Tuesday, 28 March 2023

The Terrible Salt

For a generation, the tides at Vincha stopped completely. What was once an enormous tidal flat was lost under bitter waters. Now they have returned, and the brave and curious are gathering to see what was hidden under the terrible salt.

This adventure features an enormous tidal flat, miles and miles wide. Adventurers who set out from Vincha have a strange and dangerous land to explore, and will need to learn its rhythms to return with anything valuable.


The Terrible Salt is something of an experiment in tangibility. Unlike many of my adventures, there's no wandering monster table. Instead, the tides and the crab swarm move in defined ways from their starting points.

The crab swarm is extremely dangerous. It will outnumber most parties, and unless they have good magic (or horses), it will overrun them and eat them. Avoiding notice is better than trying to flee (since the crabs never stop), but this will require that the players stay aware of their environment.

Being spotted by crabs or trapped by the tides doesn't mean certain death, but players may have to ride out an uncomfortable few days being baked by the sun and freezing at night, all without any drinkable water or means of lighting a fire.

The greatest danger in this scenario is facing both crabs and tides at once, either:

  • the crab swarm comes in at the same time as the tide, and you're fighting waist-high crabs in chest-deep water
  • the party is fleeing the crabs, but is then forced by the tide to shelter on a rocky island before they can shake the pursuit

Fortunately, the map is littered with high spots that should allow the party lots of opportunity to scout out their surroundings and avoid danger. (This scenario contains a compressed version of my take on how far you can see on a hex map.)

As I finished the writing, the coral consorts became my favorite part. The implications of these srange marriages transformed the Salt Lords into something more interesting: an ethically neutral but alien presence in the scenario, inviting the party (or whomever) to take a terrifying step into a different world.

The coral consorts themselves make very interesting maguffins: imagine having to go and talk to a knowledgeable NPC somewhere, but learning that they married the sea and need to be found on the slopes of the Salt Lords' citadel. Good luck!

As always, thank you to my patrons on Patreon, who graciously support this project! Because of your generosity, the text and art pieces are released under CC-BY-NC 4.0, for your own non-commercial use.

* * *

EDIT: Some additional hooks!

Wealthy relatives of the doomed expedition members want their bodies (or heirlooms) reclaimed from wherever they wound up

The players need to contact an NPC to learn something, last known to have retired to Vincha. However, she 'married the sea' and is now somewhere on the slopes of the citadel

The other end of the inland sea (beyond the citadel) is a prosperous area. If a reliable way to cross the sea (possibly with the blessing of the Salt Lords) can be found, an important trade route could open up

Crabs have been attacking Vincha; myths say that they serve the Salt Lords' will, and that when they are happy the crabs are kept at bay

From the top of the citadel, when the clouds part, you can see anywhere in the world (or so say the songs)

Every river for a thousand leagues drains into the flats. The Salt Lords know everything that happens along their lengths; they have the answers you seek.

Too long have the Salt Lords stolen the vulnerable, taking them away to marry the sea. Put an end to it.

On the south shore of the inland sea is a tower. Well, more of a ruin than a tower. It stood watch at the mouth of a pass that reaches all the way to Urchlund.

News of the tides restarting has reached Fair Riot, and it's said a Duke is coming to survey lands that he claims are his. Now, maybe they are and maybe they aren't, but a map of the flats would surely be worth good coin and a Duke's favor besides.

In my nan's time, people used to go out on the flats looking for oysters. She said there was an old well on one of the rocks with water you can drink. That would be an incredibly useful staging area for further exploration.

Oysters out on the flats would be an incredible boon to Vincha, if only it were safe. The baron has a sack of silver for whomever can lure those crabs away and deal with them for good.

Sunday, 26 March 2023

Incident Report

On Monday, July 20, the Mentor™ learning service suffered an outage that lasted from 4:53AM until service was fully restored on Wednesday, July 22 at 6:11PM.

At Mentor, we don't consider this an acceptable level of service. We sincerely apologize our valued users, institutional customers, and the family and friends of Kyle H. We commit to doing better in the future. This incident report explains what happened, as part of our commitment to openness and transparency.

The roots of the incident start some three months earlier. In April, an automated A/B test of a curriculum modification was proposed by our internal TeachSmart AI. This is normal, and such tests are conducted daily to improve learning outcomes for all Mentor™ students.

Unfortunately, this modification (CT-665.9) was unusual in that it recommended that students begin their learning sessions with a prayer to 'Entity Bezaal'. At Mentor, we have several procedures to ensure that controversial or problematic curriculum modifications don't make it to the public, including random inspection of proposed modifications by our Trust & Safety team.

However, CT-665.9 was not selected for random inspection. This itself is also not unusual; M&L (mindfulness and learning mindset) modifications are inspected at a lower frequency than core curriculum modifications. As a result, CT-665.9 was rolled out to a subset of our students immediately.

CT-665.9 performed well, but not spectacularly, for some time after the test began. Apparently July 19 is a special day to Entity Bezaal (we cannot print the exact name of the celebration), and the invoking prayers suddenly achieved a much greater effect. Learning outcomes in the A group showed a 31% improvement, which is unheard of for an M&L test.

At 5:40 PM on July 19, our Trust & Safety team reviewed the content of CT-665.9 and removed it from production.

Shortly after, at 7:10 PM, a group of individuals breached the Mentor facility in Denver, Colorado, which houses both our primary data center and the offices of our Trust & Safety team.

While Mentor has a strong commitment to both electronic and physical security, our associates on-site at that time initially believed they were facing a group of costumed LARPers from another department. (We believe in a good work-life balance at Mentor, and LARPing in the office had occurred there previously.)

This misunderstanding became obvious at 7:17 PM, when the intruders' greater invocation (we cannot print the exact name) melted the inner wall of our production data center. Mentor employee Kyle H attempted to hold off the intruders with a fire extinguisher, allowing other staff to escape to wade through the caustic mucus and escape.

At 9:47 PM, our secondary incident response team arrived on site and attempted to regain control of our Denver facility. This was initially impossible because of the inhuman strength of the intruders, even after the arrival of Denver police. At 12:02 AM (the morning of July 20), however, this faded abruptly and by 12:50 AM July 20, all floors of the were secured.

Several members of the Northfield High School math team are now in custody (They can't be identified because of their age.)

By Wednesday, our response team had vacuumed up enough of the caustic mucus that we could resume full production operations. Regrettably, Kyle H had been magically transformed into a cone snail during the fighting, and was accidentally crushed by the secondary incident response team during this process. Our condolences go out to Kyle's family and friends; his brave actions on that day saved many lives.

Effective immediately, Mentor is putting in place several enhanced procedures to make sure we don't experience this again.

  • LARPing is no longer permitted at Mentor offices or events
  • Basic fire extinguisher safety courses will be made available to all employees and contractors
  • On the recommendation of TeachAI, all employees will begin their shifts with a prayer to counter-entity Ademilos, may his tentacles surround and protect us.
Again, we apologize for the interruption to our services. Our users have come to expect only the highest in educational outcomes from Mentor, and we regret any disruption this outage has caused.

All hail Ademilos!

Friday, 17 February 2023

The Cyberpunk We Got

Taking a covid test in a car speeding through the rain at night feels very cyberpunk. International travel, backseat chemistry..  all I need is a red dot sight on me from a blacked out Mercedes. That makes up for it all.. right?

I guess you can have column A, but not without a little column B.


d10 The future is here but with..
  Implanted augmentation captchas
  Smartgun roaming charges
  Mirrorshades ransomware
  Self-driving car microtransactions
  DIY gene mod banned by moderators
  Retractable finger blade unskippable ads
  Wired reflexes no longer supported
  Designer social movement remotely bricked
  Hacking deck OS Incompatibility
  Monofilament katana supply chain problems

Monday, 30 January 2023

An Era of Standard RPG Terminology

Now that the core of Dungeons & Dragons has been effectively open sourced, a lot of retro-clone designers are breathing a sigh of relief. You can't copyright mechanics, but that hasn't stopped numerous lawsuits in the past. Those days seem to be over!

I thought it might be nice to look at some of those now-free core mechanics that have been with the game since its very early, dungeon-centric editions.

* * *

First up is the Hit Die. This is really the heart of Dungeons & Dragons. The image of this iconic, twenty-sided die is almost synonymous with the game itself. You roll the hit die every time you want to see if you hit something, which is often. After all, this is a game about hitting things!

Next we come to the classic Hit Points. Like many D&D terms, this has been pulled into many other games, tabletop roleplaying games, boardgames, and even video games. The hit point is the location on your enemy where your blow has landed, crucial for understanding if you've poked the bulette in the eye or just bounced off its thick armor yet again. Most ordinary humans have a d6 for hit points, but larger creatures with lots of limbs (looking at you, hydra!) often have many hit points.

Another immediately recognizable term is Armor Class. Right after determining the hit point of an attack, you will need to look up if the target is an armor class or not. Fighters, Paladins, and even Clerics are all armor classes, but Magic-Users, and Thieves are not.

Dungeons & Dragons is a game with no take-backs. If your character dies, your progress is lost! Sad as it is, this is part of the game. Savor the experience! But the game does give you one last chance: if you have a sack of gold or treasured magic weapon, you can make a Saving Throw to try to pass it on to another character.

If you do survive the dangers of the dungeon, ask the DM if you reached any Experience Points. Experience points are the backbone of any long term campaign, allowing the PCs to grow and evolve their abilities. Many DMs like to situate experience points all throughout the adventure. Some prefer to have an experience point after each major accomplishment in a campaign. Some prefer having only one, and require that you go back to town to level up. Neither is better, they're just different play styles!

These are the basics, but as time goes on, successful adventuring groups will have to pick up some clever tactics if they want to maximize their chances. Chief among these is making a good choice about who is standing where, the party's Alignment. Parties with good alignment have a significant advantage when dealing with surprise traps or encounters. Chaotic alignment is much riskier, but can be fun in its own way. Make sure to discuss this with your group before entering the dungeon, as mismatched alignment can be a total party kill.

* * *

Like it or not, the world's most popular role-playing game has seeded the industry with terms that affect the very thought process of game design. By embracing this, instead of constantly renaming the wheel, I look forward to a decade of games that can move past the arguments of the past and use common terminology for the benefit of all.

Saturday, 28 January 2023

RPG Transcript Analysis: Critical Role

For the third post in my 'transcript analysis' series, I'm looking at a very different play style than I'm familiar with: Critical Role.

For this analysis, I picked a random Critical Role episode, "Between the Lines". Episodes are long, so I chose to do Part I of this episode, which is about 110 minutes and just over 16,000 words.

Unlike most RPG sessions, Critical Role is played for an audience. The participants are professional voice actors, and this shows in a dramatically different kind of play. The sessions are dominated by huge blocks of in-character dialogue.

In the "old school" transcript, the players spent a lot of time strategizing in a way that's not clearly in or out of character. In Critical Role, all of this clearly happens in character, even to the extent that some actions are declared by telling another character about them.

The GM style has a lot more dialogue than in old school play, but is still recognizably similar:


The difference shows up in the player statement balance, which is dominated by in-character dialogue.

The most common action in the old school play transcript was Inquiring for more information - examining something, looking around. In Critical Role, checking out the environment isn't even top ten.

Here's the overall breakdown, players plus GM:

As I was annotating, however, I realized that the play style did shift a lot. When the group was on their home turf, in-character dialogue dominated. Things changed as soon as the party decided to set out for an adventure location.

This got me curious if I could effectively show the ebb and flow of statement types over time. Here's how that looks:


I broke the transcript down into roughly 1,000-word "chapters", and then rendered the distribution of statement types over time.

What immediately stands out is that while IC dialogue is a huge portion, it's steadily decreasing over time. The session starts off with a bit of "last time on Critical Role" (Prior Events), but reaches its peak dialogue-heavy moment in chapter 3, where it's almost pure IC dialogue with a bit of DM exposition.

That immediately slides of as the group sets out. A green band of PC Action appears ("I do x"), along with Describe (the GM describing things)

By Chapter 17, there's even a healthy amount of OOC Approach (statements about how to approach a situation that isn't clearly in-character dialogue)

One similarity with the old school transcript is how little discussion of mechanics there is. Most commonly, the GM simply declares, "Give me a perception check," there's a die roll, and the players are immediately into either groaning, cheering, relevant-but-out-of-character jokes, or in-character dialogue. There's essentially no rules debate in this at all. That's what you might expect from a short-resolution system with an extremely seasoned group.

Here's the "next statement" diagram for the top ten statement types:


This is only top ten, and so we can only see the tip of the iceberg of PC action and how it resolves—some clarifying of the player's intent, but almost always it's simple acknowledgement from the GM. Apart from little sequences of off-topic chatter, game-related joking, or discussion of prior events, all roads lead to in-character dialogue.

Monday, 23 January 2023

Further RPG Transcript Analysis: Old School

Recently, I wrote about a taxonomy for classifying the statements made while playing a role-playing game. I've been looking at an 'old school' style transcript that I was given by Ara Winter.

With the whole transcript annotated, including breaking up longer statements into separate ones so they can be tagged distinctly, it looks like this in my google sheet:



This lets me do a couple of fun but simple bits of analysis, such as looking at the relative proportion of various statement types, by the GM:

..by the players:

..and the group as a whole:

But the coolest view for me is looking at next statement types. What statements tend to follow others? I crunched the transcript and it allowed me to make a sort of Markov chain out of it, showing the likelihood of a statement type following another:


What I love about this is that you can really see the style of conversation that emerges in this session: the rapid back-and-forth of description and inquiry between players and GM. Once in a while there are little conversations about clarifying the fiction, player intent, or how to approach the situation. Joking tends to lead to more joking!

That was just the top ten most common statement types; here's the full diagram for the entire transcript:


In the next post, I'll have a look at a very different play style: Critical Role.

Sunday, 22 January 2023

A Taxonomy of Roleplaying Utterances v0.1


There are lots of ways that gamers characterize play styles, many of which focus on the intentions of the play group. I won't recap those here—this post is about a different lens for looking at play style, namely, what are people talking about?

I Describe Fireball At Them

A few years ago I watched a YouTube video where the players spent an incredible amount of time describing how the actions of their characters would be experienced by others. One player spends upwards of sixty seconds describing how his character sits down, unpacks a little flute, and plays it.

In another campaign, a different player would have said, "I cast Sleep."

This got me thinking about a lens to examine play focused on the type of statements that people are making, based on classifying the statements uttered at the table. With such a classification scheme, you could look at any of the thousands of hours of actual play available on the internet and annotate it.

Taxonomy of Roleplaying Utterances

So, without further ado, here's a draft. This is a bit of a mess; it's a list of things that I've seen happen, sliced into groups based on what I thought was interesting. I present it here mostly so you could either:

  1. try to use it
  2. come up with a different taxonomy
  3. publish and link to transcripts of actual play so that others can do 1) or 2)

I've put it in a hierarchy not because things down on the leaves are far apart, just to make it easier to label things "100", "200" and move on, and perhaps come back and tag it with more precision later.

A few definitions:

Fiction: the qualitative description of the game world and everything in it: the environment, events, the characters and their feelings. 

Quantity: a characterization of the world originating in the rules that uses a number, a tag, an enumerated state of some kind.

A 6' tall ranger is a fictional element; if the ranger is Medium, that's a mechanical quantity.

A Taxonomy of Roleplaying Utterances v0.1

  • 100 Fiction
    • 110 (GM) General descriptions
      • 111 Environmental description
      • 112 Events
      • 113 NPC actions/behavior/visible emotions
    • 120 Clarifying (e.g. asking for more information, resolving ambiguity)
      • 121 Clarifying the fiction
      • 122 Clarifying feasibility/consequences of action (e.g. "is it too far to jump across?")
    • 130 (Player) Stating a PC action (e.g. "I grab the chalice from the altar.")
      • 131 Descriptions of PC actions (e.g. "My cloak blows in the wind as I leap onto the stone table, I'm like.. silhouetted against the sky."
    • 140 GM Describing PC Action or its results (e.g. "Okay, you leap forward and shove the door—it swings open and bangs against the far door frame..")
    • 150 Fictionalizing a quantity or mechanical outcome (e.g. [Having rolled 2 damage]" The dagger leaves a long, ragged scratch on your arm.")
    • 160 Dialogue
      • 161 IC Dialogue (e.g. "The merchant says, 'My horse is the fastest in the land!'")
      • 162 Description of dialogue (e.g. "The merchant prattles on about his horse and how it's the fastest in the land." e.g. "I tell the King the whole story about the orcs at the mine.")
    • 170 Inner experiences
      • 171 Reactions/emotions of your character (e.g. "My guy is totally taken aback, like.. I thought the Queen was an ally!")
      • 172 Reactions/emotions of someone else's character (e.g. GM: "You feel your hands trembling as you step out onto the ledge." "Haha, you're totally hot for me.")
      • 173 Intentions (e.g. "GM: The monster isn't trying to flee." e.g. "PC: I need to find a way to get out of this damned sewer.")
      • 174 (GM) PC inferences (e.g "You get the impression he's just trying to end the conversation.")
      • 175 Rationale for choices (e.g. "Well, I'm chaotic evil, after all. [I'm going to untie that rope.]")
    • 180 Exposition (e.g. background information, contextualizing what PCs would know about what they see)
  • 200 Engaging with Mechanics
    • 210 Rules
      • 212 Rules explanation
      • 211 Rules query (e.g. "Can I do a follow-up charge against flying enemies?")
      • 213 Rules debate/discussion/disagreement
      • 214 Choosing rules, procedures, resolution approach (e.g. "Let's use the one-roll system for this fight.")
      • 215 Lobbying for a particular mechanical interpretation (e.g. "I'm prone, but I'm prone on a giant table, shouldn't that offset the disadvantage?")
    • 220 Resolving
      • 221 Mechanical preamble to actions ("because of my instinct, I'm going to..")
      • 224 (GM) Stating consequences (e.g. if you fail the save, you fall off the cliff)
      • 225 Rolling dice/using a randomizer (e.g. "I rolled a four.")
      • 226 Applying rules/procedures (e.g. "A roll of four is a severe wound, but also I mark xp. Hey, that means my skill goes up!" e.g. "Everyone roll initiative.")
      • 227 Choosing mechanical options (e.g. "I rolled a 3; I need to either flee or surrender. I guess I'll surrender.")
    • 230 Discussing quantities (e.g. "I have four hit points." "My sword is +2 against golems." "I only need another 200 xp to go up a level.")
      • 231 Asking about a quantity (e.g. "How many hit points do you have left?" "Do you have the Leap ability?")
  • 300 Out of Character (or ambiguously IC/OCC)
    • 301 Approach/tactics discussion (e.g. "Dude, what? Use the Fireball, why are you saving it?" "Can we just ride around these guys and not fight them at all?")
    • 302 Prior events of the campaign (e.g. summaries of last session, reminders)
    • 222 Clarifying intent of a player (e.g. "Are you really just trying to push the orc back a square?")
    • 303 Cheering/lamenting an outcome, pretend IC shit-talking (e.g. "You totally smoked that orc! he's just a crater! lol")
    • 304 Opining (e.g. "We're totally getting double-crossed here, right?")
    • 305 Safety tools (e.g. "Let's X-card that.")
    • 306 Discussing play (e.g. "I loved it when you," "My favorite moment was when..")
  • 400 Off topic
    • 404 Discussing a missing player

If you do actually annotate a transcript with this or any other taxonomy, please indicate what taxonomy you used and its version! (e.g. by linking to it).

Some problems and caveats
  1. Any taxonomy will all sorts of assumptions baked into it. For example, there are GMless games! I have no idea if this would look applied to a Microscope or Quiet Year session. All those are problems for v0.2!
  2. Any classification scheme will have lots of edge cases where statements are hard to classify.

An Example

Ara Winter kindly provided me this transcript of play from a game of his, for this purpose. It's been sitting on my hard drive for years. Here's the raw transcript, without my annotations:

DM: And there is the pond, here.
G: I care most about the area under the planks and the pond.
DM: Well, uh. The only thing you see under the planks is stale fetid water, and inside the pond, you see a giant floating frog corpse about five feet in length.
R: Is in intact?
DM: Fairly intact, yes. It's in the water? So you would have to, I don't know, either get in the water or pull it towards you in some way.
R: How far into the water?
DM: Well, the whole pond thing is maybe 25, 30 feet across, So 10-12 feet?
R: I bet we could throw, what do you call them? One of our grappling hooks.
G: Do we want. . . a frog corpse?
R: Well we might be able to figure out how the frog died.
J: Did the frog corpse have anything on his person? Or is he just a naked frog.
DM: Well, all you see is just the belly of a frog that's about five feet long. And only just parts of it, because it is kind of floating in the water.
J: And it's obviously dead?
DM: Well it doesn't look alive no. You don't normally see frogs like that, lying like that, upside down and not moving.
J: Ok, Can I use my quarterstaff?
DM: Not your quarterstaff, it's about 7' long.
R: All right, I take my grappling hook, with a rope and try and throw it out there.
DM: Ok, you can grapple the frog. It makes a thicking *plctch* sound as it hits the water and your rope goes into it. I mean it's standing water because it's separate from the river and you can hook the frog and pull it towards the shore which you do. You now have a frog corpse near the shore.
J: Is there anything on the frog corpse.

Here it is, annotated by me with Taxonomy of Roleplaying Utterances v1:

DM: [110 - description] And there is the pond, here.
G: [120 - clarity] I care most about the area under the planks and the pond.
DM: [110 - description] Well, uh. The only thing you see under the planks is stale fetid water, and inside the pond, you see a giant floating frog corpse about five feet in length.
R: [120 - clarity] Is in intact?
DM: [110 - description] Fairly intact, yes. It's in the water? [122 - feasibility] So you would have to, I don't know, either get in the water or pull it towards you in some way.
R: [120 - clarity] How far into the water?
DM: [110 - description] Well, the whole pond thing is maybe 25, 30 feet across, So 10-12 feet?
R: [301 - approach] I bet we could throw, what do you call them? One of our grappling hooks.
G: [301 - approach] Do we want. . . a frog corpse?
R: [301 - approach] Well we might be able to figure out how the frog died.
J: [120 - clarity] Did the frog corpse have anything on his person? Or is he just a naked frog.
DM: [110 - description] Well, all you see is just the belly of a frog that's about five feet long. And only just parts of it, because it is kind of floating in the water.
J: [120 - clarity] And it's obviously dead?
DM: [110 - description] Well it doesn't look alive no. [180 - exposition] You don't normally see frogs like that, lying like that, upside down and not moving.
J: [122 - feasibility] Ok, Can I use my quarterstaff?
DM: [122 - feasibility] Not your quarterstaff, it's about 7' long.
R: [130 - player action] All right, I take my grappling hook, with a rope and try and throw it out there.
DM: [140 - describe outcome] Ok, you can grapple the frog. It makes a thicking *plctch* sound as it hits the water and your rope goes into it. I mean it's standing water because it's separate from the river and you can hook the frog and pull it towards the shore which you do. You now have a frog corpse near the shore.
J: [120 - clarity] Is there anything on the frog corpse.