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Relax and enjoy the crawl: how CSI-esque behavior by the players can spoil the dungeon crawl experience

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Relax and enjoy the crawl: how CSI-esque behavior by the players can spoil the dungeon crawl experience If there’s something that I don’t like anymore, over the years of playing and running OSR/OS games (and I don’t know if I ever liked it) is: the fear of exploration due to traps and surprises during the dungeon crawling. When players understand the playstyle and how ten foot pole exploration works, it can often cause the real focus of exploration in the dungeon crawl to be lost. Of course, this is all according to my experience and opinion. What I think is best about the dungeon crawl is the exploration experience itself. And by exploration I mean: looking at how and why this structure exists geologically, architectonically, socially and how it was organized around that. When someone wants to visit/explore, even as a tourist, a new (possibly dangerous) place, something like the history of the place and its origin and even a contemplation of the environment to

Stacked Tower - Wizard Tower Generator for MiniBX

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Stacked Tower This is a tool to generate a wizard tower by stacking dice, it can be played in a solo mode or with a group of players. For this, traditional dice sets (d4, d6, d8, d12 and d20) must be used, and each die will generate a specific tower room. The type or number of faces of the die will represent the type of room( d4 - the wizard’s chamber, d6 - sample deposit, d8 - the observatory, d12 - the library, d20 - laboratory), and the roll itself will determine the content of the room. The Stacking Mechanic. The dice should be stacked in any order (except for the d4, which I think should be the last one to be stacked, as I couldn’t think of a way to stack other dice on top of this particular one.) The players should take turns at stacking the dice. Touching only the die that will be stacked. If the dice pile falls, the tower collapses. This should represent the thrill of exploring a ruined but still active tower. Players can spend 1 save (only o
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Game Design Choices fo MiniBX Hello friends, as you people probably noticed, I’m running an itch funding for my new game MiniBX here . It is an attempt to make this game, already released in Portuguese, a real thing in English as well. I ran the playtest, or the first play of it, with my kids, and also in a Neverland mini campaign with close friends. It ran well and, of course, some adjustments were made during the sessions, so the English version is a bit different from the Portuguese one. I can’t lie that it has been some time since I engaged in a big campaign of this game, or played several sessions, so I kinda forgot what my design choices were. But, the recent reviews of the game made me remember that it is kind of a cool game with some interesting design choices. So I will try to write about the most important design choices here. Of course this is an attempt to get this game funded and all its awesome stretch goals, so if you like this idea back it, it w

The Lock and Key Dungeons

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I was recently trying to make a dungeon for a module I was writing, but I wasn't happy with the initial dungeon at all. From the suggestion of one of the editors I decided to redo it, which brought me this thought about how to make a dungeon with puzzles related to the narrative/exploration and having it be tied to the story in a meaningful way.  Initially the idea is very simple, we would have a key that would open a door or a location in a dungeon. But in fact, both the key and the lock would be metaphors. The meaning of these metaphors could reframe this simple concept. There would then be some categories, which I will try to explore below. Some examples of keys: Lore, Power, Exploration, Interaction/Alliances , but they are vast. All these "keys" would then open "locks" of places in the dungeon to be explored, in the broadest sense of the word, and all of them would also be attached to the meaning of it’s key. The Lore Key Lore itself can open hidden or loc

Narrative Elements for Solo Dungeon Crawling

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  I'm pretty new to solo RPGs, and, as in conventional RPGs, my favorites are solo Dungeon Crawling ones. I am really not trying to make a discourse out of it and I´m not gonna talk about it here, but imo, generally, dungeon crawling systems are not the most narrative heavy RPGs in all its facets. But yeah, I really think that all RPGs need narrative elements in order to not become a board game, and again I also do not have a problem with them.  On my initial evaluation, all solo dungeon crawl games (my own included) are (and have to be imo) heavily procedural, and, despite my little experience with these games, I've always had difficulties implementing narrative elements in this procedural tangle. I know that this aspect is very subjective and that I may be doing a paradox of creating a mechanical procedure to implement narrative elements, but I need that and decided to share it with you. What I'm going to try to implement here is a journaling aspect along with the generat

Wilderness Challenges - A short rule and some insights about wilderness exploration.

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In another short trip to the countryside of my state in Brazil, I was lucky enough to visit one of the most beautiful and isolated waterfalls I have ever seen. In my perspective, the reason for its isolation is that it is very, very hard to reach there.  Of course, my RPG mind made some parallels and tried to figure how to transfer the challenge/adventure I have lived, to a game mechanic. Most wilderness encounters in d&d-like games are monsters, some modules have some odd places, climate challenges, and of course they all make a lot of sense.   But if we consider the OS/OSR paradigm that the characters are not heroes but common people, as I indeed am, I can tell that a trail like this can be very difficult and challenging, it surely can cost the characters lives. All I am asking is for any wilderness random encounter table to have a 10% chance of A WILDERNESS CHALLENGE, and, of course, I will describe below a proto rule for it. (Yes, I am aware of the cool 4e rule of skill challen