Saturday, 30 March 2024

The Grim Prep Method




What I need to prep to run the Grim North:


Rumours: Each week before the game takes place I roll three times on the Big F’ing Rumour Table and then cut and paste the results into the appropriate Grim North channel on my Discord. This table is in Notes and has some redundancy. There are currently 112 entries and it’s a d100 table. So by cutting the entry, whatever is at 101 now drops to 100 and is potentially in play for next session. So, in order to keep ahead of the game I need to prep 3 rumours appropriate to the table. Some examples that have already been used: 


99. By order of the Tyrant, the wearing of sandals and socks simultaneously shall henceforth be punishable by the Blood Eagle


84. Deep within the Grimwood lies the Oakenhall, a strange fortification of a forgotten civilisation that holds the treasures of a bygone age


82. The ancient Kellites drew their power from the gods they stole from conquered cities



Encounters. Usually random ones. Each district of the city has a small random encounter table, say d6 size, that’s tailored to its peculiar nature. These are triggered by means of a random encounter roll or automatically, if I’m flagging for ideas in the session and need something to happen. These don’t need to be in depth or particularly balanced or anything. I’ll settle for thematic but thematic and interdisciplinary better. 


Locations. On average I find players will burn through 3 to 5 dungeon rooms, or the equivalent of, per session. At the time of writing the PCs are exploring an abandoned patrician’s mansion now home to some unorthodox squatters. Getting a room added a day would keep me well ahead of having to improvise in session. Adding minor locations to the city or putting some meat on the bones of something that already exists goes here too. 


NPCs: There are enough NPCs in existence to service the current state of the game, so adding new ones is not that essential. Maybe developing their movements and schemes is appropriate. New NPCs do crop up all the time though, largely because it’s hard to predict whether Miscellaneous Guard no.3 will become a campaign fixture until the PCs interact with them. 


Jobs for the Board: These are the paid scenarios that have resulted in most PC endeavours across the Grim North throughout its existence. Adding a new job is the most labour because it requires a patron, a fee, a task, locations, obstacles and other rewards. I tend to build these up piecemeal using the Tiny Prep method, adding tiny bits as I go. 


Before the game I roll on a few of my pre prepped tables for items that always come in handy and to add an element of the random to the evening’s proceedings. Examples include a random tavern table a random thieves crew table, an Omen, the weather, the What’s Complicating Tonight’s Session Table. In session I’ll probably roll at least once on the What’s in the Possession of the Formerly Alive NPC Table and some random events tables. Prepping these tables was a sound investment of time and pays off literally every session. 


The way I’ve laid this post out it seems like a follow a fairly structured method of prep but the reality is all of these things are cobbled together as they come to me and quickly jotted down in my Notes app or in a handy journal. It’s a bit chaotic but it’s what’s achievable. It might not be the best method even for me but I can’t deny that it works. 

Monday, 25 March 2024

Wandering, Mentally

My mind, although that should probably be musket smoke

I’ve been on holiday in the past week. It’s given me more available thinking time between glasses of wine and plates of fish. That is a bonus, it would seem, given that I have struggled to find time to prep and think about games recently. However, I found my mind wandering away from the actual game I’m running and dwelling on other tangential material. Adventures I’d not finished running for one reason or another, campaigns I’d like to bring to the table, that sort of thing. All of which is fine, and good,  but it doesn’t help when the actual game I’m running is about to start. So I have guided myself back mentally to do a little bit of prep everyday for the Grim North whether I like it or not. Generally it turns out I do, after all it is my creation and everyone likes their own brand. However it is important, I believe to allow the mind to wander a little bit too. It is an essential function of minds to do so if we intend to stay creative in the long term. So I’ve noted a few things down in the belief that ideas can often stop ruminating if they are captured in ink and commuted to the page 

It’s interesting, to me, where my attention goes in these moments and there is a definite theme. A few years ago, in the G+ days, I ran a few sessions of an English Civil War era game of Lamentations of the Flame Princess I had devised but I allowed it to fizzle out before it really got going. One of the players had to take a break from our sessions and I placed the game on “hiatus” until their return. Hiatus, the death of campaigns. I never picked it back up, moving on to other things but for whatever reason it has recaptured my imagination. I have no intention of binning off my current Grim North campaign to pick it back up but if I get time to run some extra sessions in the week…

Ha, there’s no time for that. 

However, in the Grim North this week; a new player joined and the PCs began to explore an abandoned mansion in the Patrician district with the goal of kicking out a bunch of squatters. Good times. 

Saturday, 23 March 2024

Tiny Blogs

Trees and things. It’s Druid stuff, best steer clear.


I was going to try and do tiny blogs to go along with my tiny prep. I haven’t yet achieved it. Just like daily thoughts on games and things, nothing necessarily too in depth or with an eye on how well it reads. No joy so far. 


The tiny prep is going well though. Each day I add something to the Grim North. It’s not necessarily the most useful thing in terms of what might get trotted out for play in the next session but material accumulates.


Organising it is probably the next step. I mostly type things up in Notes on my phone although I’ve been trying to use a journal to hand write things. Handwritten is good, it allows me to doodle maps and draw weird stuff in the margins but it’s not as editable as digital. The chaotic nature of my handwriting is both a feature and a bug. 


This week I added some entries to my big f’ing rumour table, drew some smol dungeon maps, gave a a few of them a very basic key, added a couple of NPCs, wrote down the names of some locations to flesh out later and probably most pertinently added some notes on a location the PCs actually expressed an interest in: an abandoned mansion with a huge tree growing out of it.

Wednesday, 13 March 2024

Pocket Doors

Door magic. It’s a thing

Pocket Doors are doors you carry around in your pocket. They lead to strange places, generally to Temporal Dead Ends, branches of the time stream that did not come to fruition. These items are generally crafted by the Lords of Synchronicity and the pocket dimensions they lead to used as sanctuaries and safe houses in their unseen war with the Achronos.


This is what happens when one of your players (Hi, Brian *waves*) states he might have to go shopping with his other half instead of playing and that “You have not lived until you have shopped in person for pocket doors.”


Because the Grim North is planned as a drop in game, it takes place in a near infinite fantasy city. This leads to mainly city based capers, so each session starts and finishes in town. That way player characters can wander off or rejoin the group mid adventure as suits their availability. It being built on top of the ruins of a thousand civilisations is one way I can introduce a dungeon crawling mode of play. After all the city is almost entirely made of dungeons if you scrape the surface. 


Additionally the implementation of secret paths, portals and mystical doors allows other modes to be explored as PCs dimension hop or merely fast travel around the Grim North as a whole without ruining the start and finish in town presupposition. 

Tuesday, 12 March 2024

Achievability and Tiny Prep

IRL I’m super busy so I’ve returned to running the Grim North. This is what’s achievable right now and it’s a lot of fun to run. 

Just an average day in the Grim North



Because I’m short on time I’ve tried to embrace the principals of Tiny Prep. Just doing something every day to contribute to the weekly game is enough to maintain or even spur on my creativity. Tiny Prep is the brainchild of Che Webster of Roleplay Rescue. He’s got a book out on it now, which admittedly I haven’t read but the idea resonates with me. His blog posts on the subject are collected Here

I am not a prep heavy GM. I don’t generally have a lot of material prepared in advance. I certainly don’t get involved in virtual table top bells and whistles. I play on line using video chat and theatre of the mind. Some prep is required however no matter how well developed the ability of the GM to improvise. The reverse is also true; even the most well prepared GM must improvise at some point in response to player action. In returning to the Grim North I realise how much I have prepared to improvise. There are tables for things, adventure seeds, a big d100 rumour table, omens, weather, small encounter tables for each district of the city, a loot the body table, all things I have created piecemeal over the years to support myself in session. In going the Tiny Prep route I can add one small thing each day that will be useful in session: an NPC name, some detail about and existing NPC, add a room to a smol dungeon, add an entry to a random table, etc. The accumulation of such tiny additions pays off in the long term and often spurs further creativity so more gets done. 

 So, as much learning and playing the systems I have purchased over the years seems like a worthy pursuit I’m focusing on what is achievable right now. After all this is supposed to be fun, not work.