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"A DM's Almanac"

7 Comments -

1 – 7 of 7
Blogger Cole said...

Sounds good to me.

May 7, 2012 at 3:18 PM

Blogger Brian Moon said...

I did something similar but using only basic data, not adventure hooks.

My starting area was on a coast line (well, major river next to a coast line) so I filled out a calendar with categories for weather, high/low tide times, phase of the moon, a note for religious or other holidays, and sunrise/sunset times. I worked ahead by a week or two, and I'd physically mark off the days.

Also, most of the time I'd just steal the data from the real world, and had a bunch of sites bookmarked to look it up on the fly if I hadn't prepped (or the players decided to skip over boring time and used up my calendar faster than expected).

But now I'll add some extra categories, like Zak suggests. Great idea!

May 7, 2012 at 3:41 PM

Blogger ColKillgore said...

It has been a long time since I have seen that chart from oriental adventures. I use to make up a calendar, unique to each campaign, to count off the days and keep track of the seasonal changes. I like your idea for a more detailed session guide and especially like the idea of a different god/higher power influencing the daily activities of the party.
ColKG

May 7, 2012 at 6:38 PM

Blogger Ωmega said...

I used to have an old almanac when I was a kid that had historical weather data along with "on this date in 1XXX" kind of info. I used to just look up whatever day we were playing and use the stuff there as ideas. So in addition to whatever else was going on as part of the planned adventure, there might be like, a change in leadership, a festival, a distant but impactful disaster, etc. And of course, weather. :)

May 8, 2012 at 1:09 PM

Blogger Ωmega said...

I also wanted to add, the chart that you posted also makes a great "What's been happening in this village/area/region since you last were here" chart, too.

May 8, 2012 at 1:11 PM

Blogger Ωmega said...

Like as in, on the fly, players return to the border town of Gronkk. They haven't been to Gronkk since 3 sessions ago, so you decide that represents 3 months. Roll a 28 (Fire), 6 (Bandits), 72 (Uprising). So since you last were in Gronkk, a wizard ignited a fire that burned half the wall on the western side, along with the guard barracks, killing many of the town's defenders. Since then, bandits from the forest have been raiding at night, taking advantage of the weakened defenses. Village leadership is doing little about it as time drags on, and the population is getting restless. There have been rumblings now, and the Mayor is laying low out of fear of reprisal. There's about to be an uprising if the mayor doesn't stop the raids, get the wall rebuilt, etc... So in addition to whatever brought the players back to Gronkk in the first place, now you have to deal with that stuff, too. Or, you know, get mixed up in that stuff instead. :)

May 8, 2012 at 1:23 PM

Blogger DHBoggs said...

Interesting ideas Zac. I just bought a copy of OA a few weeks ago. Had been talking to someone about Chance Cards in early Blackmoor ('71-'75) and someone mentioned that table so I bought OA to see it. Arneson's chance cards worked much the same except he wrote out random events on cards and had the players pick from the deck. A second deck contained "gypsy sayings" which were vague prophecies only he knew the meaning of.

May 8, 2012 at 6:48 PM

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