Sunday, December 28, 2025

Books [Verb] Play

Edit: A friend pointed out that the original name (The Verbs of Play) didn't make sense, since these are all verbs that books are doing, not play. I realized I wrote the title to the post first and never updated it to match what got written, so I'm just doing that now.

The following is in response to Seraphim Seraphina's excellent post "What do we mean when we say a game “supports” play?". I want to engage with the question of a thousand arguments: Does Dungeons & Dragons support cozy coffee-shop play?

Seraphim argues that we should keep an open mind to the ways in which different RPG systems support different types of play, ending with this addendum: "In conversation about the post, I've realized there is a question I very much prefer over "Does X support Y?", which is "What structure does X have that shapes Y?""

I want to add on to this a bit, taking a shot at taxonomizing the ways that RPG books shape play. I'm hoping that by naming these, it'll make it easier in the future for me to see these at work in the designs of myself and others.


The Universal Roleplaying Engine

Note that above I specifically says "the ways RPG books shape play". Many of these arguments on the ways systems matter get derailed by a conflation of system (the process by which contributions to the fiction get made) and books (collections of words you buy from a store or download). Here, I want to look at how the books (specifically rulebooks) we use to shape play influence the sessions we run, but to be able to do that I need to draw a distinction between the rulebook itself and the act of play that it's being attached to.

The vast majority of RPGs come with an incredibly powerful but often ignored set of baseline procedures: the players all imagine a situation together and take turns making contributions to the fiction, which the group then accepts, rejects, or modifies. This fundamental conversation-procedure underlies nearly all RPGs, and in my opinion is responsible for lion's share of the fun of this hobby--the specific books you use might add value on top of the basic conversation, but this is where the real magic happens.

This basic procedure, by itself, facilitates a tremendous range of play. Any playstyle that boils down to "imagine a situation and propose what happens next" is supported by default. Freeform storytelling, common-sense problem solving, conversations between characters, and so on basically all come for free with any roleplaying system. On some level, the question of "does D&D support cozy coffee-shop roleplay" is obvious: of course it does, it's a roleplaying game.

However, this isn't to say that all RPG rulesets are equivalent and that system is utterly meaningless, just that RPG rulesets are less horse and more reins--the power is coming from the basic procedure of roleplaying--from the creativity and imagination and experiences of the players--and the books you add on to it are just trying to tame and direct that power towards more controlled aims.

Okay, so does system matter? Yeah. Does book matter? Sure, it exerts an influence. But how do RPG books exert influence on play? The following is a list of verbs, each describing one of the methods RPG books shape play. Many overlap to varying degrees, but I think there's value in the distinctions I'm making here.


The Verbs


Inspire

Books inspire play. For play to even occur, the player need to desire it. RPG books solicit players to roleplay--they create desires where none existed before and enflame existing desires.

The importance of this should not be underestimated. RPGs are entertainment--they only exist so long as people desire to play them. No matter how good a book might be at any of these other verbs, if it fails to spark the imagination gameplay simply will not occur.

The pitch of "do you want to be a member of a secret government taskforce that fights against unfathomable Lovecraftian horrors?" makes me go 'Oh hey, that sounds fun. I should play that.'

The art of a cool elf swinging a sword at a goblin makes me go 'Oh hey, that looks fun. I want to be that elf.'

The fancy bespoke tarot card-driven resolution mechanic at the heart of the system makes me go 'Oh hey, that looks clever. I should play the game so I can see how it works.'

The brand recognition that triggers when I see 'Dungeons & Dragons' on the book's cover makes me think that this is something I should try out.


Align

Books align play. Once a group of players have decided to play a RPG, their expectations for what the game is going to look like need to match up enough that conflicts don't crop up. A rulebook can act as a north-star, orienting expectations for the table as a whole.

Players need to be able to more or less predict how their contributions will be handled--if a certain action their character takes is setting-appropriate, or what type of roll using what stats will occur from an action, or if a certain element of the setting is 'theirs' to control. A rulebook can smooth over expectations between players, reducing the likelihood of disagreements.

The art style on the cover of Mork Borg makes me assume I should prep a scenario involving more grit and violence and less sentimentality and coziness.

The rules tell me that I can control my PC's actions but not those of NPCs.

The book says I get XP for winning combats, so I assume I will be getting into lots of fights and don't make my character be a pacifist.

The fact that 'Lockpicking' is written as a skill on my character sheet makes me assume lockpicking will feature into this play.

The skill system and the fact that I have a +10 to Lockpicking make me expect that when I try to pick a lock in the fiction I will roll dice to determine the outcome and be relatively likely to succeed.

I know that you take 1d6 damage per 10' you fall, so I know that failing to jump between these ledges will result in me taking no more or less than 3d6 damage.


Incentivize

Books incentivize play. This is really just a hybrid of 'inspire' and 'align', but it feels worth making its own entry since it looms so large in most designer's minds. As soon as a rulebook has rules progression, it exerts a strong incentive for the players to do whatever it takes to mechanically progress.

It's a fairly common attitude for RPG designers to think of the system they write primarily as a network of incentives that lead players towards interesting choices. You get XP for combat, which leads the players to fight things, which leads them to use the finely tuned combat minigame.

Incentives are weird in TTRPGs, though, because the fiction itself contains infinite possibility for incentives--often ones that are much more memorable and engaging than anything that could come pre-packaged in a book. Wanting to rescue a beloved NPC, take revenge, claim a prize, attain a title, etc are all implicitly supported by the basic procedure of play. However, they require buy-in to the fiction in a way that only really happens through play--a huge advantage of book-incentives is how they can inspire desire to engage even before the game has started.

I get XP for killing, so I want to get into lots of fights.

I need 3 successes and 3 failures on my Foraging skill check to be able to rank it up, so I often try to forage even in difficult situations.

The book says to award 1xp to the player who had the most dramatic scene this session, so I intentionally put myself into messy and dramatic situations I otherwise wouldn't.


Challenge

Books challenge play. The rules to a game add friction to it, prevent the players from attaining their goals in a perfunctory and unsatisfying manner, force them into unexpected directions. They allow the players to strive and pursue their desires, to work their creative and analytic muscles towards a purpose, to keep those desires fed and intoxicating--to let the players spend time existing in a state of pleasurable unfulfillment and exertion.

This is a fun verb to argue about online; analyzing the math on the mechanical side of challenges/player abilities/resolution mechanics is a relatively tidy process--it's not hard to demonstrate that a mechanic doesn't work the way that it was seemingly intended to, or that one overpowered option renders the other options moot, but the concept goes beyond that.

The book says I can't just narrate myself killing the dragon in one strike. I need to engage with the combat system and deal 100 damage in order to slay the dragon and claim its treasure hoard.

The prompt in this journaling RPG says that I need to describe the argument I get into with my betrothed. I wasn't planning on having that happen, so now I need to think more deeply about my character, my vision of them, and who they are when put in unexpected situations.


Elide

Books elide play. To paraphrase the famous article, when the rules say that I can pick a lock by rolling 1d20, adding my Lockpicking skill score to it, and getting a 15+, then I don't need to think too hard about the details of lockpicking--the system just handwaves the details and says "the lock clicks open".

I won't dive into details on this one, since that ground has already been well-tread, except to say that this is one of those verbs can especially impact the suitability of a system for certain types of play.

When I attack the swordman, I don't need to describe what type of swing I do--I simply roll an attack and then damage and the swordman becomes nebulously that much closer to defeat. I can choose to offer that description, but it offers no impact onto the rest of play.

The rules say that when you walk into a room containing clues, roll 1d20 and add your Investigation score to it. The GM immediately tells you all of the clues to be found in this room with a Mystery Score of your result or less, and once you have found 10 clues they will reveal the solution to the mystery to you. This supports gameplay where you describe being a detective, but makes roleplaying as a detective--investigative problem solving using the player's deductive skills--all but impossible.


Limit

Books limit play. They reduce the options that players have to pre-designed lists. This act of shaving possibilities from play has many upsides--limitations are a large part of the context that players need in order to choose what actions to take, limiting possibility to tight lists reduces analysis paralysis, and the reduced possibility space allows for much tighter design. It also, obviously, limits play.

One verb I was debating adding to this list is "Lubricate," but it feels like it might just be a sub-verb to this one. A book can facilitate and ease play by limiting player options or offering them prompts in moments when they might otherwise stall out.

The rulebook says that I need to choose between being a human, elf, or dwarf. This makes the RAW book a bad fit for a campaign about being a unicorn.

When I make a move in Apocalypse World, it gives me a list of results to pick from as the consequences of my roll. This significantly lessens the possibility space and makes it less daunting for me to make creative contributions.

Knowing that this game is set in 1700s Venice means I know I can't pull out a cell phone.


Automate

Books automate play. To a greater or lesser extent, a rule system plays itself. Certain actions within the fiction kick off gameplay procedures that must be resolved at the table before the action can be contributed. Implicitly, the existence of incentives & optimal strategies within a system also results in a game that plays itself, where the task of the players is less to make choices and more to identify the 'correct' choice and then resolve all the resolution mechanics to keep the system moving.

This has positive and negative impacts on play. Those procedures can do good work in pacing out gameplay moments, can create the dynamics that the book designer wants, and even be pleasurable to watch in its own right, but they also push the players out of the process of play for the duration of their resolution. At worst, a game that plays itself relegates the players to the role of audience-bureaucrats, there to bask in the brilliance of the designer's vision and perform the busywork that must be done to keep the system chugging along.

I choose to attack the dragon. Play effectively pauses while I roll to-hit, do some quick math to see if I succeeded, roll damage, and see if the dragon dies from the wound. Because the dragon goes next and can probably one-shot me, everyone at the table feels highly emotionally invested in the outcome of each of these steps.

I have invested so many points into my Eldritch Blast ability that nothing else I can do is nearly as effective. On each of my turns in combat I cast Eldritch Blast.

When I make a character, I always put as many points as possible into my class's core stat, since it directly determines my effectiveness in most combat actions. Doing anything else would be playing sub-optimally.

Because it's the end of round four, I add three Red Tokens to the pile. This triggers the scene where I  flee from the orphanage-that-secretly-trains-assassins that raised me. I am prompted to describe my successful escape and offer a brief monologue on the nature of grief.


Distract

Books distract from play. If a ruleset incentivizes a certain set of activities, or if its mechanics spend a lot of time on certain procedures, other activities inherently become deemphasized. Every moment spent staring at character stats and rules, similarly, becomes a moment in which the player is not thinking about the fiction.

Minigames can be a lot of fun in a RPG, especially ones where the state of the fiction can still impact the minigame's flow (combat being a common example). Saying that a game's rules "distract" from play sounds negative, and it definitely can be (I generally prefer systems where I spend more time thinking about the game world and less time thinking about statblocks or mechanics), but there can also be a lot of pleasure in stepping aside from freeform play to act out a little gamified ritual at times. 

The main way to get XP in this game is combat, and each combat takes 2-3 hours to resolve. I don't have a lot of time in an average session to describe my character sitting at the coffee shop and savoring a chai latte.

I spend three green mana to gain an inspiration point, which I use to trigger my limit break. This gives me a point of luck, which I use to get a +2 to my attack roll.

Prepping a full four hours of roleplaying stuff for players to do is too much for the time I have to prep, so I'll seed a few fights in there that'll eat up some session time while still being fun.


Pace

Books pace out play. The rules and procedures you follow take time at the table to resolve, which can be used strategically to emphasize or deemphasize moments of play. Making momentous moments of gameplay intentionally more mechanically involved can allow for those moments to linger longer at the table, holding the players in a pleasurable sense of anticipation. Of course, too much crunch with too little at stake can drain all the momentum out of play.

Combat involves a real possibility of character death. If an entire fight was resolved in a single roll, being killed would feel jarringly anticlimactic.

Spending half an hour each time I level up looking at character build options is a fun little ritual that emphasizes the mechanical progress I'm making.

Opening a treasure chest and having the GM ask you to roll percentile dice to determine what items are within creates a moment of suspense and draws out the anticipation longer than having pre-determined contents prepared.


Derail

Books derail play. Every time a player contributes to the fiction, that contribution is inherently in line with the player's vision of the how the game should go.  Every time dice get rolled, there's a chance that the situation takes a turn in a direction that nobody at the table expected or intended. The book itself becomes a player at the table, making its own set of contributions.

This is one of the biggest qualities that a formal ruleset possesses that freeform roleplaying does not (although the collaborative storytelling will always inherently involve adapting your contributions to match those of others). How does a ruleset surprise its players?

When the goblin crits me and my character dies, it changes the story I was expecting to tell about them.

When I brag 'watch this' and then critically fumble my roll, my character stops being the cool badass I imagined and transforms towards being comic relief.

My character wants to be moral, but you need to consume 1 ration per day or suffer a level of Harm, they're stranded on a lifeboat with three other characters, and everyone's one missed meal from death. I wasn't planning on them starving to death or being a cannibal, but I guess one of those two is how this story goes now.

I usually evade monsters with illusions, but the book says that undead are immune to illusions, so I need to try something else to get past this room full of ghouls.


Contextualize

Books contextualize play. A bunch of facts about the world the game takes place in does not force the player down any one path, but having an existing world to react to has a massive impact on the choices the players choose to make with their future contributions.

Even rules not currently being used have a weight to them, bending people's perceptions of play even if they don't change the play itself. See Jay Dragon's Happy Little Life thought experiment.

The book says that the Forbidden Islands are ruled by someone named King Goblianus. I hate kings, so my goal for this campaign is to kill that guy.

I get XP for looting treasure, so I guess I'll go look for some treasure?


Endnote

This list isn't exhaustive, but I hope is somewhat helpful to anyone thinking about RPG system design as a checklist of alternate ways to think about game books. It can be very tempting to pick one lens of analysis and then trying to optimize solely on that one context, but any RPG book is always going to be performing many different simultaneous tasks in service of structuring play.

One thing to note is that most of the above verbs are not exclusive to the books being used; inspiration can come from an enthusiastic player inviting people to come over for a RPG night; alignment came come from the group discussing their expectations during a session 0; context accrues automatically as play proceeds and the world comes into focus. When you use a book-system to run a RPG, the promise it's making is that it will pitch in on each of these verbs in a way that is more thoughtful and less effortful than you doing them all yourself.

Looking back on this list through the "does D&D support cozy coffee-shop play" lens, I don't have a universal answer, but I do feel like I understand the question slightly better. The question can easily mean different things to different people--do you want a game that ritualizes the process of relaxing, where the game almost does it for you and you just bask in the process? Do you want a system where there are basically no rules and you just handle it all on vibes? Do you want one where the looseness of relaxing is contrasted against a larger context of strife and hardship? Do you want a character creation system that lasts a long time so you can spend time with the character mid-creation, or do you want one where the distracting process of writing down stats and abilities gets out of the way as quickly as possible? Do you want a tight incentive structure that guides players to the actions you want them to take, or do you want the players to be coming up with their own agendas? Are you more worried about getting players excited by dangling a popular brand in front of them, or are you more worried that the system will be distracting from play once it actually begins?

Tuesday, June 10, 2025

Elements of a Key 1

 I've been working on a soon-to-be-announced hexcrawl project with a few other people, and it's gotten me thinking about key design--more specifically what elements are valuable to include in a key that you're prepping and/or preparing to release for others to use. I figured I'd do a breakdown of all the information that a key (explicitly or implicitly) contains.


Key, in this context, just means any block of information describing a piece of a situation meant for play. Room keys and hex keys, but also to a lesser extent descriptions of monsters, NPCs, and general setting elements.


This list is meant to be as exhaustive as possible--what are all of the things that a key might need in order to be played out? Importantly, I'm not making a distinction (yet) between information that is decided by the key writer, the GM during prep, or the GM during play. Thinking through which types of key elements are best left to which stages (writing/prep/play) is the ultimate point of me writing this up, but this is long enough I need to save that for a future post.


General Information

The basics of a key. What do you tell to the players and when?


Immediate Sensory Impression

What is the immediate sensory impression received upon entering? Or, to put it more directly, what does the GM describe to the players upon first encountering the key?

"You enter a 30'x30' square room with a goblin in it, sitting atop a stained carpet."


Uncoverable Details

What is present in the key that requires some amount of exploration on the players' part to discover? Or, to put it more directly, what does the GM not describe to the players upon first entering the key? This contains both information likely to be relevant to play, and the answers to even the most inane questions the players might ask about the key.

"The stained carpet conceals a closed hatch leading downwards."

"The goblin's pockets contain 3 copper pieces."

"The goblin's name is Skronk Jr."

"The walls of the room appear to be carved limestone."

See Also: Hidden descriptions, via Landmark, Hidden, Secret


Immediate Response to Players

Similar to Immediate Sensory Impression, what happens the moment the players encounter the key? Does the presence of the players kick off some series of events?

"The goblin snarls, 'You've ruined your own lands, you'll not ruin mine!' and attacks."


Conditional Response to Players

Once the players start poking at things, what happens? Like Immediate Response to Players, but events that occur only if the players (or other forces) take certain actions.

"If the hatch is opened, the trap activates."

"If the players show a Worm Badge, the goblin lets them pass."


General Concept

What's the general deal with this key? If details need to get filled in about the key that weren't prepped, what basic concept should the GM visualize when improvising new details?

"The room is the lair of a goblin, tasked with defending the secret entrance to the goblin mines."


A Quick Aside

I hope that some of why I find this all interesting is already coming through. Once the players discover a key, all of these elements are needed to play it out--the scene opens with a sensory impression followed by an immediate response to players, as they players move through the key they uncover more details and trigger conditional responses, and as they prod at the key from unexpected angles the GM falls back on the general concept to improvise additional details.


Does that mean that a well-prepped key should explicitly contain all of these elements?


Almost certainly not.


Most of these can be inferred from each other. A good General Concept can imply everything else/a good Immediate Sensory Impression can imply the general concept/and so on. The GM needs to be able to do all of these during play, but it's overkill to include all in prep and/or writing. I'm doing this dissection largely to help me think through which of these elements are best come up with during which stages, and which elements are best stated directly vs. implied.


The Situation

Keyed descriptions exist within a moment in time. How does the hex describe how it might be on repeat visits?


The Temporary Situation

What in the key is happening just as the players first experience it? What won't be happening the next time they arrive?

"A child cries for help, surrounded by four hungry wolves."

"Six pilgrims pass through, on their way to visit the oracle to the south."


The Indefinite Situation

What in the key will be there every time the players arrive (or at least until they disrupt it)? What is 'business as usual' for the key?

"The shop sells basic adventuring supplies at a 50% markup."


The Possible Situation

What in the key may or may not be there when the players visit?

"There is a 1-in-6 chance per night of being attacked by 1d8 wolves."


The Reactive Situation

What in the key may happen in the future? Either based on player action or the natural progression of time, what will this key look like upon later visits?

"If the goblins are wiped out, a colony of kobolds move in to take their place."

"If not rescued within a week, the stranded sailors die of dehydration and exposure."


NPC Descriptions

The NPCs within a hex are some of its most unpredictable elements. In theory, each one is a full-fledged person. What information does the hex provide to describe them?


NPCs Present

What NPCs are in the key? How many of them are there? What's their general concept? What do they look like? All 'General Information' questions apply.

"There are three goblins."


NPC Motivation

What does the NPC want? What motivates the the actions they'll take? Both in the short-term (what they want out of their first encounter with the players) and in the long-term (what they want out of life).

"The goblin wants the players to leave."

"The goblin hates the ogre who lives next door."

"The goblin wants power, praise, and wealth."


NPC Abilities/Instincts

How does the NPC pursue their wants? What skills/abilities/powers do they have? What are their go-to strategies and instincts on how they behave? May or may not be mechanical.

"The goblin has +5 to stealth and can backstab an unsuspecting foe for double damage."

"The goblin throws themselves on the ground and begs pitifully for mercy when met with strong foes, blaming everything on the ogre."

"The goblin lies compulsively, and doubles down on the truth of those lies no matter how obvious the lie or costly the facade becomes."


NPC Backstory

Who is the NPC? What was their life like before the players met them? What's their lore? What was their relationship like with their parents? The types of information that won't come out in default play, but that a player might always ask the NPC about on a whim. It's a running joke that one of the cruelest things a player can do to their GM is to ask an NPC "What's your name?"

"The goblin is named Skronk Jr."

"The goblin has a pet rat-dog."

"The goblin used to be a bartender on Main Street until they were fired for embezzlement."


Misc Information

Here are a few more types of information that may come up about a hex in play that didn't fit with any other category. Not all of them are strictly necessary to run a key, but still may impact the way play occurs if included. There's overlap between some of them, but I find it helpful to take a step back and look at a key via each lens separately.


Lore & Backstory

What's the history of this key? What events occurred in the past to bring the key to the state it's in today? What's the explanation for why the key is the way that it is? Like NPC Backstory, encompasses info that's unlikely to be relevant to actual play.

"Here's the genealogy of the king, going back 500 years."

"The polymorph trap was installed by a long-dead wizard who liked to turn their foes into chickens and then dine upon them."


Relations to Other Keys

What other keys do you need to know about to run this key? How does this key combine with other keys to create something larger than the sum of their parts? May be explicit or implicit connections.

"Loud noises alert the ogre next door."

"The key opens the door to the king's chambers."

"The assassin knows the names of the three other conspirators." 

"This goblin liquor is exactly the type of gift that would you get on the Sherriff's good side."


Authorial Intent

Why did the author include this key? What part does it play in the module's design?

"This goblin encounter was included because I felt the dungeon didn't have enough NPCs the players could talk to."

"The kidnapped children were included because I found players didn't have a strong motivation to go into the dungeon without a quest."

"This dungeon is my meditation on the five stages of grief. The goblin represents 'bargaining'."


Kickers & Quests

What should happen next? What in this key helps drive the action of the game forward and keep play from stalling out? What solicits the players to action and fills them with desire to keep playing?

"The innkeeper tells visitors of the quest to slay the dragon."

"The goblin attacks if not presented with the password within 30 seconds."


Potential Player Actions

The core element of roleplaying is the actions the players take. How does the key give the players fuel to come up with cool actions without dictating what those actions should be? This typically isn't something written directly, but it does inform how all the other listed elements get written.

"These unattended barrels are about to be brought into the impenetrable castle that the players want to sneak into."

"The ogre guard is a well-known alcoholic, unable to turn down a drink. In a nearby location there's a keg of double-strength rum--strong enough to knock out even an ogre."


Unanswered Questions

What elements of the key are unstable situations teetering on the edge of two or more possibilities? What powder-kegs exist? What are the Hegelian contradictions inherent in the current status quo? What are the parts of the setting where the players can have a meaningful impact on the world?

"The mercenary has been hired by the cruel king, but their last two payments were skipped. Do they stay loyal or betray their employer for better opportunities?"

"The ailing king believes in order, duty, and justice, but their heir is a hedonistic and irresponsible sociopath. Do they pass their crown along to them, as tradition demands?"

"The cult leader preaches a better world of love and peace but callously throws away their follower’s lives."


Mechanical Details

What stats do the elements in this key have? What are the monster statblocks, trap damages, and various difficulty ratings?

"Disarming the trap has a DC of 15, triggering it on a failure. Those within 20' must make a Dex Save at DC 13 or take 3d6 damage."

"Goblin: HD1 AC2 M7. 1d6 rusty blade."


Exciting Possibilities

What cool or evocative things might happen when the players encounter the hex? In some ways this is just "Conditional Responses", but the emphasis is on getting the GM excited to run the key more than on actual helpful info.

"If the players destroy the hedge, an army of undead awaken and overrun the world."

"There is a 1-in-100 chance that this opens a portal to hell, sucking everyone present through."


Cool Words

What are some exciting ways to describe what's in the room? When the GM runs the key, what are some words that they can read straight from the key to enhance their description? Or simply words to get them excited about running the key? Contains both the much-reviled box-text and the much-beloved purple prose of OSR darlings.

[insert any box-text from a 90's module you can think of here]

"They judder and fall like an old man escaping from a crashed car, but fast, like skipping low-res recordings. It leaps but has forgotten how to stand. The shaking steps collapse."


The Script

How will the scene of the key play out? What actions does the GM need to make sure the players take? This element is, thankfully, out of fashion and generally should not be included in any stage of prep. It is included here only because it is a common element found in many written modules.

"After the players agree to accept the quest, they exit the city via the west gate and have the following exchange with the gate guards: ..."


IRL Props

What solid objects or digital images can you actually give or show your players to help them visualize the key?

Art of the monster that lives in the room.

A fake newspaper handout, which contains clues relevant to the mystery.

An actual fake medal that the players get presented with at the same time it is presented to their character by the king.

Background music to set the tone.

Conclusion

Every one of these elements is something that may need to be invented by somebody at some point in play--either by the author as they write the module, the GM as they prep it before play, or the GM as they improvise it mid-play. The questions are: for a published module, which elements are best explicitly provided within the module's text itself and which should be left to the GM? What are some trade-offs being made when deciding which elements to provide and how to provide them? What are some useful ways of thinking about these elements as you choose which to include?

I'll be wrestling with those questions in my next post!


Thursday, May 29, 2025

Puppeteer (GLOG Class)

A mage class for GLOG-compatible games. Initially made for Odd Goblin (which I'll be posting once the current draft is done), but adapted to be slightly more mainline-GLOG compatible. Posted to join in on today's puppet bandwagon

Class: Puppeteer

A mage who grants the semblance of life to magical dolls.



Equipment: Whittling-knife, oversized suitcase, 100' thread, portable painting kit.

Class Features

A: Spell Dice (1d6), +1 Spell, Lesser Puppetry

B: Spell Dice (2d6), +2 Spells

C: Spell Dice (3d6), +2 Spells

D: Spell Dice (4d6), +1 Spells, True Puppetry


Spell Dice: At each level, you gain one additional Spell Die with which to cast spells.


Spells: Roll on the list of spells below when you gain a spell, rerolling results already learned. Cantrips are spells that may be cast without the use of Spell Dice.


Lesser Puppetry (Cantrip)

R: 30’; T: 1 object; D: concentration

Thin silvery threads emerge from the caster’s fingertips, attaching to the target object. The caster may move and operate the object with the force and dexterity of a puppeteer operating a puppet via strings.


Spell List (1d6)


1. Trumpeter Doll

R: [sum] miles; T: a creature whose face you know; D: indefinite

The caster produces a doll with the appearance of a trumpet-wielding messenger. The doll animates and runs in the direction of the target, moving 80’/round. Upon reaching its destination, it blows the trumpet and announces a message of the caster’s choice. Optionally, it can wait for a response before returning and repeating it to the caster.


2. Clown Doll

R: n/a; T: 1 creature or group of creatures ; D:[sum] minutes

 The caster produces a doll with the appearance of a harlequin clown. The doll animates and runs off in search of their target. Upon finding them, the doll antagonizes them with mocking gestures and acts of small mischief. Pursuers must succeed at a Move check (-4 penalty) to catch the doll.


3. Angel Doll

R: n/a; T: n/a; D:[10 minutes/1 hour/8 hours/1 day]

The caster produces a doll with the appearance of a winged angel. The doll animates and flies [20’/40’/120’/400’] per minute in the direction of safety--the closest exit to a dungeon or the closest friendly settlement in the wilderness. Unlocked and secret doors fly open in its path.


4. Devil Doll

R: n/a; T: n/a; D: concentration

The caster produces a doll with the appearance of a pitchfork-wielding goateed red devil. The doll animates and runs into the closest and greatest source of danger, attempting to trigger it and destroy itself in the process.


5. Murder Doll

R: n/a; T: n/a; D: 10 minutes

The caster produces a doll with the appearance of a dead-eyed porcelain child holding a butcher’s knife. The doll animates and attacks any character ordered to by the caster. The doll has [dice x 4] hp, 10+[dice x 2] defense, and deals 1d8+[dice] damage with its attacks.


6. Curse Doll

R: sight; T: 1 creature; D: 1 day

The caster produces a doll in the likeness of the target. The target feels the sensations of any action taken upon the doll--stabbing pain from needles, drowning from immersion in water, etc. This inflicts no damage, but the distraction allows all attacks against the target to have their damage upscaled. The doll breaks after [dice] rounds of abuse. Range becomes infinite if the caster holds a personal effect of the target.


True Puppetry

R: 60’; T: 1 object or incapacitated creature; D: concentration

The target, no larger than a [goblin/human/bear/giant], animates and moves under the caster’s control. The caster can see from both themselves and their target, but can take no action other than control the target without ending the spell. The target acts with the caster’s full skill and agility, and otherwise immobile objects can move 40’/round up to 1 mile from the caster. The combat abilities of the target depend on its form and materials, but generally should not go above [dice x 4] hp, 10+[dice x 2] defense, and 1d8+[dice] damage.