Category: role-playing (Page 1 of 6)

Dolmenwood Solo: TPK

[This play report contains spoilers for Dolmenwood’s Winter’s Daughter adventure module. First part of this solo adventure is HERE.]

The snowstorm only hindered them for a bit. They were so close to Sir Chyde’s burial mound when the storm began that they found it and groped their way to the stone entrance.

Joremey was ready. He wanted to find the Lady, find her ring, be a hero. He led Lady Pouncemouse and Obb through the door, prying it open with a crowbar so they could get out of the snow and cold.

The tomb kept the snow out but not the cold. Obb managed to shake off the frigid air, but Joremey and Lady did not, further adding to their exhaustion (and hindering their ability to fight and do damage). Still, they were glad to be out of the snowstorm as they entered the tomb and descended twenty feet down stairs caked with dust. Everything was deathly silent, and there was a dank smell in the air. Moisture and mold pervaded the space. Lighting one of Joremey’s torches, Lady held it and led the way.

She stopped at a square room made of stone blocks. It was musty and wet, and the first thing she noticed were the four plinths, one in each corner of the room. Atop each plinth was an object covered in mustard-yellow mould. Her eyes lit up at the thought of treasure, but as soon as Lady stepped into the room, the objects floated into the air and screamed at her in shrill voices:

“Heathens! Repent, ye sinners! Godless fairies, godless heathens!”

The objects–a silver chapes, a wooden cherub statue, a holy book, and a thick liturgical candle–launched themselves violently at Lady, trying to strike her dead.

Luckily, my PCs won initiative, so Lady booked it across the room to a doorway on the right side, Obb and Joremey following quickly behind (Joremey’s plate armor clanking noisily). As soon as they fled into the other room, they heard the objects shout, “Serves ye right!”

Huffing for breath, Lady led them all down a ten-foot hallway to another chamber, a circular room that seemed less hostile (at first). This room was also constructed of stone blocks, but there was a chill atmosphere as they entered it. On the southeastern side of the circular room was an empty marble plinth (3′ across, 1′ high) with a full-length mirror behind it on the wall. The mirror was framed in silver and faced a set of stairs on the opposite wall (northwest side of the room).

The stairs were stone-carved with the archway over them also carved of stone to look like tree branches hanging over the entryway. Next to the stairs was another hallway leading out of the room.

Joremey was quite interested in that mirror and went right up to the plinth, faced the mirror, and looked.

Lady, for her part, was interested in the stairs and the beautiful tree motif carved into the stone archway. Obb followed Lady and peeked into the nearby hallway as they went. What they didn’t see was poor Joremey, so transfixed by his glance into the mirror that he turned still as a stone.

In fact, he really WAS frozen in place!

“Joremey, lad! Come see!” Lady called, noticing that on the stairs there wasn’t a hint of dust (unlike the rest of the tomb) and that at the bottom there was a watery shimmer in the light from her torch.

But Joremey said nothing.

“Cat got your tongue?” Lady teased, turning around and seeing immediately that Joremey was now frozen solid.

“Stay back from the mirror!” she warned Obb as they both skirted the wall of the room to reach Joremey without looking directly into the mirror. They pulled at him, but he was utterly frozen. Together, they managed to lift him up and pull him away from the mirror, but it was no use; he was still cursed.

Obb broke out his pan pipes and tried to play a tune, hoping it would break the spell, but it appeared this was holy magic and not fairy…

“Best to head back to Lankshorn,” Obb offered. “Let Fr. Dobey handle it.”

But Joremey was much too heavy for little Lady and Obb to carry. They could try dragging him…

“Let’s strip off all his stuff,” Lady said, “he’ll have to be glad we’re taking him back even if he leaves his gear behind.” They stripped him of everything but his traveling clothes, and heaved him up in their arms. He was heavy, and they couldn’t move very fast… Could they outrun the screeching objects in the first room?

They tried, but this time, initiative was not on their side. They lost and the objects attacked.

“Back for more, eh? Ye heathen fairies!”

Two objects (the candle and the book) hit Lady, and one (the chapes) hit Obb. Lady went down (taking five damage, more than her total), and Obb couldn’t help but drop Joremey without Lady’s help. Terrified, he simply fled for his life, but lost initiative again, meaning two objects hit him (the chapes was joined by the cherub). He took five points of damage and fell to a crumpled heap. Poor Joremey was frozen like a statue on the floor, while his two comrades lay dead on either end of him. The holy objects–satisfied that they’d destroyed the heathen interlopers–returned to their podiums.

Now Joremey must rest here, frozen seemingly forever in the tomb of Sir Chyde unless some other adventurer should find their way into the tomb and rescue him…


Yikes. That was an ugly defeat. I suppose if initiative had gone differently, my party might have made it out alive, but as it was, they did not. I thought fleeing the first time was the right call (four objects vs. three PCs didn’t seem like good odds), but once Joremey was frozen from the mirror’s magic, things got much dicier. OSR-style gaming is not for the faint of heart!

I do really like how simple the mechanics are. Combat (though deadly) is quick, and my characters were able to explore and make choices without too many rules or fiddly skill rolls getting in the way. Exploration means describing character actions and seeing what the modules says they see/hear/smell/etc. It’s very narrative in that way, very immersive.

For group play, if one of my players investigated the plinth and mirror, and I knew looking into the mirror caused paralysis, I would telegraph that danger. I might say that he gets an ominous feeling as he approaches the plinth and looks around. Maybe say that he feels especially cold as he comes nearer the mirror, “freezing cold,” or something similar.

But for solo play, I wasn’t sure how to handle that since I can’t really “telegraph” danger to myself. Perhaps I should have rolled dice and used my oracle to determine whether Joremey approached cautiously and avoided getting frozen. Having him simply “be cautious” while knowing (as the player) that the mirror is magical feels like cheating. This might be a case where letting the randomness of dice determine a PC’s fate should’ve been the way to go. As this is only my second “solo play” session, I can’t be too hard on myself. I’m learning as I go.

Now that my trio of adventurers is dead/paralyzed in an ancient tomb, I have two choices: send some of Joremey’s cousins off to find out what happened to him OR start with a totally new adventure and character(s).

I’m somewhat inclined to go with the second option… I’m already envisioning a human thief who meets a human or breggle fighter in a tavern and together they go adventuring… Fafhrd and Gray Mouser, Dolmenwood-style!

Till next time!

OSR Arrietty

Last summer, we watched the fifteenth anniversary screening of The Secret World of Arrietty, Studio Ghibli’s adaptation of Mary Norton’s novel The Borrowers, a film I’ve seen twice already, and one that was incredible to see on the big screen. What stood out to me during this screening was how very OSR-ish the film is in its presentation of Arrietty’s world and adventures.

She’s a dungeon crawler. A problem-solver. The world is big and full of dangers and she’s just an ordinary borrower, looking for treasure, watching out for traps, avoiding giants and monstrous cats.

The spaces under the floorboards, the heights of the kitchen countertop: Arrietty and her father have to make their way through these environments using their tools and their wits, and the creativity of their solutions reminds me a lot of how players have to navigate the “dungeons” and fictional worlds of an old-school RPG. The answers aren’t in “stats” or magic spells but in one’s inventory and the creative use of the fictional environment. It’s about clever solutions to problems that don’t have one “correct” answer.

And most of all, it’s about the bigness of an environment that encompasses merely a country house and the fields and gardens that surround it. Arrietty’s world is huge to HER, and that’s all that matters. Her adventure doesn’t have to span continents or involve saving the world. It’s the opposite of “epic.”

And yet it has incredibly amounts of tension and high stakes because the world matters to Arrietty. She’s fighting for her home and her family. The stakes aren’t “big” but they are deeply personal.

This is a good reminder for OSR-style gaming. The stakes don’t have to be earth-shattering, but they have to matter to the lives of the characters. Saving one’s village from destruction can be enough to drive an entire campaign. Finding a way to survive against giants in your midst can be enough to tell a wondrous tale.

And the characters don’t have to wield great magic or be mighty warriors. They can survive on courage and cleverness and kindness too.

The other movies we watched with the kids this summer were Labyrinth, a film close to my heart, and Harry Potter and the Prisoner of Azkaban, my favorite of the Potter films. Both of these movies also speak to the OSR sensibility, to the idea that growth comes from in-world experiences (Harry learning the Patronus charm) and magic items (the Marauder’s Map) and that “dungeon crawling” is more about “player skill” than what’s on the character sheet (after all, Sarah is merely a human from our world, and yet she solves the puzzle of the Labyrinth and gets her brother back).

Think of how Sarah works her way through the Labyrinth using problem solving and non-combat skills. She can’t rely on a Strength stat or a special power to get her through doors and around obstacles. She has to use her own wits, her own ability to form relationships with the denizens of the Labyrinth.

We also played Mausritter, an OSR game that uses rules similar to Into the Odd and Cairn. My kids had to use clever ideas and the physical tools available to them in the environment or their traveling packs to solve problems and get past the Ded Ratz gang. They rolled dice occasionally, but they soon figured out that making those rolls meant a pretty high chance of failure. Wits and creativity mattered much more to their success than straight-up fighting (just like it did for Arrietty and Sarah and Harry Potter).

I also ran a one-shot of Cairn 2e, and the same OSR principles applied. We only played one session, but already, per the rules of the game, I could see ways in which the characters’ interaction with the world, their in-game choices and actions, changed them. Using experience points and other metrics to advance characters is totally fine (and many games I love use those procedures), but there was something really bold and exciting in the way Cairn 2e eschews XP or levels for advancement and embraces a fiction-first process: Characters grow and change based on what they do in their adventures, the alliances they form, the daring-do they perform, the knowledge or items they discover, the people and creatures they interact with along the way, just as Arrietty, Sarah, and Harry grow and change because of what they do in their adventures. No “levels” or “XP.” Just choices.

I think what I love most about OSR-style gaming is the way that it makes me feel like I’m a slightly more capable version of myself, going on adventures in a dangerous but living world, and that my choices impact that world; my ideas can lead to clever escapes, daring adventures, and meaningful outcomes. Things are smaller-scale, but they’re not without thrills or real danger. Sarah in Labyrinth isn’t saving the world, she’s saving her brother. She isn’t traveling over vast continents, she finding her way through the maze. Harry Potter saves more than one life in his adventures in the third movie, but he does it within the confines of Hogwarts.

I’m not against grand, sweeping epics, or stories with world-saving stakes. But there’s something to be said for the smaller-scale drama, for the tension and excitement of navigating the space beneath the floor boards.

Many children’s adventure films understand this kind of drama and adventure. In some ways, they are closer to the OSR spirit than adult adventure films. And if nothing else, they’re a great place to gather ideas for OSR gaming.

Mio, My Son

(This is part of my foray into the Dolmenwood Inspirational Media. For more, go HERE.)

I hope many of you have taken the chance to read Mio, My Son. I’m writing not so much a “review” or even a formal analysis as I’m writing my impressions, my ideas as they relate to the novel. I’m interested in the ways Mio, My Son inspires Dolmenwood, but I’m also interested in the book as part of the larger fabric of fantasy literature. What threads does it weave and carry forward through the tapestry? What can we take with us into our own writing and gaming? I’ll be writing about the book for an audience familiar with it. I do not hesitate to mention important plot details (so be warned). If you haven’t read it yet, I encourage you to do so. It’s a short text, but utterly lovely and memorable. Like a fairy tale.

The threads of trauma and neglect, of emotional abuse and loneliness, weave their way throughout Astrid Lindgren’s Mio, My Son. I can’t help thinking about the final page, the italicized lines: “He is in Farawayland, I tell you.” The insistence that all is well with Mio—not Andy, the boy on the bench in the park, the boy with foster parents who care little for him, who certainly do not give him any love—no, he is Mio, the King’s son, who lives in Farawayland. That one line—“I tell you”—is a desperate line, an urgent line. The narrator—who is Andy—needs us to believe that Mio is in Farawayland. He needs to believe it himself.

Because our main character Andy is a boy without true parents, who is dominated and unloved by “Aunt” Hulda and “Uncle” Olaf, who has only one friend—Ben, a good friend—but who lives a sad, second-hand life. Farawayland must be real and Andy must be Mio, or else the sorrow is too much to bear.

This is why the Sorrowbird must sing even amidst the King’s beautiful Garden of Roses. This is why the Sorrowbird continues its song even after the happy ending and Mio’s victory over Sir Kato: “I don’t know what he could have been singing about, now that all the captured children had come home. But I thought Sorrowbird would probably always have something to sing about.”

Sorrowbird always has something to sing about because sorrow will always be part of life.

He is in Farawayland, I tell you.

But somehow, we doubt. It would be wonderful if he was, but sorrow cannot be banished so easily.

The book’s mixture of joy and sorrow, happiness and pain, reunion and loss, are what make it deeper than it first appears. At first, it feels too perfect, too wish-fulfillment (though goodness knows, Andy deserves to have his wishes granted). Andy/Mio gets whisked away from all his problems by a genie in a bottle and reunited with his father, the King of Farawayland. Farawayland is perfect. His father loves him unconditionally. He makes a true friend in Pompoo (who reminds him so very much of Ben). He has a magical white horse named Miramis (who reminds him of the real horse, Charlie). Everywhere he goes and everything he does is beautiful and life-giving. The bread is literally called the Bread That Satisfies Hunger. The water is literally the Water That Quenches Thirst. There is no want in Farawayland. Only abundance.

But there is Sorrowbird singing in the trees. And soon we learn that all is not quite well in Farawayland. Nonno’s brothers have been taken, Totty’s sister has been taken, the Weaver’s daughter has been taken. Sir Kato has taken them. Evil, horrible Sir Kato. He is the blight upon Mio’s newfound life, upon the King’s realm. Even in a magical paradise, evil waits upon the borders, in the Outer Lands. Even in Farawayland, there is sorrow.

There is a distinct “fairy tale” style to Lindgren’s prose. Sentences are short, simple, and direct. Even the emotional register is straightforward. Mio was sad and neglected in his old life, but he is happy and fulfilled in his new. Miramis is perfect, Pompoo is perfect, the King is perfect.

But always along the edges of things, in certain moments, we are reminded that this perfect life is not without strangeness, mystery, and, of course, sorrow. Mio doesn’t know why the Sorrowbird’s song hurts him at first—and the pain goes away once his father comes and reaffirms his love for Mio—but we know why. We know that Andy is an emotionally abused little boy without true family and only one friend. A boy who feels the taunts of bullies and the ugliness of life. Even though Mio has joy upon coming to Farawayland, even he can’t help but remember the pain of what came before. So Sorrowbird must sing.

There are also elements of the uncanny—an eerie, otherwordliness—that creep into the story despite the cheerily idyllic life Mio now leads. That uncanniness is what Dolmenwood, the game, does so well.

My first real sense of “Dolmenwood” came in the chapter about the Well That Whispers at Night. When Mio meets Totty and his siblings, they are sitting beside a “fairy-tale” cottage and a stone well. Totty is cheerful, and his family is just as kind as all the other friends Mio meets in his father’s kingdom. But the Well is not for water. This comment from Totty immediately makes the Well mysterious. The uncanny is now introduced to what had been, just a few lines earlier, an idyllic scene.

“‘It’s the Well That Whispers at Night,’” says Totty.

A Well that Whispers. No water rests at the bottom but something else instead. Not even a someone else. It’s not a man or fairy or creature that whispers from the depths of the Well; it is the Well itself that whispers. The whispers send up their own whisperings.

I found myself shuddering a little at this moment, and yet it wasn’t meant to be scary or sinister. Still, there was something strange… that uncanniness creeping along the edges.

And the Well does whisper. Mio and the others lie down beside it and listen, and just as evening comes (for it must be evening before the Well begins to speak), they hear the whispers.

Tales are told from these whispers. Fairy tales.

I’m reminded by my British Literature students, as we study literature like Sir Gawain and the Green Knight and read a few Grimm’s tales, that fairy tales—not the modern Disney kind—are often strange and unsettling, even as they have heroic heroes and happy endings. They are weird.

So it is when the Well begins to tell its fairy tales, they are not frightening or bad—they are the very best tales, the most beautiful Mio has ever heard—but still. The moment is uncanny. There is magic here, and it feels unsettling. Why the Well whispers is never explained. How it came to be is never told. We only know that it whispers, and that one of its tales might be about Mio himself…

“‘Once upon a time there was a king’s son riding in the moonlight. He rode through the Forest of Moonbeams…’”

As soon as Mio hears this story, he can’t stop thinking about it, and this story is what sends him off, away from his father and his idyllic life. It’s almost as if the Well had put a spell upon him, as if the story both foretold his fate AND compelled him to make it true. After this whispering at the Well, Mio longs to find the Forest of Moonbeams, and from there his quest will begin.

So many of these seemingly simply things—Wells, Forests, Birds, Moonlight, Swords, Caves—are imbued with the uncanny, with an vitality that makes them special. Capitalizing them as proper nouns helps, but so do the details Lindgren includes. The description of the Dead Forest is one such instance: “We went on through the night and at last we came to a forest where there wasn’t a breath of wind and no little green leaves rustled because there wasn’t a single leaf left to rustle. There were only dead, black trunks of trees with gnarled, dead, black branches.”

The repetition here is simple but effective: “rustled,” “rustle,” “leaves,” “leaf” “dead, black trunks,” “dead, black branches.” The image is clear. It’s the “dead forest”: trees upon trees, but all of them dead. It’s a thick, tangled forest that Mio and Pompoo get lost in, but it’s the opposite of the verdant, leafy woods we’re familiar with. It’s unnatural. There might be a dead tree here and there in a woods or in our neighborhoods, but an entire forest made of “dead, black” trees is nearly impossible. The wrongness of it invites that uncanny feeling again.

I’m reminded of Tolkien’s point about how fairy-stories contain both magical elements as well as natural ones: “Faerie contains many things besides elves and fays, and beside dwarfs, witches, trolls, giants, or dragons: it holds the seas, the sun, the moon, the sky; and the earth, and all things that are in it: tree and bird, water and stone, wine and bread, and ourselves, mortal men, when we are enchanted” (“On Fairy-Stories,” 9).

Lindgren takes those natural elements and elevates them to the magical, but not by making the trees talk or the stones glow with fairy magic. Instead, she strips them to their very essence. The Forest of Moonbeams is just that: a forest filled with moonbeams. The Deepest Cave in the Blackest Mountain is exactly what its name implies. But what does Deepest really mean? What is the Blackest of Black Mountain? When Mio goes into the caves, when he loses Pompoo in the darkness, when he travels through impossibly winding paths toward the heart of the mountain, we can feel this intensity, the primacy and power of darkness. These primal elements are made manifest, and that primacy is what gives the story power.

I think about my own gaming and how I might be able to bring this primal and yet uncanny feeling to the worlds in which I play. Calling something the Deepest Cave can do something, but I’m not sure it can do everything that Lindgren does in her book.

Still, I am curious to see how inviting the Well that Whispers or the sword that cuts through stone into my Dolmenwood game might also invite more of the uncanny into the game world. A creepy whispering well (and maybe that well tells my players a story in which they are the main characters, and that story compels them to make things come true…), or a stretch of forest that is Dead like the Dead Forest (I’m thinking of the Nag-Lord’s realm), or a magic item that is the Sword That Cuts Through Stone, or a bird that always sings sorrowfully and the players want to find out why… These are all possible hooks and world-building elements that can give the Dolmenwood game a distinctly fairy-tale flavor. It doesn’t take quirky or whimsical elements to do it either. It’s as simple as Moonbeams, Darkness, Water, and Bread.

Even as the last page of the book takes us back to Andy on that lonely park bench, we too hope desperately that he might be in Farawayland. In his imagination—in every reader’s imagination— he can be Mio who fights Sir Kato, Mio who rescues the children, Mio who plays and laughs with his father the King in the Garden of Roses. This is the great work of fairy tale: the building of otherworlds. In these worlds, there are wells that whisper and horses that fly, friends who gather and bread that satisfies, quests to undertake and parents who love us.

Next month in my Year of Dolmenwood

I’ll be reading “Goblin Market” by Christina Rossetti.

Please join me in reading this strange and bewitching poem for March 2026. I just finished teaching it in my British Literature class, so I’m primed and ready to look more closely at the connections between the poem and the Dolmenwood RPG.

As part of my students’ work with the poem, I challenged them (for a bit of fun) to pretend they were co-writing a new song with Kate Bush. She wanted to do an adaptation of “Goblin Market,” so their assignment was to condense and transform the poem into a “Kate Bush version.” For inspiration, we watched many of her best videos (including “Wuthering Heights” of course), and my students knocked it out of the park. You better believe there was quite the chorus of “Come buy, come buy!” as they performed their songs (no interpretive dances, alas).

Year of Dolmenwood (2026)

Now that the Dolmenwood kickstarter has been fulfilled, and I am in possession of all my books and extras, I want to start running the game for family and friends.

But I don’t just want to run the game. I want to immerse myself in all things Dolmenwood. For my tastes, my aesthetic preferences, my preferred fantasy setting, and my general love of folkloric fantasy, I’ve decided to make my way through many of the inspirational media creator Gavin Norman lists in the Dolmenwood Player’s Book.

A kind of book/cinema club focused around Norman’s inspirations.

Some of the things listed in the Player’s Book are movies, TV, and books I’m intimately familiar with, but others are new to me. I’m not able to read/watch everything from the list in 2026, but I’m going to try and cover as much as I can.

Below is my tentative schedule. Feel free to read/watch along with me, and check here and on my newsletter for my reflections on each text. I’ll try to post something about the text at the end of each month. For example, I’ll post my thoughts on Mio, My Son at the end of February, “Goblin Market” at the end of March, etc.

I’d love for this to start a larger conversation about Dolmenwood RPG, folklore and fairy tale fantasy, and classic works of fantasy literature overall.

YEAR OF DOLMENWOOD SCHEDULE:

February: Mio, My Son (Astrid Lindgren)

March: “Goblin Market” (Christina Rossetti)

April: The Ladies of Grace Adieu and Other Stories (Susanna Clarke)

May: “Smith of Wooten Major” (J.R.R. Tolkien)

June: The King of Elfland’s Daughter (Lord Dunsany)

July: Lud-in-the-Mist (by Hope Mirrless)

August: Jonathan Strange and Mr. Norrell (Clarke)

September: The Fellowship of the Ring (part 1) (Tolkien)

October: Gormenghast (Mervyn Peake); Over the Garden Wall (dir. McHale)

November: The Green Knight (dir. Lowery); The Wicker Man (dir. Hardy)

December: Krabat (Otfried Preussler); Jonathan Strange and Mr. Norrell (BBC TV adaptation)

What to do when you don’t know what to do (RPG edition)

In my monthly DCC RPG game recently, the players decided NOT to go to the Caverns of Thracia for their usual dungeon crawl of doom. Instead, they noticed a set of smaller ruins off the beaten path between their village and the Caverns (ruins that were created by Goodman Games for their Backerkit hexcrawl of the island of Thracia that I’ve been using as my overland map for the game).

Unfortunately, the entry in Goodman Games’s hexcrawl book doesn’t have much to say about these ruins: the villagers from the Hamlet avoid them, and there might be a tunnel/series of tunnels connecting this ruined village to another ruined village several miles to the west.

That’s it. That’s all I had to go on and use on the fly for this detour by my players.

I probably should have told the group that I wasn’t prepared for a trip to these little ruins and maybe we could just move on to exploring the Caverns, per usual.

But I didn’t want to take away player agency, so I figured I could improvise something using the details from the hexcrawl supplement. There are tunnels/a tunnel connecting two sets of ruins. Maybe something is in the tunnel(s)? Maybe they’ll find treasure in the other set of ruins?

My first mistake was trying to make all this up on the spot. I should have asked for a ten minute break to plan *something* instead of ad-libbing everything and ending up with a rather lame location and confusing encounter with a ghost.

I didn’t act prudently at all, and so what resulted was almost two hours of a weird, rather stupidly long tunnel that connected the two sets of ruins, a ghost with a missing hand who was full of hate but couldn’t actually do much damage to the players (DCC RPG’s ghost entry in the Monster section is pretty weak, and I didn’t know that before I decided to have a ghost be waiting in the tunnel… the ghost doesn’t do any damage just has these special abilities, and a lot of them didn’t make sense for what I had narrated already, so I ended up with a ghost who can show players a vision of their own deaths and not much else).

By the end of the encounter, the group had found the other set of ruins and I put a box with some treasure there so they didn’t feel it was a total waste of time, but honestly, it was a total waste of time. Not a very fun encounter, not a very interesting location, and all of it ended up confusing them instead of entertaining them.

Ugh.

Again, I should have simply asked them to go to the Caverns, promising to develop other locations and hexes for next time if they wanted to do more exploration.

But I didn’t, and we ended up with a weird and wasteful two hours of game time.

Instead of totally improvising and ending up with a mess, what if I had a ready-to-go toolkit for improvising locations and encounters on the fly? What if I could let the players explore things without asking them to wait until next session?

Hours after our game session ended, I realized I DO have a ready-to-go toolkit for improvising locations and encounters. I just didn’t bring it to the session. I didn’t even THINK to bring it the session, and that was a mistake.

I have Bob World-Builder’s Skrym zine, a toolkit for creating wilderness sites, encounters, and treasure (compatible with DCC RPG!) and I could have rolled up something in five minutes if I’d had it with me at the disastrous session.

There’s some ruins, eh? A ruined village, according to the Goodman Games supplement.

Okay, so roll for encounter in some ruins (2d6)… I got berserker.

I also rolled to see if maybe there was anything else near the ruins and I rolled again (2d6) and ended up with a cave. So maybe a little bit off the borders of the ruined village is a cave (and maybe this cave is where the tunnel is to the other ruined village miles away).

Random encounter for the cave… a giant spider.

Then I rolled four dice for a “small location” (the toolkit says roll 5d6, but I only had four dice at hand). Where those dice landed on my notebook page is where buildings are intact, ready to be explored. The number facing up on each die determines what’s in that location, so I ended up with a chest (6), two minion locations (4), and one hazard (3).

I decided the berserker was in one of the buildings with some minions. The berserker description in the toolkit mentions that its a dirty, cannibalistic human, so I figured the minions might be some giant rats he’s befriended.

I rolled for the hazard and ended up rolling “collapsing,” so that means maybe the wall of the building is unstable and will collapse if any rubble near it is moved, 1d6 damage or half if a Reflex save is successful.

Then I rolled for loot to see what was in the chest (maybe these were things the cannibal had collected after killing his victims?). Rolled up a hexarone handaxe (a kind of dwarven metal with special properties), a cask of mead, and a leg of turkey (maybe the players don’t know what kind of meat it is… fearing it may be human).

For the giant spider in the cave, I figured she had four victims in her web so I rolled up four more pieces of loot and ended up with a special longbow, special armor, 10 feet of chain, and some regular chainmail.

All of this random rolling took me roughly five minutes. I could have done it while the group was setting up their marching order and making some Sneak Silently rolls or whatever. I could have also done it as they went from room to room in the ruins. IF I’d had the Skrym zine with me.

Lesson learned. From now on, I bring this zine and if players ever go “off-book” into something I haven’t prepared for, all I need to do is spend a couple of minutes rolling on these tables and I’ll have a ready-to-go site and encounter for them to explore.

I feel stupid, of course, for having this awesome resource and not using it in my last session. And for someone else’s game, Skrym might not be the right tool. But I think it behooves any game master to have something like Skrym at the ready: a short, easy to use, on-the-fly toolkit for generating locations and encounters.

The Skrym zine is only about twenty-five pages; I printed it at home and stapled it, making a half-page booklet. Instead of trying to roll on random tables in a larger rulebook (like Shadowdark RPG or OSE) where some of this stuff is on different pages, Skrym has everything within a couple of pages; easy to flip through and fast to use. So whatever resource a GM uses, I would suggest it be short and sweet, something zine-like or even a single page maybe, that can be used quickly at the table without downtime or having to pause the action.

I feel foolish for my blunders in our last session, but going forward, I know I won’t make the same mistake again. And I won’t run a session of DCC RPG without bringing Skrym along to help me.

Solo RPGing vs. RPG Prep

There are differences, of course. The end goal, for one. Solo role-playing is (often) not for any other purpose than to play the game, whereas prep is intended to facilitate a better group gaming experience at some future point. Unless the GM is going to make everything up on the spot by using improvisation and random tables, some prep is in order. Solo play is an end unto itself, but game prep is intended for future use at the group gaming table.

But on another level, these two RPG activities can be more similar than maybe we realize. Playing solo as a way to prep for a group game is somewhat more interesting and more ludic than what we’d categorize as “prep.” Prepping (i.e.: preparing) isn’t “playing;” it’s the antecedent to playing. Whereas solo play is just that: play. But it can help prepare a GM for the group game in an even deeper way than simple prep can. Solo play–because it involves participating in the game itself, as a PC, and interacting with the game world not just taking notes on it–creates a mental map and deeper immersion into the game world for the GM.

At least, that’s how it works for me. I find that I’m often more comfortable running a game for a module I’ve played through solo, or a hexcrawl I’ve interacted with in solo play, than I am with only prepping the adventure. This is the attraction of actual-play podcasts and youtube videos, I think. Not the Critical Role entertainment ones, but the normal groups and gamers playing a normal adventure without much editing or theatrics. We get to “play” the game alongside them and thus become better able to run the same adventure later for our own groups.

Admittedly, solo play is not the most efficient way to prep for a group gaming session. The players might not follow the same path as the GM did when playing solo. Solo play–through a module or hexcrawl or dungeon crawl–takes MUCH more time than simple “prepping” does. Traditionally, prepping for a game means reading the module or designing the dungeon or overland map (or both), coming up with encounters and NPCs, etc. It’s note-taking, essentially.

But solo play, while it involves bookkeeping and taking notes, is not a simple collating of material for the game to come. It IS the game. This takes more time, obviously. This involves rolling dice, having combats, imagining encounters, keeping track of character inventories and stats, etc. All of this may help prep for a future game, but it’s not efficient.

It is fun, though.

I sometimes struggle with prepping for games because the prep feels like homework. There’s a dutifulness to it that makes it the opposite of “play.” Play is exploratory; it’s done for its own sake; it doesn’t have any obligation attached.

Is there a way to meld solo play and game prep together? Can I find a way to “play” solo and prep at the same time, melding the immersion and fun of solo play with the more-efficient methods of game prep?

The biggest impediment is time. Solo play is simply not as efficient as game prep. I don’t have the time available to solo play every module or adventure I’m planning to run. And to fully prepare, especially if it’s a megadungeon, I would need to run multiple solo adventures, each time exploring a different section of the dungeon to make sure I’m ready for what my players might do when I run it for them. This is a massive time commitment. I’d be playing solo RPGs every night of my life for some of my games. Maybe that’s what I should do–maybe I’d even find it immensely fun–but I have a day job and a writing vocation and a family and a house to take care of. I don’t have time to devote that many hours to my RPG hobby without sacrificing other things that matter more.

Still. I’m curious to see if some compromise between play and prep might work. I often procrastinate game prep because it feels a little too work-like. A shift to something more playful might make it something to look forward to, something done for relaxation and enjoyment, not obligation.

How that shift might work is the tricky part, but perhaps I could vacillate between the two activities. Basically, game prep as usual until I get to a part that seems interesting or that I need to understand better, and then begin playing it out with my characters. Play out NPC encounters not as a way to predict what might happen with my group later, but as a way to better understand how the NPC would react in general, to get a better sense of their personality and goals. Play out combats to get a feel for how a monster might really react to hostilities and use its powers to survive. And solo play through a dungeon or level not as my only means of “prep,” but as a way to get an organic feel for the locations and how players might interact with the world.

Might is an important word here. Obviously, my choices as a solo player will not be the same as the choices of my gaming group. My solo play is only ONE possible path for the adventure to go.

But by running through one path, I’ll hopefully open up my imagination to other paths, and when the time comes to run it with other players, I’ll have a better imaginative landscape to call upon in adjudicating and describing what’s happening to their characters.

I’m not sure that solo play as a form of prep is the right call for every GM, but I do think it might work for me. When I ran Winter’s Daughter as a solo game, I felt much more connected to the setting and encounters. I understood how these rooms and encounters COULD go, and when I do eventually run the game for a group, even if they act in different ways than my characters, I’ll still have a deeper sense of how those actions should affect the game world. I’ll be able to describe the world to them in a more authentic way.

I don’t have to prep the whole adventure like this, obviously. I can dip into certain rooms or encounters that are complicated or more impactful to the module and play those out with my solo PCs. I can take notes and prep in my traditional way for other things. This will obviously take more time than just normal prepping, but what I’m hoping for is that I’ll be more eager to “prep” if I know that I’ll really be PLAYING as I go.

Just as players often enjoy making characters in their downtime between games, game masters enjoy playing out the adventures in their minds. Solo play is a way to formalize that process and familiarize oneself with game mechanics at the same time. These are games, after all. Playing is the whole point. Enjoyment, not obligation or work, is what matters.

Solo play as a form of prep may be the key to making the game-mastering experience a more playful and fulfilling one.

At least for me.

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