Showing posts with label campaign building. Show all posts
Showing posts with label campaign building. Show all posts

Sunday, June 15, 2025

Campaign Generation: Card Mechanic for TNP (2025)

Alright, so by request on the Discord, I'm going to do my best to break down how to use a deck of cards to help randomly generate a campaign, for TNP -- hopefully without having to straight up reproduce the whole rules documentation on the subject.

I've done a random draw of cards, with a little help from Random.org, which I'll be using to aid in this explanation. First step in this process is to take a standard deck of cards, leaving out the jokers for now; because a standard deck + 2 jokers is 54 cards, this has been split evenly across the 6 levels of play (0 through 5) increasing by 2 cards each level -- starting with 4 cards at level 0 and ending with 14 cards at level 5.

Alright, so we refer to the deal for each level as a "hand" just for simplicity; in our random example, the first 4 cards that were dealt are:

  • 2 of hearts
  • 8 of clubs
  • Ace of spades
  • King of diamonds

Numbered heart cards correspond to a social encounter; since there is only 1 such card in this hand, this level will have one social encounter, of the lowest complexity. Essentially, this means the party must pass 4 checks related to the social encounter in order for it to be a success; if they fail 2 checks before getting 4 successes, the encounter is a failure. The narrative must be moved forward, but in terms of "scoring" the campaign, the failure counts against the party's total.

Numbered club cards are used to generate minions or swarms; the number on the card indicates the maximum number of HD that minions or swarms can have, in any combat encounters for this hand. Minions should cap out at 4 or 5 HD, while swarms should have 5-10 HD, thus the numbering on the card is significant mechanically (unlike with non-combat numbered cards.) I should emphasize that this number is meant to be the maximum, so you can use minions or swarms with fewer HD -- meaning that 1-HD minions are always an option, even if the card is a 2! Rather than have the card dictate that an entire combat encounter should consist of only one type of enemy, most combat cards let you use the relevant type of enemy for any encounters within that hand.

Aces are wild! You can use this to generate any type of encounter, although in order for an even 50/50 split in the deck, aces should be used to generate a combat encounter. If used this way, you may pick any one type of enemy to add to the hand for this level. If you are adding (for example) a 2nd social encounter, the complexity of that encounter would go up one step; this means that instead of 4 successes vs. 2 failures, the encounter would require 6 successes vs. 3 failures.

Face cards (such as the King of diamonds) correspond to specific enemy types, other than minions and swarms. Kings generate a solo monster, which are meant to be a combat challenge for the entire party; as such, these types of monsters are not meant to be used in any/all encounters for the hand they are dealt. Instead, they strictly represent one combat encounter. Queens (Elite) and Jacks (Standard) allow their respective enemy types to be used in any combat encounters for this hand, similarly to minions or swarms.


Let's continue on!
  • 9 of diamonds
  • 4 of clubs
  • 4 of hearts
  • King of spades
  • 8 of diamonds
  • Ace of diamonds

Now, as you can see, we came up with 2 numbered diamond cards this time. This means we should have a "complexity 0" exploration encounter (4v2), as well as a "complexity 1" exploration encounter (6v3). If it's of any help, the complexity number is meant to correspond to the number of cards dealt at that level, i.e. the level 0 hand consists of 4 cards, corresponding to a complexity 0 encounter needing 4 successes, and so on.

Probably worth mentioning at this point in the discussion, is that the cards and their corresponding encounters are meant to be done in any order, within a hand. Maybe a harder non-combat encounter is done first, with an easier one later; maybe combat leads to exploration, or maybe it's the other way around. The idea is to give the DM (with player input welcomed, too) just a spark of imagination, a simple framework to hang their ideas and their stories on.


Alright, so we've dealt out the hands for levels 0 and 1. Prior to dealing the hand for level 2, we should shuffle in one of the jokers to the remaining cards of the deck. This card represents the archenemy of the campaign; as there are 2 jokers, the DM should be planning around the idea of the archenemy making 2 appearances, in terms of combat encounters (obviously, they may show up in-character in non-combat situations as well). The 2nd joker should likewise be added to the deck prior to dealing the hand for level 4; any easy way to remember this rule is that it happens on the even-numbered levels (after 0, of course.)

Level 2 hand:
  • black Joker
  • 6 of hearts
  • 10 of clubs
  • 9 of hearts
  • Jack of spades
  • 2 of spades
  • 5 of spades
  • King of hearts

So as we can see, there are multiple non-combat encounters to contend with at this level. The 6 and 9 of hearts mean that we will have 2 social encounters: a complexity 0 and a complexity 1. The 2 and 5 of spades mean that we will have 2 subterfuge encounters: a complexity 0 and a complexity 1.

(With multiple numbered club cards, the numbers are not additive, meaning the HD is always capped at 10 for swarms. Try and use both/all numbers as your HD cap across the various combat encounters for any hand with multiple minion/swarm cards -- but if you want to make things more deadly, you do have the option to default to the highest value instead. Just remember that each card generates one encounter; if you have 3 numbered clubs, that means 3 combat encounters, no matter what.)

To give some context, here are the suggested "core" skills for some of the different non-combat encounter types -- but remember to encourage your players to use their Knowledge skills as well!

Social: Bluff (CHA/Subtlety), Disguise (CHA/Infiltration), Forgery (INT/Infiltration), Insight (CHA/Detection), Intimidation (STR/Communication), Linguistics (INT/Communication), Persuasion (CHA/Communication)

Subterfuge: Bluff (CHA/Subtlety), Disable Device (INT/Infiltration), Disguise (CHA/Infiltration), Forgery (INT/Infiltration), Lockpicking (DEX/Infiltration), Sleight of Hand (DEX/Subtlety), Stealth (AGIL/Subtlety)

Exploration: Break Objects (STR/Infiltration), Climb (STR/Athletics), Decipher Script (INT/Communication), Disable Device (INT/Infiltration), Jump (AGIL/Athletics), Lockpicking (DEX/Infiltration), Search (DEX/Detection)

(And don't forget, Perception and Investigation checks are almost ubiquitous across non-combat encounters.)

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A couple other minor things, to note:
  1. It might be possible for the archenemy to be defeated before the campaign ends. Think about how the story should continue! Or, if you prefer, don't feel like you can't fudge or otherwise arbitrarily pick the archenemy's appearances, to make things dramatically appropriate -- you're perfectly able to do this, in a non-randomly generated, curated campaign so it would be silly to say you can't do it with the cards as well.
  2. One of the safety nets of the system to try and make sure things are kept interesting: if at any given level, the total number of non-combat cards (numbered spades, diamonds, and hearts) does not exceed the level number of that hand, the DM has the option to combine the number of non-combat encounters when determining complexity, rather than breaking them down by individual suits. So for example, if there was 1 non-combat card dealt from each suit in the 4th level hand, the DM could opt to have a complexity 0, 1, and 2 encounter (assigned to whichever type they prefer, or in consultation with the players) rather than simply having 3 encounters of complexity 0.
  3. Another safety net in the rules: if a hand produces no combat cards (numbered clubs, face cards, jokers, OR aces) "the dealer should return the hand to the deck, reshuffle, and re-deal until a different result is attained."

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So, as you can see (hopefully) aside from the specific monster mechanics, this idea could easily be ported over to other systems -- possibly including the TNP sequel, of course.


I should have one more post before the end of June, but then I will be on break until the start of August.

Saturday, January 11, 2025

Getting Playtest Ready (2025)

We're back!
As denizens of the TNP Discord will know, one of the main things I had been putting thought into over the break is the random campaign generation mechanic. I narrowed down a few of the specifics, and finally put it all into writing, so that I could distribute it for critique and feedback. Overall, I'm very optimistic about this system, based on the responses I got. There are only a few minor adjustments/clarifications that need to be implemented, after which I would say that this subsystem is "playtest-ready."

The basics of it are as such:

  1. There are 4 basic types of encounters: combat, exploration, social, and subterfuge
  2. A number of encounters are planned for each level, starting with 4 at level 0, and increasing by two every level (to a maximum of 5th)
  3. A campaign thus consists of 54 encounters, approximately half of which should be combat encounters; these encounters can all be curated entirely by the DM, or by using a deck of cards to quickly generate a randomized campaign.
  4. Face cards, jokers, and clubs are all used as combat encounters; aces are considered "wild" but are recommended to also be used as combat encounters; the numbered cards of the other 3 suits are used to generate (non-combat) encounters of the other 3 types.
  5. The party can win the campaign, if they successfully complete a majority of their encounters.

This is something that I feel TTRPGs need -- a definitive ending point, and a way to track progress and success. Ever since it was pointed out to me that the number of cards in a deck (52, plus 2 jokers) corresponds to the number of weeks in a year (and that there are 4 suits, just as there are 4 seasons) I've wanted to bake this sort of correlation into how the random campaign generation was constituted. Clubs being a weapon made me want to associate that with combat; hearts representing social interaction seems intuitive, and exploration being about finding treasure would map to diamonds as a suit. Spades end up being "black ops," I suppose.

Since the numbers and types of monsters that can be generated in a combat encounter have a prescribed formula, starting from a randomly generated series of encounters, the monsters can be thrown into action fairly quickly. This formula will need to be incorporated into the campaign generation documentation, since currently I have it bolted onto the monster mechanics documentation. As mentioned before, some of the keywords and their related mechanics need to be finalized, in order to fully flesh out the archenemy mechanics. But after that? The campaign generation and monster mechanics will be basically complete.

The only remaining tasks then, in terms of completing the DM-side documentation, would be finalizing the non-combat encounter mechanics -- which should involve incorporating the detailed description of skill usage, as laid out previously. After that, I feel at least some "sample" monsters should be put out into the wild for mass consumption, but hopefully playtesting can begin as soon as it becomes convenient to do so.


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Look forward to all of that (and more) coming this year!
As mentioned before (and on the Discord) sequel content will also show up on the blog, as well as any "TNP 1.1" developments -- or possibly even some new ideas in game design, should they arise.
Check back for the next post on January 21st!

Wednesday, December 11, 2024

Table of Contents (2024)

I found myself thinking about which parts of the TNP system need to be finalized and bolted into the documentation, so I figured a good way to go about listing the missing parts is by listing what's already there. So here's an overview of where the system document currently stands, and how it is structured:


1. Basic Mechanics

  • TN10 and TN20
  • Mastery and Combat Mastery
  • Advantage and Disadvantage
  • 5 basic rolls and the 5 dice bonuses (overview)
    • Skill Check mechanics
    • Saving Throw mechanics
    • Attack Roll mechanics
    • Extra Damage mechanics
    • Class Dice Bonus mechanics
2. Characters
  • List of the 3 slates of classes
  • Combat Roles (overview)
  • Class Categories (overview and breakdown)
  • Character Progression
  • Core Skills
  • Power Sources (knowledge skill progression)
    • Skill Synergies
  • Feats
3. Combat Mechanics
  • Character Statistics
    • Engagement, Surge Value, Reserves
    • HP and Initiative
    • Base Damage and Opportunity Damage
  • Initiative mechanics
  • Status Effects & Conditions (external doc)
  • Actions in Combat (overview and list)
    • Skill Checks in Combat
    • Disengaging
    • Standing Up
    • Push/Trip/Shove
    • 'No Action'
    • Interrupts
    • Getting Open
    • Engaging
    • Standard Actions
      • Iconic Attacks, Melee Basic Attacks, Ranged Basic Attacks
      • Ranged Attacks
      • Melee Attacks
        • Reach


So as you can see from this list, what needs to be implemented are (largely) the "DM-side" mechanics. Older drafts of the monster mechanics exist, and a cleaned up overview of those has also previously been posted, here on the blog. (One thing that was mentioned there which also needs to be added are the keywords for things like Forms, Summons, etc. which are interacted with by the archenemy monster type.) The other pillars of these mechanics are the campaign-building, including building of both combat encounters and non-combat encounters.

In the discussion of monster mechanics, the idea of how to handle minions/swarms (with regards to the card-based random generation for campaigns/encounters) basically ironed itself out. The mechanics for "winning" a social or an exploration encounter definitely need to be mapped out; as an adjunct to that, the rules document needs to include a detailed explanation of how Skills are meant to be used.

As you might notice from all the links in the preceding paragraphs, these ideas have already mostly been laid out in the blog -- it's just a matter of incorporating them into the main documentation, cleaning up and refining as needed, and then (hopefully) running everything through some playtesting.

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That's it for 2024! If there's anything else you think should be included in the TNP documentation in order to help you run or play the game, leave a comment below or join the discussion on Discord.

As mentioned previously, blogging is planned to resume sometime in the 2nd week of January.

Thursday, April 4, 2024

Campaign Scaling (2024)

As I've recently been giving some thought to HP and reserves, the idea of doing a 'basic' and an 'advanced' version of TNP has recently popped into my head... but we'll shelve that discussion for now. A lot of the numbers for these player statistics are essentially built off of using the dice to generate values similar to those in 4e D&D, when it might be more practical to just scale things down -- say, by using a flat 10 for HP and also for reserves.

The problem that this bumps into is how reserves scale over levels, and this dovetails into a broader design discussion, which I haven't really brought up on the blog before.

In my experience, there are essentially two different ways to scale up player power in RPGs: either the PCs get stronger, and enemies stay relatively static, or the PCs get stronger while the enemies also get stronger. I would say the latter describes the previously mentioned "MM3 on a business card" ethos for 4e D&D; if your chance to hit goes up by +1 every level, but your enemies' defense also goes up by +1, then the relative math stays about the same (assuming a d20 system.) This is what I often (uncharitably) refer to as "the illusion of progress," because while your numbers go up, your ability to hit remains mostly unchanged. The flexibility of this method is that when you fight enemies of considerably lower level, the PCs should be able to absolutely dunk on them; the question that arises is whether or not this is a valuable metric, or if the challenges the PCs face should always remain relatively equal to their level.

The drawback to the alternative method is that you end up with a system where the game starts off hard, but as the PCs become more powerful, the game unintuitively becomes easier. The proper way to execute this idea is to make the opponents more challenging in other ways (generally, AoE or multi-attack, or other similar 'action economy' advantages) but this requires a great deal of mathematical crunch, to get just right. It also means gating more difficult enemies to higher levels.

The circle which I am trying to square with TNP is how the reserves per day mechanic should be handled. The skeleton idea for the card-based random campaign generation system would essentially proscribe that at starting level you would have 4 encounters, and at your final level, you would have 14 (half of which statistically would be combat encounters.) So, if the idea is that you would need to spend 1 reserve to heal up from each combat, then you only need to spend 2 reserves at your starting level, but 7 reserves at your final level. This is an inversion of the previous example, since the PCs are starting out with more than enough reserves, but at later levels they are going to be riding a fine line; whereas the expectation is that the PCs would get stronger (even though the enemies might get stronger, too) in TNP they're getting relatively weaker, since all other math is kept flat (attack, damage, HP, etc.)



What ends up happening with "reserves based on max value of class dice" is that the range of numbers has quite a bit of variance (from 4 to 12.) Using two class dice for 10 of the 15 classes helps with this, but to really mitigate the variance, we need to raise the floor for the other 5 classes -- essentially, by raising d4 and d6 to "2d4" and "2d6" when it comes to reserves. This gives us a variance between 8 and 12.

So, this begs a few questions: does the minimum need to be 8? Or is 6 enough (if the highest average number of combat encounters per day is expected to be 7)? If the variance is as small as 8 to 12, wouldn't it make sense to do something like say "everyone gets 10, period, end of story," and just save all the useless overhead? Well, for a 'basic' version, I would argue absolutely it makes sense... and sometimes what's good for the goose is good for the gander.

This is where we circle back to the idea of "reserve burning" abilities. For the sake of argument, let's say that 8 is considered to be the minimum number of reserves needed, just to get by with healing. What this essentially does (by implication) is make "d10 reserve" classes into the ones that should get 1/day reserve-burning mechanics, whereas the "d12 reserve" and/or "2d6 reserve" classes end up with the 1/encounter reserve-burning mechanics. So how would this shake out in practical terms?

Cleric (d4/d10) = 8 or 10
Fighter (d6/d12) = 12
Acrobat (d4/d8) = 8
Paladin (d6/d10) = 10 or 12
Warlord (d8/d12) = 8 or 12

Druid (d4/d12) = 8 or 12
Guardian (d4/d6) = 8 or 12
Adventurer (d6/d8) = 8 or 12
Ranger (d8/d10) = 8 or 10
Barbarian (d10/d12) = 10 or 12


If we reverse-engineer the numbers a little bit, this essentially means that any d10 class either needs to be a tankier class (expected to burn through more healing than average) or needs to have a 1/day ability; d12/2d6 classes need to be both tankier AND have a 1/day ability, OR they need to have a 1/encounter ability. It makes for some potentially interesting added design space, but it doesn't always line up smoothly. The interesting thing is that since most classes could potentially operate off of two different numbers of reserves, this also makes it possible for each subclass within a class to have some variance w/r/t reserve-burning mechanics. The trick of it is to not bump at-will abilities to being per-encounter abilities, simply because we can give a class enough reserves to do so.

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Next post is due on April 14th, so check back then!