Zarban TTRPG

@zarbanttrpg.bsky.social

I write a lot of junk about old-school D&D. Zarban.com

thunderclap mushroom: Largish mushrooms that explode for 1d3 damage if stepped on, etc. If sliced cleanly (fail on 1 on d20), they become stable enough to carry & throw for 1d3 damage, but if you fall down, they explode. Primary ingredient in potions of growth & gaseous form.

Things that actually happened in medieval Europe you could use in your campaign: 🐖Animal put on trial for killing/injuring a human 🧑‍⚖️Trial jury asked to do its own investigating 🪙Outlaw buying a pardon from the king 🩻Executed criminal hanging in a gibbet for years ⚔️Trial by combat as an option

Thinking of making a rules-light RPG with a d20 central mechanic supported by pages & pages of tables of DCs for leaping a chasm, disarming an opponent, befriending a beast, etc. Class features then just give you a bonus on such things.

Warn players if they’re about to do something dumb. The player can’t see the scene in your head to know exactly where the monster is. The bonus is that they only have themselves to blame if they go thru with it.

Simple way to let the dice tell the story in a d20 system. Roll d20 & your damage die together: - If your modified attack can't hit AC 10, you missed entirely. - If it hits the opponent's AC, you do damage per the damage die. - If it's between 10 and the opponent's AC, then… (1/2)

How PCs get magic items should shift over time. 🎲At first, items are random (more fun if the PCs roll). 🗣️Then they hear rumors about items & can go after them. 🪙Then they can donate treasure for divine visions of where to find one they really want. 🤴Then a noble offers a powerful one as a reward.

I love history, but I don't want to play in a historical version of medieval Europe. I want to play in a fantastical version. And that means nothing that overly evokes the modern age, like flush toilets, general stores, & chocolate.

Why do you need to create factions in your cities? The early days of D&D had so many players that they created their own factions, which made for wild & woolly adventuring; the PCs should take sides or make their own faction. Alexandrian quoting Arneson's BLACKMOOR:

Many building on the map belonged to players & their henchmen, which created vibrant play between factions within the city.

Never have your PCs captured, no matter how cinematic it would seem. As almighty GM, you always have that ABILITY, but player agency is the point of the game, so there's an unwritten contract that you WON'T. Many players would rather their PC die.

When you roll up a random encounter with a creature, also roll up what it's doing... (1d6: 1=seeking something; 2=resting; 3=eating/drinking; 4=fleeing danger; 5=patrolling its territory; 6=doing the bidding of another).

There's an inherent advantage to theater-of-the-mind w/o opportunity attacks. PCs & monsters move around tactically. The great hall isn't that big; just rush a little & you can be anywhere. Use a battle mat for positioning, not Monopoly movement. Combat is dynamic, not static.

Some RPG designers want to perfect the mainstream concepts according to their taste. Others want to blaze a quirky new trail thru the wilderness & produce something brand new. The former is just going to be more popular, especially if they're known from YouTube and/or supplements or other games.

A good way to handle monsters is to say "rock trolls" & "forest trolls" have different abilities & vulnerabilities. Martial characters have "monster lore" skill & can roll to identify the creature as "rock troll with X abilities" or just "troll of some kind". No more "Troll? Hit it with fire!"

I think a good way to manage encumbrance is by saying "you have item slots equal to your STR" but also "here are kits that equal 1 item": 🕯️ flint & tinder, 2 candles, 2 torches 🔥 6 torches 🔨 4 spikes, 1 hammer ✒️ chalk, pen, parchment, ink 🍖 3 days' food 🛠️ thief tools, dice, gloves, glob of grease

I really think low-level adventures should have low lethality. More puzzles than traps (cross the open pit/watery pool; figure out the gate levers). Info from fun NPCs along the way. Really basic monsters (giant rat, large spider, skeleton). Just 1 or 2 intelligent foes. More wonder than danger.

The heart of old-school RPGs is solving puzzles, traps, & mysteries in the adventure. Modern RPGs make character creation & combat so convoluted that players solve the system (character builds for max dmg) more than the adventure--especially if the adventure is mostly combat.