2025-03-11

Things I Want to Do Differently This Time Around

I've been running RPGs for decades, so I have Habits and Tendencies and Opinions.  To some extent GMs attract and keep players who like the games they run, so there is some consensus in long-running groups, but it might not be complete.  So I think it's important for GMs to both get feedback from players, and to analyze their games and think about what they can improve.

This is particularly important for DFRPG Arden Vul because it contains several players from the DF Whiterock campaign, that I stopped running after 2+ years and one of the players later picked up and finished.  Since I know that one lasted a long time but eventually fell apart, how do I avoid quitting or losing players this time around?

My first goal for improvement is to keep rules consistent throughout the campaign.  I made two rule changes in DFW that players didn't like.  I thought both made sense at the time, but I was wrong on at least one of them, and not clear enough for the reasons on either.

One was limiting players to 3 attacks per turn no matter what was on their sheet, for a combination of game balance and speed of play.  It's not fun when one player's turn takes too long, but that's better handled with an explicit turn time limit rather than indirectly with an attack limit.  And it's not fun when the PCs get too powerful and wipe out enemies too easily, but that's fixable by adding more or better enemies.  So for Arden Vul I'm removing the attack limit, but might impose a time limit if combat length becomes a big problem, or some players' turns take too long.  (But not at the start, because we don't know if we actually have a problem yet, and also because some players are new to GURPS or Foundry and deserve a grace period to learn before being forced to play faster.)

The other was slowing down the rate at which character points were awarded.  I never promised any particular number of XP, but players got used to me lazily handing everyone 4 points per 4-hour session, regardless of accomplishments, with maybe some bonus points on top if they did something special.  When I saw that PC power was growing a bit faster than I wanted, I first stopped handing out bonus points, which nobody complained about because they were pretty rare anyway.  Then I slowed the regular reward from 4 to 3 for PCs over a certain point level, which caused minor grumbling.  When I slowed it from 3 to 2 at a higher point level, it caused a revolt.  Even if I never promised anyone 4 XP per session, it became expected, and changing the behavior from the expected caused problems.  Relevant xkcd.

So this time around I'm going to make it clear that PCs get 0 to 2 XP per session for loot (with 1 being pretty easy to achieve and 2 being hard, and the required threshold going up over time with PC point level, but the exact table of loot thresholds not (yet?) public), 0 to 2 for exploration (again 1 being pretty easy and 2 being harder, but the exact amount of exploration required not (yet?) public), and then again the possibility of bonus points for achievements (which I'd like to make more common this time, but small).  So with more variability in reward and more explanation for how the awards are given, I'm hoping that if players want more XP, they try to make their PCs achieve more per session, rather than whining about the GM.  I'm envisioning players figuring out the thresholds to get 1 loot XP and 1 exploration XP every session and always aiming to hit those, then going for either big loot or big exploration for a third XP (with loot being easier if you know where some loot is and think you can beat whatever might be guarding it, and exploration being easier if you know where some unexplored territory is), and then looking for things that might get them bonus XP.

My second goal is to actually finish the megadungeon.  That's a tough one because it's huge, but I think it's achievable if players are oriented toward accomplishing large goals (rather than enjoying killing wandering monsters and searching for every last copper piece), though I suspect there will be some turnover of PCs and possibly players along the way.  Ultimately it's up to the players what they do, though; the GM provides challenges and incentives and hooks but the players act.

My third goal is to play fair in both directions.  Players deserve consistent rules and rulings and to be allowed to use all the fun ideas they have and the cool stuff on their character sheets, but NPCs deserve a chance to win too, and if one of them rolls a massive critical hit against a PC who's out of Luck and Bless, no mercy.  I'm going to set the scene and then let the dice decide.  My one grudging concession to real life on that one is that I sometimes skip wandering monster rolls near the end of a session, if that would force pausing a probably-meaningless fight across sessions and deny PCs access to town, because of an arbitrary real-world time limit.  What I should do in that case, now that I think of it, is make the roll anyway but hit them with the wandering monster early next session instead of late this session, satisfying both the players' need to stop at the agreed time and the wandering monster's need to get a fair shot at eating a delicious PC.

My fourth goal is to have an entertaining GURPS recap blog with a few hundred loyal readers, which requires good source material (Arden Vul is awesome), the players doing fun stuff (I'm sure they will), and consistency.  Because this will be a voice game, I won't have complete logs to refresh my memory, so I'll try to write the recaps every Saturday morning before I forget too much.

My fifth and final goal is to listen to my players better.  A GM can't do everything players ask for because a lot of what they ask for is "let us win more" and if you always do that the game becomes a cakewalk and actually becomes less fun for most players.  But you can bend their requests in a way that gives them some of what they want while preserving some game balance.  For example, one request I got from a couple of players last time was "if a PC dies my next PC should get all the points my old PC had," which would remove all penalty for death (except the time to make a new PC) and takes a lot of tension out of the game.  But starting new PCs all the way back at 125 points might be too harsh the other way, if it causes players to play too cautiously.  So I've announced I'm going to award new PCs a fraction of their players' previous dead characters' earned XP, with the exact fraction not (yet?) public.  If this rule actually gets exercised multiple times then I need to be consistent, so the players will eventually figure out the formula, but I don't need to tell them yet.  Another one is "yes, but".  I need to be open to more weird player ideas unless they're actually a threat to the game, rather than just a challenge to my expectations.  One player wanted to play a rotating stable of hirelings rather than one consistent PC, so I'm letting him do that.  Another player wanted a weird backstory that didn't really fit the setting, but that's fine, Irthuin is a big continent, he's from a remote spot on the map that isn't detailed in the setting, and if any details about that spot become important I'll ask him.

Finally, no plan survives contact with the enemy.  Any plan for a perfect campaign goes out the window as soon as you add the chaos of actual players, and GMs need to forgive themselves and their players for mistakes made in good faith and just try to keep things going and keep them fun as best they can.  The main GM response to most setbacks should be "Noted, we'll fix that next time, next game scheduled for next week."

First game Friday night, half of the PCs done and the other half mostly done, I've got this huge megadungeon about 1/3 prepped and I'm pretty sure they won't be able to reach the other 2/3 in the first session, let's go.

2025-03-09

Review: Feats of Exploration

Feats of Exploration is a short (15 pages), cheap ($3 on DriveThruRPG) PDF describing a way to give experience points to PCs in D&D-like games for stuff besides defeating monsters and finding treasure.  Most players are at least somewhat motivated by XP, so if you want them to do things besides killing and looting, giving them incentives to do other things seems like a good idea.  On the other hand, giving them more ways to get XP without removing the existing ways means your players will earn more total XP, which can be good or bad depending on whether you want them to advance faster or not.

It's written by Jon Britton, the GM on the 3d6 Down The Line Actual Play series on YouTube, which I watched because they're doing Arden Vul.  I don't normally have the patience to watch Actual Plays, but Arden Vul is a huge and complicated adventure, and I wanted to run it well, and I figured watching another experienced GM run it might give me some helpful hints.  (The usual spoiler disclaimer: don't watch their series beyond Session 0 if you might want to be a player in Arden Vul.   Even Session 1 has a huge spoiler.  But I do recommend it if you know you'll never be a player in it and you like Actual Plays, and especially if you want to GM it.)

Anyway, there are 13 categories of feats: exploration, lore, rumor, secret, puzzle, trap, hazards, skills, location, NPC, faction, quest, safe haven.  And there are 4 levels of feats: minor, major, extraordinary, and campaign, which each give a different number of XP.  The rest of the pages are XP math: here's how you calculate the exact amount of XP each PC gets for doing each level of feat.  (There's also a spreadsheet for this somewhere, not included in the download.)  And there are some lists with checkboxes, in case you want to print out the PDF and then check a box when a PC achieves one of the feats.

Anyway, I'm not running D&D or anything D&D adjacent, so I didn't buy this for the XP math, so I'm not going into the details of that part.  I don't really care if a 4th level thief needs 8000 XP to get 5th level so carry the zero and a minor feat should be worth 275 XP this week.  I am, however, running a fantasy RPG and giving out character points for loot, exploration, and achievements, so I basically bought it for ideas for achievements to add to my game.   (And also to tip Jon $3 for making all those videos.)

Looking at Jon's categories, "exploration" is redundant with one I already had, though he gives an exact threshold (5 rooms) which it at least a hint that I should try to set objective levels for what counts as "enough" exploration rather than winging it too much.  (My thinking is to have two levels for exploration and loot, where the first levels should be easy to achieve and should be hit in most sessions, and the second levels should be hard to achieve and should only be hit when the PCs actually do a lot of exploring or bring home a great haul.)  "Location" feels somewhat overlapping with "exploration", but I guess the distinction is importance: if you map a bunch of empty or boring rooms you still get credit for exploration, but only important rooms give a location bonus.  So maybe in addition to giving 1 point for exploring a few new rooms and 2 points for exploring a lot of new rooms, I give a bonus point for finding an Arden Vul Iconic Location (tm) or a significant secret area.  (Not for just a random secret door.)

And "quest" is kind of obvious.  I thought of that one myself.  But I did not think of "establish a reliable safe haven," and it's a good one.  Getting a base in or close to the dungeon so you don't have to go back to town as often sounds cool, and if my players pulled that off I'd throw them an extra point.  (It's not quite as critical in Arden Vul as in some megadungeons, because Gosterwick is only a half-day's walk away, but I can see not wanting to make that walk every session if you could find a good alternative.)

I think "puzzle" and "trap" and "hazard" are a bit overlapping and a bit too generous as written; I would only give extra points for solving a puzzle or defeating a trap or avoiding a hazard if it was non-trivial.  Making a single skill roll to spot a pit or disarm a poison needle on a chest doesn't feel points-worthy, but if it's a really complicated puzzle or trap that requires a lot of thought or teamwork or especially formulating a plan and going back to base for knowledge or equipment and coming back later, sure.

"Faction" and "NPC" also kind of blend together to me; I guess you could define "NPC" as town NPCs and "Faction" as dungeon NPCs, but I'd lump it all under "if you do serious roleplay (not just a one-minute negotiation or a single Diplomacy roll to avoid a fight) to serious benefit that's probably some points."

Finally "skills" is for using equipment or abilities in an unorthodox way.  I think that falls under the general umbrella of Rule of Cool bonus points for me; if you have a clever solution that amuses everyone that might be worth a bonus point, but only once per distinct idea.  The first time you use knockback to put an enemy into lava that gets called out as the highlight of the session.  The seventh time you do it, it's just another attack mode.

The last couple of pages of the PDF list examples of other feats you could add.  Some of the examples are pretty good.  I think this is all obvious (if Jon can make rules you can make rules too, you outrank him in your game, as you're the actual GM of your game and he's just some guy on YouTube), but some new GMs haven't yet figured out that they make the final rules and what's in books are just suggestions, so maybe this is helpful for them to start spreading their wings.

On balance, should you buy this PDF?  It's $3.  If you're a 3D6DTL fan or an OSR completionist collector you probably already did.  If not, and $3 is significant to you, you don't really need it, but it might be helpful.  It's probably a bit more helpful if you're running D&D (or something D&D-ish) and doing XP calculations, because he gives you concrete numbers of XP with some examples and a spreadsheet.  (Note: if that gives you a headache, you have my permission, as someone who's played RPGs longer than most people on this planet have been alive, to never precisely compute XP and just hand out levels once in a while.  I think there's even an "official" name for that now, in some versions of D&D-ish games: Milestone XP.  Remember, the points are made up and the math doesn't matter; it's a game.  Do what's fun for your group.)

If you're not running D&D or you don't care about XP math, then this is really just a list of ideas for ways to reward your players for playing in ways that your group finds more fun.  If you need those kind of ideas, get it.  If you already have plenty of ideas, you don't need it, but it's $3 so it doesn't take much value for it to be worth it.  I only got a couple of things out of it and I think I got my money's worth.

2025-03-08

Arden Vul: The Archontean Calendar

One of my players actually asked about the Archontean Calendar, and once again someone else already made a great web page about it which I will just link rather than recreating.  (Thanks!)

Okay, I'd feel bad making a blog post consisting totally of a link, so I'll talk about the Archontean calendar, as an non-spoiler example of how well developed the Arden Vul setting is.

The nice thing about the Archontean Calendar is that it has 12 months (easy to remember!) and each has exactly 30 days (how convenient, none of the variable days per month nonsense like we have).  Are we done?

Sadly, no.  The year on Magae is 372 days (not 365, not 365.25, not a nice evenly-divisible-by-everything 360), so that leaves 12 leftover days.  Wait, 12 days, 12 months, can't we just make them all 31 days and declare victory?  Well, that's what I would do, but the Archonteans are like the people who brought you Daylight Saving Time: never settling for a simple solution (ask your boss if you can move your shift an hour earlier in the summer so you have more time to play with bugs after work) when a more complicated one (redefine time itself for everyone!) would do.  They instead added two 6-day intercalary (new word for me; thanks Richard Barton) periods, which makes the calendar really ugly but does mean they don't have to count to 31.

Are the intercalary periods at least evenly spaced, like right at New Year's and Midsummer, or right at the solstices?  Of course not.  Again, this world feels realistic.  One of the intercalary periods (the Mercedonian Days, or Days of Wages) is right after the New Year, which is convenient.  But the other one (the Voluptarian Days, or Days of Pleasure) is two-thirds of the way through the year, between the eighth and ninth month.  Which totally makes faux-historical sense because it's the harvest festival, and harvests for annual crops in temperate climates are most often in autumn, but it drives me nuts because it's asymmetrical.  Just like our real-world calendar where we have 4 30-day months, 7 31-day months, and a 28-sometimes-29-day month.

The different year lengths and intercalary periods complicate any translations between the real-world and game-world calendars.  But it doesn't really matter much, so I probably won't bother.  If the players care deeply about the date for some reason that actually justifies burning GM time I'll track it accurately; otherwise I can mostly wing it by taking the real-world date (since we play once a week and PCs probably mostly delve once a week since all the DFRPG Town rolls are weekly) and changing the month name to the Archontean version.  The main need for dates in the game world is seasonal weather, and I just assume game seasons are roughly in sync with real seasons and use today's real-world weather in a city that's a decent analog in terms of latitude and terrain for the campaign location.

Finally, I'll mention the days of the week.  They are Basilsday, Lunday, Tothsday, Mitrasday, Tahsday, Horasday, and Demmasday.  So one for the emperor, one for the moon, one for Thoth (a greater god of the old pantheon, no longer popular), one for Mitra (new pantheon), one for Ptah (old pantheon), one for Horus (old pantheon, and not just unpopular but possibly dead), and one for Demma (new pantheon).  I just love the inconsistency; it feels like a silly jumble of historical accidents rather than something designed on purpose, just like the days here on Earth.

I guess if there's a point to this ramble it's that if you're trying to create a fictional world inhabited by humans, don't make things too neat and tidy.  Humanity is a mess of legacy systems and fiction should reflect that.

2025-03-06

Arden Vul Character Creation Rules

We're using Dungeon Fantasy Roleplaying Game as the base rules set.  Anything from the rest of GURPS will only be brought in with GM approval.  (I'm trying to keep this simple so that a new player with only the DFRPG has a chance to keep up.)

PCs at the start of the campaign get:
  • 125 points
  • -25 point disadvantage limit
  • Sense of Duty (Adventuring Companions) [-5] does not count against the limit
  • -5 point quirk limit
We are using the Five Easy Pieces character generation option from Pyramid 3/113 (also in GCS).  There are a bunch of 50-point templates and you get to pick as many of them as you can afford.  With 125 + 25 + 5 + 5, you can afford 3, unless you bought an expensive racial template and can only afford 2.  Disad points embedded in a Piece *do* count against the limit.  Any leftover points can go to anything on any of your Pieces, or any abilities that are not reserved to a particular template in DFRPG.  (Anyone can buy up their attributes, buy most skills, and buy most advantages.  But a some things are reserved for a particular template, like Halfling Marksmanship is only for Halflings and Turning is only for Clerics.  If you're not sure, ask.) 

The only available racial templates are dwarf, elf, half-elf, halfling, human, and Imperial Goblin.  (Links to someone else's worldanvil page.)

Human  (Pick Archontean, Thorcin, Wiskin, or Khumus as your native language)

Elf (Native language: Elvish)

Half-Elf (See both Human and Elf, and pick Archontean, Thorcin, Wiskin, Khumus, or Elvish as your native language.  If you were raised equally in both cultures, feel free to buy a second native language.)

Dwarf (Native language: Dwarvish)

Halfling (Native language: Archontean)

Imperial Goblin (New racial template below, and in GCS.  Native language Archontean.)

Imperial Goblin [0]
SM -1 [0]
Per +1 [5]
Basic Move -1 [-5]
HP +1 [2]
Night Vision 5 [5]
Resistant to Poison +5 [5]
Sharp Teeth [1]
Ugly [-8]
Social Stigma (Second-Class Citizen) [-5]

Everyone gets one native language for free as usual; which one depends on your racial template as listed above.  (If you don't pick a native language the default is Archontean, unless you're an elf or dwarf.)  The most commonly spoken languages in the area near Arden Vul are Archontean (more urban and ruling class) and Thorcin (more rural and working class).  It might be useful to speak both.  Mithric, the language of the ancient Archontean Empire, is currently dead as a native language but still exists as the language of magic, some religions, and some sages and scholars.  Spellbooks and scrolls are written in Mithric so all mages and clerics who want to be able to use them should know some Mithric.  It's allowed to take languages at Accented or Broken, for fewer points.  (In GCS, use the GURPS Basic Set version of languages instead of the DFRPG version to get these options.)

Starting money is per the DFRPG rules.  You can buy Wealth to get more.  You can also trade points for cash (only at the start not later).  You can start with any equipment from DFRPG: Adventurers (only) *except* plate armor, which doesn't exist in the setting.  (If there's some obviously common non-magical item you want that isn't on the list, like twine or a chicken, ask the GM.)  After the game starts, some equipment (special orders, magic items) may not be easy to find; you may need to make availability die rolls, or travel to a big city, or hire an enchanter...

Coins are different from those in DFRPG; we're using AD&D coin value ratios and the silver piece standard.  So a copper is $0.1, a silver is $1, an electrum piece is $5 (but that doesn't matter because nobody uses them), a gold piece is $10, and a platinum piece is $50.  You can mostly just use GURPS dollars and ignore the exact coins, unless you enjoy that kind of thing or find a hoard so big that the weight actually matters.  These coins are in GCS under Home Brew / Arden Vul Equipment.

There is one new perk for this campaign, Burdock's Valley Local [1].  (Also in GCS.)  If you take it, you've lived in the Burdock's Valley area long enough to know stuff; you get extra rumors and an area map and default Area Knowledge for the local area.  If you don't take it, you just arrived from somewhere else and have to ask NPCs for directions.


Religion in Arden Vul

Someone else already really nicely summarized the religions of the Arden Vul setting on worldanvil , so I'm going to link to theirs rather than making another one.

(If the link goes dead, let me know and I'll make a full page.)

There are only four full temples staffed by full clerics in Gosterwick (the closest town to Arden Vul, about a half-day's walk depending on how much you're carrying and how wounded you are).  If you think you might need clerical assistance in a hurry, you might want to focus on:

  • Demma (goddess of fertility and crops)
  • Heschius Ban (god of power; there's no alignment in GURPS but I hear disturbing things)
  • Lucreon (god of wealth and merchants)
  • Mitra (god of justice and contracts and defending the weak and paladins)

Gosterwick also features some small volunteer-run shrines to the other six major Archontean gods, some of the Archontean minor gods, and a few Thorcin gods.  These are nice if you're studying basic comparative theology, but not so great if you need a Cure Disease.

The larger town of Newmarket another three days to the south has temples to all of The Ten major Archontean gods, several of The Seventeen minor Archontean gods, most of the Thorcin pantheon, and the Wiskin god Odin.

Note that even though The Twelve are listed at the top of the page, they are no longer sponsored by the Empire and no longer have many worshippers.  Worship of Set is actually illegal, and Horus is presumed dead and is apparently no longer handing out spells to his few remaining clerics.  So PC clerics should not pick them, unless they want to Fast-Talk the GM into letting them pay for an Unusual Background.

The History of the Archontean Empire in 3 Maps

Here are 3 non-spoiler maps describing the rise and fall and re-ascendency of the Archontean Empire.  (These maps are copyrighted by the folks who made Arden Vul, but they let people download them for free so I don't think they'll mind GMs running Arden Vul sharing them with their players.)

The bottom map shows the Empire as of the current game year, 2993.





















2025-03-05

Announcing DFRPG Arden Vul

I've been going back and forth on which game to run next, and a couple of months ago I decided to try another fantasy megadungeon.  So I bought and read most of the available ones, and the one I liked the most was The Halls of Arden Vul, by Richard Barton, written for OSRIC (which is basically Advanced D&D First Edition with the beholders removed and carrion crawlers renamed).

I don't want to write a long review of Arden Vul here, because I don't want to spoil prospective players, but I will say that it's huge (1100+ pages), and has both a very well-done world with all kinds of interesting lore to discover and a huge dungeon full of interesting NPCs and monsters and traps and secrets, and it looks hard.

Anyway, I've got enough of the adventure converted to start recruiting players, so here's the general summary of the game that I'll share with prospective players.

  • I want to use Dungeon Fantasy Roleplaying Game (DFRPG) as the base rules set.  Assume anything in DFRPG is allowed and nothing else in GURPS is allowed, unless noted otherwise.
  • Despite being hard, Arden Vul is designed to start with first level D&D characters, so we need to reduce the starting power level.  I find that about half of the DFRPG default works well:
    • 125 points
    • -25 point disadvantage limit
    • Sense of Duty (Adventuring Companions) [-5] doesn't count against the limit
    • -5 point quirk limit
  • I'd like to use templates to simplify character generation.  The standard DFRPG templates are 250 points, so those won't work.  So I'd like to try Five Easy Pieces from Pyramid 3/113.  (They're also in the GCS master library.)  The idea is there are a bunch of 50-point mini-templates.  With 125 + 25 + 5 + 5 = 160 points, starting PCs will only be able to afford three Pieces (or two and an expensive racial template) rather than five.
  • The only playable PC races in this setting are dwarves, elves, half-elves, halflings, humans, and Imperial Goblins (new template, in GCS).  No cat-folk, no half-orcs or half-ogres, no gnomes.
  • Languages matter in this setting, and some PCs will need to take a second language, so I'll allowing languages at Accented and Broken levels to save points.
  • I will award XP for loot, exploration, and achievements.  A threshold level of loot (which will increase with character points) recovered and brought back to town will achieve 1 point, a great haul 2 points.  A significant amount of new territory explored will achieve 1 point, a great amount of exploration 2 points.  And then any major achievements will grant bonus points.  The idea is to encourage players to be bold and achieve things, rather than grinding slowly.
Beyond game rules, here are some high level ideas to see if this is the right game for you.
  • No spoilers.  If you've read Arden Vul or watched an Actual Play of it, you can't play.  Don't read reviews of it either as those tend to leak spoilers.  You can safely read this blog though; anything I post here is fair game.
  • This adventure is hard enough that you need a certain amount of caution to survive, so some experience with fantasy RPGs is good to have.  GURPS expertise is not as important, though any players new to the system should probably avoid spellcasters to start, and get advice from other players.
A brief introduction to the setting:
  • The world is called Magae, and the major power is the Archontean Empire.  
  • The old Archontean Empire was vaguely like ancient Rome, except centered on an island in the ocean instead of a peninsula in a sea.  The empire expanded to occupy all the nearby islands and also colonize parts of the large continent of Irthuin.  
  • 1200 years ago, the empire suffered a magical civil war, and the survivors withdrew from their colonies to fight over the home island of Mithruin.
  • Now the empire is again growing and re-occupying its old territories.  (Imagine Byzantium, if it didn't fall in 1453 and instead grew.  It claims to be the old empire, but everything is a bit different.)  Arden Vul was a city at the extreme frontier of the old empire, destroyed in the civil war.  Now the new empire's borders have extended to near the ruins of Arden Vul, and the small town of Gosterwick has been founded just a few miles from the ruined city, close enough to support adventurers trying to explore and loot the ruins and the dungeons underneath.
  • There are four major human cultures: the Archonteans (rulers of the empire, with a Byzantine feel), the Thorcin (the local population in this part of Irthiun, conquered then independent and now conquered again), the Wiskin (vikings from the northern islands), and the Khumus (horse nomads from far to the west).
  • There are also halfling and Imperial Goblin populations within the Archontean Empire.  They are fully assimilated into the empire, though the goblins are second-class citizens.
  • The are elven and dwarven kingdoms, outside the Empire.  They are fiercely independent and secretive, speak their own languages, and have their own religions (or lack thereof).  There are also half-elves, who might live in elven culture or in any of the human cultures, or straddle both.
  • The Archonteans offically worship ten major gods and seventeen minor gods.  The Thorcinga, Wiskinga, Imperial Goblins, and Halflings have their own pantheons (though some Imperial Goblins and Halflings worship Archontean gods).  Dwarves are monotheists and Elves are "spiritual but not religious" and lack clerics.  To simplify life for those who want to play clerics or other religious characters without reading too much backstory, only four of the major Archontean gods have temples in Gosterwick.
  • There is no plate armor.  This doesn't matter much.
  • It's a normal mana area.  Magic is well known, and studied and regulated by colleges.
  • The play area is called Burdock's Valley.  It's about 90 by 80 miles and contains the ruins of Arden Vul, the small town of Gosterwick (a half-day's march south of Arden Vul), the larger town of Newmarket (about 3 days further south), six small villages, and a couple of castles.  It's a frontier part of the Archontean Empire, but most of the inhabitants are Thorcin.
Logistics:
  • I'd like to run a weekly game.  Tentatively Friday nights from 8 pm - midnight North American Eastern Time.
  • I'd like 4-5 players.  More than 5 gets hard to run.  I'd like to play any week that the GM and a majority of players are available.  I'll poll players for availability each week on Discord, then announce whether we have enough for a game.
  • To avoid having to drag along inactive characters, I'd prefer that PCs return to a safe place each week, so it's easy to leave characters behind there.  To encourage that, I'll only award and allow spending points in safe places.
  • Software
    • Foundry VTT (GM already has a license; players just need a computer with a web browser) as a virtual tabletop (maps, character sheets, dice)
    • GCS (free, runs on Linux/macOS/Windows) for editing character sheets, 
    • Discord (free, runs on Android/iOS/Linux/macOS/Windows) for text and voice chat.
  • I'd like to run a voice game, so players need a microphone.
  • I'll do recaps of each session on this blog.  

Tip for Big Combats: Make a Table of When Reinforcements Arrive

DFRPG Arden Vul session 24a ended with the PCs in the dungeon, chasing retreating Settite guards down the stairs toward the Forum of Set.  S...