you make the resulting encounter specific and interesting (instead of generic and boring).

Of course, if you’re still stumped you could always take a peek at What Are Those Wandering Monsters Up To? and What Are the Goblins Up To?, which are both designed to give the creative centers of your brain a little more prodding in order to break you out of the rut of “the monster is there to fight the PCs”.

(And, of course, OD&D includes a reaction table for NPCs so you can randomly generate the answer to #4, too.)

Which, of course, brings us back to the title of this piece: You shouldn’t look at a wandering monster table as a cast list of automatons. If you breathe a little life into them, they’ll pay back your creativity a hundredfold at the game table.

Google Reader is telling me that all the hot, hip kids of the RPG blogosphere are currently engaged in a tag team match to determine who can present a complete adventure in the absolute minimal amount of space possible: Customized monster icons, textless adventures, player handouts that that double as adventure outlines, revised old school module maps with “everything” you need annotated onto the page… It’s all amazing stuff.

I’ve decided to join in the fun by devising an alphanumeric coding system: You don’t need a map or any pictorial reference at all. The alphanumeric code in the first row tells you the size of the room, the exits and entrances, and where those exits/entrances lead. The second row codes the contents of the associated room. (A null value indicates an empty chamber.)

ANGK19MW925MMM24101LHLA
00F00AB00000LM8620090000Z

As you can see, this is one heck of rip-roaring dungeon.

(This may sound weird coming from a guy who just released Legends & Labyrinths, but: Minimalism for the sake of minimalism is simply self-defeating at a certain point.)

I just had one of those moments when you realize that not everyone has noticed the same thing you have.

Tip for speeding up combat resolution in 3rd Edition: Once you’ve identified the AC you’re trying to hit, figure out what number you need to roll on the d20 in order to hit it. Now you don’t need to do math every time you roll: You just look at the die and instantly know whether you hit or not.

The more casual version of that is “lowest threshold”: Did you hit last time? Did you roll equal to or higher than that roll? Then you hit again. Did you roll lower? Then do the math (and, if you hit after doing the math, you’ve set a new lowest threshold).

This obviously doesn’t work if your attack bonuses or the target’s AC are shifting a lot. But 9 times out of 10, those numbers are consistent and the method works just fine.

Also: Roll your damage dice at the same time. If you hit, the damage is right there. If you didn’t, then you just ignore them.

Arneson Memorial Gameday - Logo by Scott LeMien

Saturday, October 1st, 2011, would have been Dave Arneson’s 64th birthday. New York Red Box is organizing an Arneson Memorial Gameday in New York City. I don’t live in New York, so I can’t join ’em.

But I am making a point of running a session of my open table OD&D hexcrawl. And I’m specifically reaching out and inviting a bunch of people who I don’t normally invite to roleplaying to come join in the fun.

I encourage you to do the same: Run a one-shot. Start your own open table. Invite some guest stars to your regular campaign. Whatever works for you and the crowd you run with. But I can’t think of any better way to honor Arneson’s memory — and the countless hours of joy he’s indirectly brought into my life — than by reaching out and sharing that joy with others.

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