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What Child Is This?: Remix for Cairn
Published September 1, 2025
You can skip my preamble and go straight to the remix below.
A few weeks ago at Play the Bay Manny ran Nate Treme's What Child is This? using Cairn. It's a fun little adventure, centered around the task of delivering an unusual baby across a large territory. Manny ran a punchy game - he was great at managing spotlight, the encounters moved quickly, exciting things happened. I thought it would be a good introductory adventure for some new players I was going to GM for, so I picked it up.
What Child is This? comes in a two-sided one sheet with the following content:
- A small 6x4 hex map of a region at the edge of a desert with three steadings, a forest, a pasture and a small dungeon.
- 20 random encounter descriptions (no statblocks, just D&D Monster Manual references).
- A 4 room dungeon.
- A description of a magic baby.
Manny graciously passed me the statblocks he used, ribbing me for thinking that I could run the adventure better. I really like his additional notes. He had suggestions for spell lists for wizards in the scenario that could make for different types of encounters; ways to put little spins on some of the random encounters to make them more horrifying or distinct. It was inspiring to read someone else's prep notes, because I do it so differently.
I made some additions myself. Since it was my first time running Cairn, I attempted to make some modifications using Cairn's wilderness guidance. I added statblocks for creatures Manny didn't convert over. I added some extra areas and decor to the dungeon in the adventure. On the fly when running the game, I used a dice pool mechanic for the baby's disposition.
This was the first game I ran with a lot of reliance on random encounters. It was great, I'm planning to do more play based on random tables in the future.
What Child Is This? Cairn Remix
Contents
- Scenario Hook
- The Baby Die pool
- Map Distances
- Tomb of the Owl Lord Remix
- Statblocks
Scenario Hook
There's no significant hook in the adventure, which is totally fine if you're dropping this into a campaign. The existing hook is straight forward, something like, a princess asks some adventurers to deliver a child to a distant city. Running this for a new group as a one- or two-shot, I wanted a stronger hook.
I use the prophesy from the adventure, that it has been foretold that a blue owl will drop off the baby the night of a meteor shower. From that, I tell the players that their characters are acolytes of a religious order, and I have them flesh it out a little.
- What is core tenet of this religious order?
- What symbol represents this order to others?
- What brought you to join the order?
- What belief or aspect of the order challenges your personal belief system?
The group I was playing for all knew each other, so they had fun making up a tree cult for them to be stewards of.
The Baby Die Pool
I used a growing die pool to see if the baby gets upset. The die pool starts empty. When I want to check if the baby is upset, add 1d6 and roll all the dice. If there are any 1s, the baby gets agitated (triggers some troubling effect) and you empty the die pool. GM's choice as to when to check.
I would like to maybe come up with a few more negative effects the baby could have. The baby repeatedly crying and impairing everyone is good (players can even learn to manipulate the baby to turn the effect against enemies) but it'd be nice to be able to mix it up a little.
Map Distances
The module suggests one encounter (essentially, one watch) per hex for travel. Manny did that, and it worked great. To learn the Cairn wilderness procedures, I did a conversion to a point crawl. The travel times are the same on the road (1 watch per hex) but are longer when off-trail.
- Holluck to Sultan's Oasis - 3 Watches
- Holluck to Cricket Forest - 3 Watches
- Holluck to Tomb of the Owl Lord - 4 Watches
- Sultan's Oasis to Tomb of the Owl Lord - 3 Watches
- Sultan's Oasis to Cricket Forest - 2 Watches
- Sultan's Oasis to Cortezia - 3 Watches
- Sultan's Oasis to Shepherd Camp - 3 Watches
- Cricket Forest to Cortezia - 2 Watches
- Cricket Forest to Shepherd Camp - 3 Watches
- Cortezia to Shepherd Camp - 2 Watches
I tried to run the Cairn wilderness procedures for weather and getting lost, but it was a bit tough to take it all on. I think I wouldn't bother if I were to run again because the module's encounters consider most of the different aspects of Cairn's procedure (dangerous encounters, discoveries, weather changes).
Tomb of the Owl Lord
The tomb is a mostly linear dungeon crawl. Using the location generation procedure from Mythic Bastionland, I added two rooms for flavor (Areas D0 and D3) and modified some connections between rooms. I also added some additional elements to rooms in the module (Areas 1-4).
New Map
Here's a weird ASCII map. Yeah, I should just draw it out.
##### KEY
=> Entrance
V Secret Entrance
=== Clear Path
=/= Path with Obstacle
--- Secret Path
\ Indicates Path between levels
/ Indicates Path between levels
##### DUNGEON LAYOUT
=> Area D0
\ V
=== Area 1 =/==/= Area 2 =/= Area D3
\ /
--- Area 3 ===
\
=/= Area 4
Area D0 - Nest of Honor
A cave filled with dry brush, that appears to be well tended. Someone has tromped through recently, revealing a cave leading further into the mountain. Etchings and paintings on the wall show great deeds of the Owl Lord.
Paint the Scene: Looking at the wall paintings, what scene or deed stands out to your character?
Area 1 - The Well
These notes are in addition to, and modify some of the module's description.
- Along the walls are six owl pellets the size of small barrels. They can be cut open. Three contain whole imp skeletons. One contains an imp caught in a bear trap. Another pellet has a bear trap in it. Another has a bear trap with a key (this trap can trigger).
- Inside the stone well, just out of arms reach, is a pile of typical owl pellets and old dried mouse skeletons. The contents are an illusion, and the well connects to Area 3.
- There's a door on the other side of the room, locked. Key is in the pellet above.
Area 2 - The Gallery
These notes are in addition to the module's description.
A stand with a dusty closed book. A corridor on the other side leads downwards. A stone door appears to be carved into the wall.
- When opened, the book begins to hoot, reading the book aloud. The text is essentially a ledger, recording the lineage and deeds of the Owl Lord. If written in, it can be used to communicate with owls.
- If the PCs use the baby or sign of the baby near the door, it will open to Area D3 - the Overlook.
- There can be a secret entrance/exit here, if characters search or get tipped off to one. Perhaps behind a large portrait.
Paint the Scene: These paintings don't show the deeds of the Owl Lord, but the indulgences of his private life. What do these paintings reveal that his devotees may prefer not to know?
Manny's Note: Ghost will opportunistically attack and possess a PC or NPC in order to sell the rug. Once the rug is sold, it will pass on to the next life. There's probably a really weird interaction you could do if it tries to possess the baby.
Area D3 - The Overlook
From here, it's possible to see all of the Dune Sea. To the city far off in the distance; the much nearer Oasis, the Cricket Forest abutting the mountain range, and humble village where your journey began. More pellets are located here.
- The pellets contain 2 rations for each PC.
- This is a safe place to rest - the baby can keep it closed.
- Could have an encounter here: owl coming to anoint the remains of the dead in Area 3.
Campfire question: Everywhere you've gone, there has been interest in this child. This is a moment where the Dune Sea appears calm. What soothing landscape or scenery are your eyes drawn to when overlooking the region?
Area 3 - The Anointed Hollows
These notes are in addition to the module's description.
Set into the walls are the remains of owls who served the Owl Lord. Beaks, bones and claws rest in small piles of fresh pine needles. Inside, a Cultist, Imp and Spined Devil argue whom among them is the most fiendish. When PCs are spotted, trio agree the PCs are most fiendish.
Area 4 - The Sarcophagus
These notes are in addition to the module's description.
Campfire Question: Have you looted a tomb before? How do you feel about having done so?
Stat Blocks
I'd never run Cairn before. Luckily, Manny supplied me with a bunch of stat blocks, and I made a bunch up on my own. Some are from the Cairn Warden's Guide.
Incarnated God Baby
1 HP, 3 STR, 3 DEX, 16 WIL
- An immortal god chosen to incarnate as human.
- Sleeps 16hrs/day in 2-4 hour spurts.
- Ethereal Crown: Has an ethereal crown floating above its head. Requires magic to see it.
- Chilling Wail: Those who hear it crying must make a WIL save or be impaired.
- Giggle & Coo: Anyone who hears this must make a WIL save or refrain from any hostile actions for 1 round.
- Bless: Give 1 temporary HP to a visible target.
- Baby's Aura: When cared for, the bay bestows these benefits upon the hosting party:
- Recover 1 STR, DEX or WIL each sunrise
- Animals will not be hostile to baby or party
- The child reveals illusions
Archangel
14 HP, 2 Armor, 18 STR, 14 DEX, 16 WIL, greatsword (d10, bulky)
- The archangel is checking on the child's health, will be upset if it's hurt, pleased otherwise.
- Stunning Presence: Upon seeing the archangel, everyone makes a WIL save. On failure, must kneel in the angel's presence.
- Insect Plague: A massive swarm of crickets. d6 damage when in swarm. When damaged, make a panic check.
- Healing Touch: Restore d6 stat
- Raise Dead: Can restore a dead creature to life, impaired with 1HP and 3 fatigue.
Bandits (from Cairn 2e Warden's Manual)
4HP, 1 Armor, 11 STR, 12 DEX, 10 WIL, shortsword (d6) or shortbow (d6)
- Detachment: 4 or more make a detachment (all attacks by PCs impaired, all detachment attacks enhanced and blast). There is a leader with 2 Armor and Longsword (d10) or Crossbow (d8, bulky) and WIL 13.
- Loyal: When testing morale, use leader's WIL (13). If leader dies, all flee.
Barlgura
12HP, 1 Armor, 18 STR, 14 DEX, 15 WIL, bite (d10), fists (d8+d8)
- Running Leap: Jump really far
- Phantasmal Force Spell: Force an illusion upon someone; they can pass a WIL check to shake it off. The illusion can do damage (d4+d4)
- Entangle: Grasping plants sprout from the ground. STR (or DEX?) save to not be entangled, then STR save to escape the grasp.
- Spells: Disguise self, invisibility (self)
Cultists
4 HP, 11 STR, 10 DEX, 13 WIL, dagger (d6)
Demon Hunter
10HP, Armor 1, 14 STR, 10 DEX, 14 WIL, mace (d8), radiant flame (d8, blast)
- Spells: Light, Thaumaturgy, Healing word (heal 1d4 or a condition)
- Spirit Guardian Spell: Spirit guardians fly around you, damage d12 to enemies. Enemies make a WIL save upon entering to avoid impairment. Spell ends when hit.
Dune Stalker
12 HP, 1 Armor, 16 STR, 14 DEX, 12 WIL, gore (d10)
- A demon lord, accompanied by 1d6 Imps
- Stench: nearby targets must make a WIL save or be impaired for D4 rounds until they can make another WIL save
- Crit Damage: Consume part of the target
Ghost
8HP, 6 STR, 12 DEX, 15 WIL, phasing (d6), withering touch (d8)
- Incorporeal: Only vulnerable to magic and anointed rites
- Horrifying Visage: Make a WIL save or panic at the sight
- Critical Damage: WIL save or get possessed by the ghost.
Giant Cricket
2 HP, 6 STR, 12 DEX, 3 WIL, bite (d6)
- Spring: can leap high into the air
- Blend into Forest: Natural coloration allows them to blend
- Screech: When threatened, sound of a gigantic violin. WIL save or impaired for the round.
Giant Roaches
3HP, 1 Armor, 6 STR, 14 DEX, 3 WIL, bite (d6)
- Crit Damage: Target is impaired due to poison
Gorpa the Evil Priest
8 HP, 1 Armor, 10 STR, 14 DEX, 12 WIL, mace (d8)
- Travels with Cultists.
- Rot spell: d4 STR loss
- Raise Dead spell: Turns corpse into skeleton
- Manny's Suggestion: Use Cultist statblock but play them as Villagers that are under Gorpa's control because he can control skeletons. They're screaming for help while attacking.
Imp
4 HP, 8 STR, 14 Dex, 8 WIL, trident (d6)
- Spells: Shapechanging, invisibility
- Devil's Sight: Darkvision
Snakes
5 HP, 10 STR, 14 DEX, 6 WIL, bite (d6)
- Giant, poisonous. Tracks victims with heat and smell. Antitoxin can be made from their poison sacs.
- Crit Damage: Poisoned. Die within d12 hours unless cured. (The baby can cure this, esp if the poisoned PC was kind to the baby.)
Soldiers
Manny's Suggestion: The "Five Soldiers..." encounter refers to an undead king. So use undead soldiers!
Wight
7HP, 2 Armor, 16 STR, 8 DEX, 12 WIL, longsword (d10)
- Indicate low dex: stiff, jerky, off balance
- Crit Damage: STR loss is permanent (baby can heal this)
Zombie
2HP, 12 STR, 6 DEX, 3 WIL, slam (d6), nails (d6)
- Mindless: Immune to all mind-influencing effects.
- Undead Fortitude: Will rise again if not utterly destroyed.
- Critical Damage: Target infected and deprived. They become a zombie in d4 days without a healer. (baby can heal this)
Spined Devil
8HP, 1 Armor, 10 STR, 15 DEX, 11 WIL, bite & fork (d6+d6), tail Spine (d6, ignores armor)
Valzifak the Wizard
8 HP, 9 STR, 11 DEX, 16 WIL, dagger (d6)
Manny's suggestions for spells:
-
Spells for a more puzzly encounter
- Fog cloud: obscure an area, confuse targets
- Objectify: turn into a common object, can be brought along with party
- Wizard mark: with diamond dust and pigment, marks something
-
Spells for wacky combat
- Magnetic spells: Tether, repel, attract, push, pull
- Make things fly with magnetism and kinetic force. The rug can swoop around and maybe snatch the baby while this spells are taking effect.
Valzifak's Rug
4 HP, 8 STR, 10 DEX, 10 WIL, smother (d6)
- Magically animated. Appears to be a normal rug, until it moves.
- Wrap: Incapacitates a target. A wrapped target loses d4 STR at start of round. When rug hit while wrapping a target, damage is split 50/50 between rug and wrapped target.
First Complete Set | Card Backgammon
Published February 14, 2025
Previous update: projects/card-backgammon/2025-01-31-retreat-cards Next update:
Making up more cards for Card Backgammon. This makes a full set for now, I'm hoping to print them and try them out with a friend.
What's new
New cards are ==highlighted==.
A "REACT" card, which I'm unsure about, but why not just try it.
An attack card - that causes your opponent to discard. Probably could use more like that to mix things up.
A Keep in Play card that triggers on discard.
A weird card that redistributes pieces in your homeboard.
Doubles cards that may be fun.
2 each of these:
- (1) (2) -OR- If you have a piece on the bar, play another card then advance (1) (2).
- (1) (3) -OR- Keep this in play. When your opponent finishes playing a card you may discard this to take that card into hand.
- (1) (4) -OR- If you have a piece on the bar, draw a card and choose one: advance (1) or advance (4).
- (1) (5) -OR- Retreat (1) (5) then your opponent retreats (1) (5). Draw 2 cards.
- (1) (6) ==-OR- If no opponent's pieces pieces are in your home board, distribute your home board pieces evenly in your home board (starting from point 6 to point 1 repeatedly).==
- (2) (3) ==-OR- REACT: When you send a piece to the bar, discard this to play a card.==
- (2) (4) ==-OR- Keep this in play. When you discard a card, discard this to draw 2 cards.==
- (2) (5) ==-OR- Draw a card, your opponent discards a card.==
- (2) (6) -OR- Draw 2 Cards
- (3) (4) -OR- Keep this in play. When you send a piece to the bar, discard this to draw a card and play it.
- (3) (5) -OR- Do this twice: retreat (2) then advance (5).
- (3) (6) -OR- Discard a card to draw 3 cards.
- (4) (5) -OR- Play a card from your hand, returning it to hand when done.
- (4) (6) -OR- Leave this in play. After playing another card, you may discard this to play that card again.
- (5) (6) -OR- Send an opponent's blot in your home board to the bar.
And one each of these:
- (1) (1) (1) (1) ==-OR- All stones on a point you control advance (1).==
- (2) (2) (2) (2) -OR- Keep this in play. The first time you bear off a piece, play 2 cards.
- (3) (3) (3) (3) -OR- Draw 3 Cards
- (4) (4) (4) (4) -OR- All stones on a point you control retreat (1). Draw a card for each stone that retreated.
- (5) (5) (5) (5) ==-OR- Advance (7) (8)==
- (6) (6) (6) (6) -OR- Advance all your pieces on the bar to one empty space in your opponent's home board.
Retreat Cards | Card Backgammon
Published January 31, 2025
Previous update: Next update: projects/card-backgammon/2025-02-14-first-complete-set
A brainstorming for more cards for Card Backgammon.
Recall:
- playing a card, you can expect to advance 8 pips.
- cards are "worth" 4 pips, and the ability "play a card" is also "worth" 4 pips.
New terminology: retreat You can advance pieces (normal mode of play). I'm adding retreat - you move your stone backwards using same rules as advancing (you can hit a blot, you can't land on an opponent's made point).
Expanding upon projects/gentle-games/2025-01-13-card-backgammon. New cards are ==highlighted==.
2 each of these:
- (1) (2) -OR- If you have a piece on the bar, play another card then advance (1) (2).
- (1) (3) -OR- Keep this in play. When your opponent finishes playing a card you may discard this to take that card into hand.
- (1) (4) ==-OR- If you have a piece on the bar, draw a card and choose one: advance (1) or advance (4).==
- (1) (5) ==-OR- Retreat (1) (5) then your opponent retreats (1) (5). Draw 2 cards.==
- (1) (6)
- (2) (3)
- (2) (4)
- (2) (5)
- (2) (6) -OR- Draw 2 Cards
- (3) (4) ==-OR- Keep this in play. When you send a piece to the bar, discard this to draw a card and play it.==
- (3) (5) ==-OR- Do this twice: retreat (2) then advance (5).==
- (3) (6) -OR- Discard a card to draw 3 cards.
- (4) (5) -OR- Play a card from your hand, returning it to hand when done.
- (4) (6) -OR- Leave this in play. After playing another card, you may discard this to play that card again.
- (5) (6) -OR- Send an opponent's blot in your home board to the bar.
And one each of these:
- (1) (1) (1) (1)
- (2) (2) (2) (2) ==-OR- Keep this in play. The first time you bear off a piece, play 2 cards.==
- (3) (3) (3) (3) -OR- Draw 3 Cards
- (4) (4) (4) (4) ==-OR- All stones on a point you control retreat (1). Draw a card for each stone that retreated.==
- (5) (5) (5) (5)
- (6) (6) (6) (6) -OR- Advance all your pieces on the bar to one empty space in your opponent's home board.
Card Backgammon
Published January 31, 2025
A backgammon variant using cards instead of dice. Conceived of during the Gentle Games Habit. Here are updates since the original idea.
- 2025-01-31 Retreat Cards | Card Backgammon
- 2025-02-14 First Complete Set | Card Backgammon
Gentle Games Review
Published January 26, 2025
This is not a game, but an update on the Gentle Games Habit
I missed two days in a row unintentionally, which is marking the end of this experiment for myself. So now, it's time to review.
Why did I do this project?
This year, I have a personal goal to design a game that I'm proud of. My intention with the Gentle Games Habit was to get me started on the path towards that goal.
I just wanted to make up some games, learn from the experience, and get into a habit of thinking about games in this way.
Will I make my game this year? We'll see. But regardless, this experiment felt like it got me going.
Why did I stop?
Life is full
Simply put, I'm just busy. I run a small business. I'm in a relationship. I'm trying to get enough rest and sleep. I also like to play games.
I'm working on other habits too: reading, meditation. Reading has been a consistent one because I do it in the morning daily. Meditation and game design have been less consistent because I have been stealing time when I have gaps in my day. On a day with no gaps, no practicing that habit.
Because of... games
The other reason I missed two days in a row is because I've been preparing to GM Blades in the Dark, which I've never played before. Since I missed days in preparation for running a game I don't feel bad about breaking my streak, which is great. In truth, breaking my streak because I was prepping a game feels like a validation of the project. I do have a habit of attending to games at the moment.
Too many ideas
The other reason I stopped is because it was too demanding to make new ideas at that rate. Strangely enough, it got harder as I started setting more time aside. Five minutes is great to try to make up something small and weird. Fifteen minutes has an uncanny valley quality to it - too short to develop an idea significantly, but too long to write a short idea. When I started doing longer writing sessions, the games become more like concepts or frameworks, and I just wanted more time.
The other thing about the volume was that it was more than I could playtest. I playtested four of the games, and another was based on a scenario I made on the fly for an RPG I ran last month. If I can trap some friends in a room for a few weeks I can force them to have a not-so-gentle playtesting habit, that'd be useful.
What did I gain?
I thought about games a lot this month.
I made up a bunch of little games.
I learned about games
Sometimes obvious things. But the obvious lessons were sort of the best - it took the learning out of the abstract and into the experiential.
Like, you don't need someone to tell you that it hurts to get knocked on the back of the head with a 10-foot pole. You already know it's true. But if someone hits you on the back of the head with the 10-foot pole, you will have better knowledge of how it hurts.
From playtesting Even-Odd Dice, I learned the obvious lesson that the more dice you throw, the more likely they'll move to the average. I've done the math on dice odds so often while playing games, so I've thought this kind of thing through. But the experience of throwing tons of dice and seeing how they end up so close to a 50/50 even/odd split was different and cool to experience. And less painful than the 10-foot pole.
I have some projects to work on more
I came up with at least two projects I'd like to put more effort in.
Though it's not so original, I'm excited to make a complete set of cards for Card Backgammon. I just need to set some time aside to work on it more.
Invasive Species is the first game I started designing that felt like there could be something interesting in for a board game, so I'm hoping to experiment more with that.
I'm not sure if I'll do it, but I'd like to flesh out The Egg of Gungyria into a tiny RPG or scenario that could go into other games. A few other games were things I'd like to integrate into something at some point: Flashback RPG Structure, Character Cache, House Maker.
I also did a few games based on "I cut, you choose": Cake Slice Rummy, Paper Pentomino Stacker, Clear Bag Burglaries. I don't know that any of them have anything there, but I feel like the "I cut, you choose" mechanic could make a good game somewhere.
How'd it feel?
I'm really glad I did this! As outlined above, I learned a lot, and I have some follow-up projects. So it feels like a victory for me.
It also reminded me of how much I like publishing online. This month I also did an overhaul of this website. So to have a habit of writing on my website was also a big positive for me.
Chasing Windmills
Published January 23, 2025
Written January 23, 2025 in 16 minutes as part of the Gentle Games Habit
An RPG for two players. One plays as the Visionary, the other as the World.
The Visionary describes a heroic character and a feature of the fantastic world the character is in. This character is hallucinating.
The World takes the hallucinatory description and frames it in a real world context and setting. This player describes how the real world reacts.
The Visionary describes how their character sees this real world response, and then describes their response.
Play continues back and forth until there is some resolution.
d36 Hallucinations
Die 1 | Die 2 | Result |
---|---|---|
1 or 2 | 1 | Giant |
1 or 2 | 2 | Rocket |
1 or 2 | 3 | Firebreathing Slug |
1 or 2 | 4 | Centaur |
1 or 2 | 5 | Wall of Brambles |
1 or 2 | 6 | Road leading into the sky |
3 or 4 | 1 | Howling rabbit |
3 or 4 | 2 | Floating humanoid mushroom |
3 or 4 | 3 | Tree canopy taking up the whole sky |
3 or 4 | 4 | Fleas everywhere |
3 or 4 | 5 | A string leading to god |
3 or 4 | 6 | A blowhole in the earth |
5 or 6 | 1 | A metallic steam demon |
5 or 6 | 2 | A person with a wheel instead of legs |
5 or 6 | 3 | A mile-long slip-n-slide |
5 or 6 | 4 | Giant toenails growing out of the earth |
5 or 6 | 5 | One thousand cats |
5 or 6 | 6 | A talking washing machine |
Suit Seekers
Published January 21, 2025
Written January 21, 2025 in 15 minutes as part of the Gentle Games Habit
Game for up to 4, using a deck of cards.
Setup
Remove the Jacks, shuffle them and distribute to each player. Keep it hidden.
Shuffle the rest of the deck and distribute into 8 piles, 6 cards each.
Player's Turns
On your turn, you may do one:
- Explore a pile
- Play a card
Explore a Pile
On your turn, choose a pile to explore. Look at the cards and take two.
Play a Card
Number cards stay in play in front of you. At the end of the game they are scored for points.
Aces, Queens and Kings stay in play in front of you, but they are not worth points. Instead, they trigger a special ability:
- Ace - When played, take a Queen or King into hand from in front of another player.
- Queen - Take a red card into hand from in front of each player. Discard a card for each card you took.
- King - Take a black card into hand from in front of each player. Discard a card for each card you took.
When discarding for the King and Queen, you have to discard even if it means discarding the cards you picked up.
Game End
The game ends when there are a number of empty piles equal to the number of players.
Scoring
All the number cards you have in play are worth their rank in points. Reveal your Jack. Those matching your Jack's suit are worth double.
Flashback RPG Structure
Published January 19, 2025
Written January 19, 2025 in 14 minutes as part of the Gentle Games Habit
Perhaps less a game at this point, more a structure for an RPG - as presented can be used with another system.
The game will be played with 2 sessions more than the number of players. The first and last session are two parts of an encounter with some sort of threat - could be a villain, the development of a technology, a political event, a monster. Between these sessions, each session is a flashback to the past, centering one of the characters.
Hold a "Session Zero" with your players. Do the following.
- Make characters using your game system. When making characters, give the characters a shared history together - could be family members, escaped prisoners, criminals, heroes, or anything else you choose. But they have history and reason to be together (this keeps characters involved in all flashback sessions).
- For each character, pose a binary question about the character. This question will get answered during this character's flashback session. Make the question about the character's values: Is Bingus the Gnome a family man or a loner? Does Bingus care more about money or people?
- As a group, collaboratively describe the main threat, and why each character is invested in it - this could be to thwart it, or possibly to support it.
- Come up with a binary question about the threat. It'll probably be: does the threat come to pass? But feel free to get clever.
First session (could be held immediately after Session Zero):
- Frame this first session to be in the action.
- End at the point when the question is clearly up for grabs.
For each character, hold a Flashback sessions:
- These sessions take place in the past (as compared to the first/last sessions).
- Frame the session such that it will put the character in a situation that answers the character's question.
- All characters can and should be involved in the story.
- End the session when the character has made a choice revealing their value.
Final session:
- Return to the initial conflict.
- Hold a scene where the character's can plan and discuss what they'd like to do.
- Play the story out so we can discover how the story ends.
Character Cache
Published January 17, 2025
Written January 17, 2025 in 13 minutes as part of the Gentle Games Habit
A mini-game for character creation.
Political turmoil and climate change threaten your home and your safety. You and the people you love are doing what you can to prepare. Amongst other dreary tasks, you're preparing caches of supplies in your region so that you can access them later if you must suddenly leave your home.
In the first cache you've stored basics for survival. There's space enough for a suitcase of personal items. Name and describe the things that are personal to you that you keep there. For example, anyone might keep clothing. Which clothing do you keep, and why?
The second cache you establish is smaller. Basics are present. Here, you can keep a shoebox. What special trinkets or tools, mementos or magazines do you keep here? Where and when did you get them? Who do you associate with them?
Your third cache is more tightly packed. The only additional thing you can add here is a manila envelope. What have you hoped to preserve there? Government documents or old family photos? Personal journals or childhood drawings?
Use these choices to explore your character's relationships and attitudes.
Monster Builder
Published January 16, 2025
Written January 16, 2025 in 12 minutes as part of the Gentle Games Habit
An exquisite corpse like game for a group of people to describe monsters or beasts for a tabletop roleplaying game, or just for the joy of it.
Everyone gets a sheet of paper. They answer the prompt based on the previous responses (if any) and their imagination. They then pass the sheet on to the next player so everyone can answer the next prompt.
- Name something the beast does - a single verb is best ("breathe" as opposed to "breathe fire"). It's ok to be mundane ("walk", "climb").
- Name what the beast does the above action with - go with your second thought if possible.
- Why does it do what it does? What is its motivation?
- Draw this part of the monster doing it's thing.
- Decide: is the monster done? If not, return to step 1 to keep working on the monster. If it is done, you can break until the next monster comes your way or start a new one at step 1.
If stuck on any prompt, think of a person, animal or other creature you know and ask how and why it does what it does.