I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Sunday, April 13, 2025

Should you PAY your GM?

Let's start with the conclusion: GM-for-pay is okay.

In other words: there is nothing wrong with paying someone to run a game for you, or charging people for a game you're running.

I say that with some certainty but little experience: I always GM for free. 

I GM for my friends, on my schedule, using the system and adventures of my choice (always with some player input). I buy the books I want, and everyone in my group helps me as needed. 

On the other hand, a GM-for-pay typically runs games for strangers, often using the most popular system (like D&D 5e) and well-known settings. A group of friends can often negotiate a situation in which they can all play together with a stranger DM.

I think GM-for-pay makes sense for several reasons. 

Preparing a module like Tomb of Annihilation or Curse of Strahd takes considerable effort. There is an important distinction here: I think learning settings and modules takes work. It can be fun, but the real fun as a GM, at least for me, is running the game with the players.

[And I found running ToA way more fun that just generating a dungeon randomly or whatever. It was worth the effort. But there was an effort].

Once a GM learns the material, they can run it countless times. While it remains exciting for new players every time, the GM might lose some of the fun because there is no sense of discovery that comes with experiencing it for the first time.

And, in a way, I feel bad that some of this effort is wasted: all the unexplored rooms, all the things that could have gone differently, etc. Running the same thing multiple times is interesting, It is just not as fun as doing something new. And, since you can't usually run the same module to the same people twice, you have the additional effort of finding new people if you want to do that.

There are also practical matters, such as buying setting books, paying for subscription apps, etc. These responsibilities usually fall on the shoulders of the GM. At the very least, it is fair to expect the players to contribute.

In short, given the effort involved, it’s completely fair for someone to charge for GM services if there's demand.


I see this as a win-win. More players can experience various systems, settings, and adventures without needing to invest heavily in preparation. You could do the same without touching money: a group interested in trying multiple systems could take turns GMing for each other. Being able to do it for money just makes the process easier in some circumstances. It also allows people who really like to GM to be able to get some money so can dedicate more time to this, do this a lot, and get better at it.

Another aspect that is probably overlooked is the idea of "Player systems" and "GM systems". I ran a  D&D 5e campaign a while ago. It was fun, but I'm unlikely to do that again; I find 5e to be too much work for the GM. OSR games are much more fun for me to run.

When you look at GMs-for-pay, D&D 5e is the most common system offered. Of course, "official D&D" is always very popular, but I think the fact OSR games are easier to run also explains why paid GMs are less common (and the whole idea is less popular in OSR circles).

I have never actually paid a GM. But I started playing RPGs in a game store. It was free, but they encouraged me to buy a book; so it was not completely without interest on their part. And it was awesome.

Then I wanted to learn more and more systems. I went to conventions and signed up for tables without considering what the GMs got out of it. Later, I invited strangers to learn RPGs with me. It was fun, but not as fun as learning when I was a novice (and probably not as fun as playing with my friends). And it took time and effort.

I also played several games where the GM was testing his own system or setting. I didn't pay for that, but the GM obviously had an "ulterior motive". Some of these games were awesome, and some even became awesome books eventually.

[I have done the same thing as an author; in fact, nowadays most of the things I publish are specifically made because I want to play then. I play-test stuff with my friends].

In short... one day, I might pay to play a game. I think having the option is good, but it is not necessary. If you have time to spare (maybe a clear schedule or enough time to search for a perfect game in several places), and maybe some social skill, you can play free games endlessly. You can make new friends and rotate the GM role if you want. 

When I was younger I had more time and less money, so the thought of paying for a game would never occur, but maybe I'd have played even more if I knew that existed (at a fair price!).

Paying for a game does not make it better or worse. It is like any other business. 

I have friends who are great professional cooks; they enjoy making food, and cooking to their friends for free, but they also sell food, and it is equally tasty. I enjoy food even more when cooked by someone I like, but not every meal has to be like that.

I think a similar reasoning will apply to most fun activities: boxing, running, playing the guitar, chess, and so on. Sure, you can do it for free, and you can do it for fun; but there is still a place for professionals, experts, teachers, and tutors.

---
P.S.1: On a final note, some people say GM-for-pay is intrinsically good because commerce is intrinsically good, as both the buyer and the seller can hope to be satisfied by the end of a transaction they freely agreed to. While I do see the merit in this argument, one could make a counter-argument talking about cigarettes, alcohol or whatever, which would be beside the point IMO.

P.S.2: There is also the "Critical Role experience" aspect I hadn't considered. Maybe some GMs-for-pay can "put on a show" of sorts, maybe some are even amateur actors. I don't do "voices" in my games often, maybe I'd pay to try that once? Not sure, for me this is not the best part of RPGs, but it can be fun too.

Sunday, April 06, 2025

A Farewell to Arms, VALIS, And the Truth Shall Make You Flee, Braving the Wilderness, Psycho-Cybernetics

Here are some very short reviews of some books I've read lately. The one-sentence summaries (in italics) are not entirely mine, but copy-pasted from AI (and edited by me) to save you a few clicks.

I gave each book a rating, but to each might have been influenced by my expectations - so my judgement of Dostoevsky (one of my favorite authors) is probably a lot harsher than an author I haven't read before., and so on. Highly subjective, of course.

I avoided the number 7 because it is too easy to choose 7 when you're unsure, so I forced myself to choose between 6.5 and 7.5 when that was the case.


A Farewell to Arms by Ernest Hemingway (rating 8/10): Set during World War I, this novel follows the love story between Frederic Henry, an American ambulance driver in the Italian army, and Catherine Barkley, a British nurse. The story explores themes of love, war, loss, and existential struggles, as Frederic grapples with the chaos of war and the fragility of human connections.

This is a good book, but I found it depressing and soul-crushing, so maybe you should avoid it if this kind of narrative bothers you.

Anyway, I have the impression this is the opposite of a war book, not only because it is anti-war, but also because it subverts many of the usual tropes. There is no heroism, no epic victories, not even dramatic defeats - people are wounded and killed by error or accident, often by their own troops, and most soldiers are uncertain why they're even fighting. In any case, it is still an interesting portrayal of World War I.

Maybe Frederic can leave this war behind one day, but no one can escape the realities of life and death.

VALIS by Philip K. Dick (rating 7.5/10)A semi-autobiographical, philosophical science-fiction work, this novel delves into the mind of Horselover Fat, a character based on the author himself. It explores themes of reality, divinity, and madness as Fat tries to understand the visions of a mysterious entity called VALIS.

If you like PKD, this is probably a must-read. In a way, it ties together many of the author's ideas about religion, reality (and alternate realities), conscience, and so on. I don't find it as interesting as his short stories but it is still an enjoyable read. 

I started reading without knowing how autobiographical it was. But apparently PKD has been through things that could actually fit some of his outlandish stories.

And the Truth Shall Make You Flee by Daniel C. Jones (rating 8/10): This book examines the psychological and social barriers that prevent people from seeking and accepting truth. It challenges readers to confront their biases and fears, offering insights into how we justify our beliefs rather than genuinely exploring evidence.

I've been obsessed with cognitive biases lately, especially confirmation bias. I've started a new blog discussing some of these ideas, but I'm unsure if I can add much to the discussion.

Anyway, this book was recommended to me by the author, who happens to be connected with me on X - a happy coincidence, since I only use X for RPG talk.

The book is about confirmation bias. I think understanding this bias is an extremely important tool if we hope to have any understanding of reality at all. I think the author manages to explain this bias while giving a fair shake to both theists and atheists, for example.

Braving the Wilderness by Brené Brown (rating 5/10): This non-fiction work examines the concepts of belonging and authenticity. Brené Brown argues that true belonging requires embracing one's vulnerability and individuality, even in moments of solitude. The book inspires readers to find strength in their uniqueness and connect more meaningfully with others.

This reads to me like standard self-help. The core concept is interesting and helped me reflect on being myself while still trying to be belong to something bigger. In short, you can never feel like you belong if you're just pretending to be someone else in order to adapt.

A fairly interesting and useful idea but could probably be explained in a much shorter format.

Psycho-Cybernetics by Maxwell Maltz (rating 8/10)A self-help classic, this book focuses on the power of self-image and how it shapes our behaviors and outcomes. Dr. Maltz combines principles from psychology and cybernetics to teach readers techniques for improving confidence, overcoming negative thought patterns, and achieving personal goals.

This also reads like standard self-help. However, it not only has a better "ideas-per-page" ratio but it was also written in 1960, and I guess it must have inspired several more famous self-help books. 

It could also be shorter, but I found myself writing down at least one central idea from each chapter. If you like self-help stuff, you should read this one.

The most memorable idea for me was that the author, a plastic surgeon, realized that several people traumatized by their own looks (with or without a reason) would still find themselves very ugly after being "fixed" by surgery. I've heard about some experiments with (fake) facial scarring that could confirm these impressions; I think the subject deserves further study.

It makes you think about how much of self-perception - and, well, reality - is just in our minds. Maybe this is a common theme in several books mentioned here.

Wednesday, April 02, 2025

Minimum viable setting

How to make the "minimum viable setting"? 

What I want to do is create something that leaves almost NO work for the GM.

But writing down every detail of the setting is not only nearly impossible but also mostly useless; the GM will only use a fraction of it, and facing a 1000-page book might be fearsome even in PDF format.

One alternative is creating the entire thing randomly as you go - e.g., using appendix B

As you can see in the link, I find it a bad idea. You should know where mountains are, and see them from a long distance. The same goes for the sea, major cities, countries, but... what about small villages, etc?

Well, these could be randomly generated. Maybe you start with a more detailed map of your surroundings, but after a few hexes you're in uncharted territory.

When I think of it, I find that this is exactly what my favorite setting, Dark Sun, is missing. You have a good hex map and a setting description that is detailed enough, but it definitely needs its own appendix B (and C!).

Notice that you cannot just use the existing appendices; you must create new ones that take into account the setting's unique ecology, climate and demography.

Once you have these two (big map plus generator of smaller features and encounters), you are almost good to go.


You'd still need a few random tables of relevant details, so you don't need to keep coming up with new ones on the fly. For example:

- Names.
- Special features (i.e., things that make each village memorable; there are good example in Dark Fantasy Places).
- Relation with existing factions.

The third one deserves further explanation. In some settings, there are important conflicts (e.g., Law vs. Chaos, Magic vs. Religion or Technology, Good vs. Evil, Guelphs vs. Ghibellines) that will affect settlements and NPCs. 

Sometimes they are obvious and generalized: all dwarves hate orcs, etc. You don't even need a table for that. But if you have something more nuanced, you could use a table with results like "strong support for the king", "this village is divided between Guelphs and Ghibellines", or "this town hates elves/magicians/knights/etc.". 

As you can see, even without an overarching conflict, these tables can add flavor to otherwise boring villages.

If your setting has dungeons, you probably need those too. Maybe we can reach a similar compromise here: a few big dungeons (or even a megadungeon) written in advance and a few randomly generated dungeons if you find one by accident. 

Suffice to say, I'm not a big fan of dungeons generated with the appendix A. But maybe you could make different tables (with fewer 45º corridors and more coherent layouts) to create something worthwhile.

Other than Dark Sun, here is how some of my favorite settings deal with this stuff:

Carcosa. The setting is incredibly interesting and detailed. Every time I read it, I want to run a campaign (and it might be my next one). Still, I think it is not quite ready for use.

Some villages/castles are too lean and a bit simplistic/boring. You could easily replace most villages with a random generator that gave you not only color, numbers and alignment, but also some distinctive features.

Or just add such a random table or one line to each village: "this village hates sorcerers", "this village loves fighters and centers around an arena", "this village is built underground", etc. [I'm sorry to sell it gain, but: Dark Fantasy Places is PWYW!]

The map is not great either; I find the positioning of mountainous and rivers a little weird and random. Not a big problem but I'm tempted to create my own.

Qelong: I find this a great example of a setting that is both small and complete. It has hex descriptions, coherent random encounters and a satisfying meta-narrative.

Curse of Strahd, Tomb of Annihilation: say what you will about 5e, these are both awesome, well made settings, with detailed places, good encounter tables, and clear factions/conflicts.

What they lack is more organization (as described here) and a few additional random tables. Both have HUGE hex maps but very sparse; most hexes are empty.

Fortunately, there are several 3rd-party product detailing additional dungeons, features, etc.

And I must acknowledge that they got the map almost exactly right:

This means everyone knows the coast, and the mountains are obvious from afar, but the inner area is not known by adventures.

In short, maybe that is all you need to start:

- A good, incomplete map, plus some random tables to add villages, ruins, lairs (geography).
- Random encounter tables (ecology).
- Random villages (demography).
- A few factions/conflicts (history).

What else I'm missing?

Tuesday, March 25, 2025

DTRPG print costs will increase on April 1

DriveThruRPG is set to significantly raise the cost of print-on-demand products, with an increase ranging from 20% to 80%, as mentioned on Reddit (see below).

This is a good opportunity to get Teratogenicon if you're interested.

This book has impressive art - take a look at the previews to see for yourself! It is a book I enjoy having in print.

I have no idea how much it will it cost after the change.


I will get a few books for myself too, although I'm still not sure what to get. These are all book I already have and recommend:


These are books I enjoy browsing and referencing. The Dark Sun Boxed Set is probably my favorite to sit down and read, study, etc. 

I don’t want to have any modules because I run games mostly online nowadays, so I’m exploring other settings. (If I were to buy a module, I'd probably get B10, which I'm running now). I don't think I need any more monsters either.

Unfortunately, many books I'd like to own have no POD available, so I must get them elsewhere. This includes Moldvay's Basic and 0D&D, the original D&D.

But I might pick some classics such as: 


BTW: if you don't want to give money to WotC, I think this is perfectly reasonable. I avoid it nowadays too. There are several good reasons that I won't discuss here.

Other games I might get, based on impressions and recommendations from others, are:

Tales of Argosa (and you get the PDF for free). 
* ... and that is what I've got so far.

Do you have any other recommendations? 

Things with good art, price, etc., are preferable, but mainly I just want stuff I can sit down and read.

Anyway, here is the text from DTRPG:
Upcoming Print-on-Demand Book Price Changes – Effective April 1, 2025

We always want to keep print costs as low as possible, and it has been years since we passed any price increases through to our publishing partners.

However, our print supplier, Lightning Source/Ingram, has announced a price adjustment starting April 1, 2025, that will be reflected on DriveThru sites.

Key Changes

Due to increasing supply costs in the US, Black & White print costs in the US will increase significantly, from around 20% for low-pagecount hardcover titles up to about 50% or slightly more for large hardcover books, and with softcover titles seeing an even greater increase.

UK print costs for Black & White books will also increase, but generally only by 3-4%.

Standard Color print costs will increase, by roughly 12-13% for US printing but only around 3% for UK printing.

On the whole, Premium Color print costs will decrease slightly for US printing but increase slightly for UK printing.

Example 1: A 180-page large premium hardcover currently costs $32.10 to print in the US; after April 1, that same title will drop to $27.80.

Example 2: In the UK, the same 180-page book currently costs £20.23, which will increase to £20.93 starting in April.

Contains affiliate links. By purchasing stuff through affiliate links you're helping to support this blog. 

Friday, March 21, 2025

Brief mass combat idea

Here is a brief mass combat idea meant for old school D&D or OSR games. I'm using ascending AC in my examples because that's what I use in my games.

Here is the idea:

10 1st level fighters count as a single fighter with a +10 attack bonus until the end of the round.

They attack as one. They deal one die of damage (say, 1d8 if they're using swords).

They add one point of damage for each point over the AC (if using ascending AC).

By Dean Spencer

Let's say 10 bandits are attacking your 5th-level  PC, who has AC 17. They roll 9. Adding a +10 bonus, this means 19, two points more than needed to hit. They deal 1d8+2 damage.

The best part about this idea is how it vastly simplifies things.

If you decide only 4 or 6 fighters can attack the PC at a time, just reduce the bonus to +4 or +6.

If the PC slays a couple of bandits, reduce the bonus to +8. And so on.

In some cases, you can just add up all HD. If your PC is attacked by a 3rd level fighter and 3 bandits, they can make one single attack with +6.

It also makes goblins, etc., dangerous though all levels. If your PC in magical plate and shield gets attacked by ten goblins, it is VERY LIKELY that ate least one of them will get a good stab!

This will probably be useful when PCs have multiple henchmen too. One roll, period.

Is this similar to actually rolling each attack individually? Well, it varies a lot depending on AC, number of foes, etc. Apparently, the bigger the group, the smaller the damage each individual adds (which might be explained by fewer people being able to attack at the same time). 

Let's try with six goblins attacking a fighter in plate [AC 16], using B/X (or OSE) rules. The usual damage per round (DPR) would be around 5.25. With my proposed rule, it would be about 4.4. 

If the fighter is unarmored, DPR is also similar (11.55 versus 9.78, more or less). Not bad.

And if the fighter has plate, armor, and some magic bonus to AC? Let's say AC 20? An extreme case, but... Then damage doubles from about 1.05 to 2.28. So the rule works as intended!

(These numbers were calculated with the help of AI... let me know if they're wrong!)

I probably wouldn't use such a rule if you're fighting a couple of giants, for example; just for low-level foes. Likewise, allowing 15 goblins to attack you at once sounds unwieldy; I'd keep the limit at 10 for now, and you ever fight 20 goblins at once they cannot attack you as a single unit (treat them as two groups).

I probably COULD use this idea for huge mass battles, just adding a few zeroes when needed.

Say, a force of 90 knights clash with 50 enemy knights. The 90 knights attack with a +9 bonus, etc. They deal 1d8 damage (or whatever) plus the margin of success. Then just multiply damage (or casualties) per 10, and reduce the opposing force equally.

I haven't played-tested this. But I have a good feeling about it...

Additional reading:

Tuesday, March 18, 2025

I want LESS!

Most of my time playing and reading RPGs has been ruled by the “undisciplined pursuit of more.”

I played several RPGs and took pride in trying new ones. I favored "universal" systems where I could create endlessly detailed PCs and do anything I wanted. I also collected monster manuals for my D&D-ish needs.

This process has been somewhat useful in helping me discover my tastes and needs.

However, there has also been much waste. I read only a fraction of the RPGs I buy and play an even smaller fraction of the RPGs I read. Nowadays, I'm embracing "the disciplined pursuit of less."

In other words, I want less: fewer monsters, fewer spells, fewer magic items, fewer stats, and simpler systems.

This partly reflects my appreciation for minimalism, but it goes beyond that. I believe that having fewer elements makes each one more important and meaningful.

While having a multitude of monsters is fun, each Monster Manual contains more creatures than entire worlds like Middle-earth, Barsoom, Lankhmar, or the Hyborian Age (not to mention most horror and sci-fi settings). It becomes virtually impossible for PCs to understand each individual monster with any depth.


Take dragons, for example. The dragons of mythology and literature are often unique individuals, like Smaug, Fafnir, Tiamat, Drogon. Each is distinct and memorable. But the 2e MM (my favorite!) has about more than a dozen dragon types. If a D&D party sees Smaug, it is just another red dragon (they don't even need to interact to know that he is chaotic, since he is red; but this is another issue).

[Another thing I've been considering is how adding more monsters to a game doesn't make it any different from "standard" D&D, but replacing existing monsters creates a completely new kind of setting. Take Curse of Strahd, for example: it includes few "demihumans," and even the elves are distinct from the familiar elves we're used to. This seems to hold true for most of my favorite settings and modules, and I think I might never run an adventure containing orcs again.]

Magic items are the same: Excalibur or Stormbringer are memorable, and so is Sting. In D&D, a first-level party often has dozens of magic items. Eventually, they discard some of them as they reach higher levels. This abundance devalues magic items and magic in general.

I feel the same way about rules.

I’ve run a few 5e campaigns. 5e is a more "complete" game than B/X. However, it requires ten times the page count to achieve this. So, I’ve been asking myself: is 5e ten times more complete than B/X? And the answer is no. Same goes for AD&D.

[Sure, I could use a one-page RPG. In the end, this ultimately comes down to a matter of taste.]

Spell selection has also been a headache, leading to imbalance and analysis paralysis.

I like customizing characters, but I don’t need dozens of classes and races. I really enjoy the simplicity of being able to say the bandit leader is a "fighter 5" and leaving it at that.

When you have fewer elements, you can connect them more meaningfully. For example, elves resist ghouls. The undead are raised by demons. All aberrations come from other dimensions, while monsters are created by mages. Etc.

And to be honest, this would make way more likely that my players would even REMEMBER most of this stuff.

In short, many of my current issues with D&D could be solved by just having less.

Additional reading:

Wednesday, March 05, 2025

GMs day sale (2025) - OSR, classic D&D and others

GMs day sale has arrived, so here are my picks (same as last years with some additions).

Notice that the usual discount this year is 40%.

First, let me remind you that all of my books are included in the sale

If your tastes are similar to mine, take a look! They are mostly compatible with OSR games (except for a couple of 5e books - "Manual of Arms").


The Halls of Arden Vul Complete is also 40% off again - or $45.00 off. Sounds reasonable for 1.100 pages (!) although it is probably too much material for me to digest.

Now, let's see the old favorites...


Big discounts!
These products seem to be about 40% off and I find each of them interesting. The first two are my own. Some are also mentioned (and further explained) below:

OSR
Teratogenicon, my monster maker (check the previews!).
Dark Fantasy Basic, my B/X neoclone.
* Tales of Argosa is 20% off.

Classic D&D
This are some of my favorites, also 40% off. Explanation here.
B10 Night's Dark Terror - one of my favorite classic adventures.

Goodman Games
In addition to the amazing Dungeon Crawl Classics RPG (DCC RPG), I really like The Dungeon AlphabetThe Monster Alphabet and The Cthulhu Alphabet. They are near system-less and full of awesome stuff to inspire your games. I still haven't read How to Write Adventure Modules That Don't Suck but it is also on sale. All of them 40% off.

They also publish awesome adventures; alas, few are on sale, but fortunately Doom of the Savage King, the one I am currently running, is 40% off! Recommended! Same for Jewels of the Carnifex, which I reviewed here.

Necrotic Gnome
Several Old School Essentials titles are also on sale in addition to Old-School Essentials Classic Fantasy: Rules Tome. I really like Old-School Essentials. It is basically a concise, well-organized version of my favorite D&D (B/X). The SRD is great. the version that interests me the most is the advanced version - it is NOT an AD&D clone, but B/X with many new options taken from AD&D, dragon magazine, etc. For players and DMs.

Sine Nomine Publishing
Worlds Without Number is 40% off. I have only read the free version briefly, but seems very good overall, and I've appreciated many other titles form the same author, including Scarlet Heroes and Silent Legions (maybe my favorite OSR take on horror and Lovecraft).

I think that's it for now. If you know any other books on sale that you'd recommend (especially if it is 40% off), let me know in the comments and I'll add it to my list. Feel free to promote your own products!

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