14.12.21
Using CraftWork to Make NPC Groups
9.12.21
Broadened Accessibility
2.12.21
Growing up With D&D
28.11.21
CraftWork Hacks!
25.11.21
Character Sampler!
20.11.21
CraftWork Launch!
11.11.21
CraftWork, B/X & OSE Saves, and Character Optimization
6.11.21
One Potential Introduction to The Dim
The Dim is what I call my campaign world and reflects how I like to play. It is multiple times in the history of a particular place.
It is an evolving history and story of a place which bends and weaves with the players actions.
It is a setting where players and characters are on an equal footing with regard to their knowledge of the world. Too often it seems players are expected to know what their characters know, and inhabiting a character feels like skin that is too loose, with too much space between you as the player and the character you are playing. With the players as strangers, travelers, released prisoners, or such, there is little reason for them to know much about the world, and much reason to wonder about the things they encounter. The players and the characters are building a knowledge of the world and building the world along with me and along with each other.
It is a campaign, but it is not scripted, and the maps and writings produced are not fiat. They are possibilities. By creating a world, I create a set of possibilities, a loom, on which everything is woven at the table.
2.11.21
CraftWork in Action!
27.10.21
Vision and Design II
23.10.21
Crafted Characters II
19.10.21
Vision & Running a Game
A couple more notes and thoughts about playing with low vision. I have adapted a great deal over the years to managing and running a game, and my toolkit is now pared down both for visual accessibility, simplicity, ease of operation, fast play, and group storytelling.
What I Bring to the Table
A rollout dice mat with an incorporated zipped dice pouch. This serves as a physical, tactile space where my dice and active note cards live.
A wooden block with slots to hold note cards upright. These are cards that contain the beats or points that the players might hit in the session, NPC mood levels, and other critical information. Given that it's a note card, there are never more than 4 to 6 items on the card. I make a new card for every session. There is another slot that often holde a wandering monster that is 'on deck'.
A short stack of cards containing creatures, NPCs, and other encounters that might enter the session. These are sorted and created ahead of time so I don't have to comb through a book or other references in order to find details. They are easily shuffled to randomize draws and very specific to the particulars of the session.
My notebook, with relevant pages clipped or marked for reference.
Copies of the following small volumes: Monsters & and Mazerats. The latter is for its wealth of tables, especially for NPC motivation, and the former is a quick go-to for creatures when the players go in an unanticipated direction.
A single sheet with character and party notes, timeline, significant treasure, usage dice notes, or other things that I am tracking that the players may or may not be aware of.
If the situation warrants, there may be a map, or my new individual room cards, to lay out in the center of the table for reference and orientation.
That's it! Visually there is very little to keep track of, so little to lose. If I had a lot of notes or reminders, I would not see them during the game anyway, so they have been eliminated or condensed to that single card. All hit point or other record-keeping is done directly on the creature cards. Any other notes go on the party record sheet.
11.10.21
CraftWork Character Sampler I
Ajest (Level 7)
Human Thief-Sorceror
Core Stats: Str 8 Dex 13 Con 15 Int 12 Wis 8 Cha 14
Proficiency = 3
Reputation Maximum = 3
Casts = 6
HP = 42
Skills: Sling, Pole Arm, Simple Melee Weapons, Dirty Tricks, Light Armor, Forgery, Find Secret Doors, Listen, Find Healing Plants, Nature, and Brewing
Spells: Pass Silently (1), Fiery Step (1), Incite Smoke (2), Fiery Effect (X), Conjure Insects (3), and Personal Cyclone (3)
Abilities: I Know a Guy, Double Double, and Cunning