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Posts Tagged ‘Play Aids’

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Murkdice’s 12 NPCs – A fun little NPC flag system

December 8, 2025

Murkdice wrote The Only 12 NPCs You Need and it feels like a great little meta tool to throw on top of whatever game system you have where you need to have NPCs with motivations and goals.

I’ve always found that a better way to prep and run games; the players play the NPCs, the GM looks at the list of NPCs and sets up actions they take in return. Easy improv built on minimal prep. No need to do massive plot tree preparation.

This tool feels like a cousin to my Faction Personalities Tool. You could, also choose to take the NPCs’ goals and build them in relation to the player character’s goals and flags.

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Character Keeper – Fallen Blades / Endless Stars

November 5, 2025

I set up a Google Sheets set of character sheets with drop down menus for the Mazesword Moves & Guardian Powers. It’s nothing complicated but it should handle the player character sheet side of things.

Anyway, this is a good chance to talk a little bit about online character sheets and VTTs. Generally we’re juggling a few different needs at the same time:

  • Accessibility (electronic)
  • Accessibility (user)
  • Shared Reference
  • Integration to other tools

Accessibility (Electronic) is about what devices can use the tool in question. While conceptually I love the idea of local hosting with Foundry, a couple of my players’ devices will not run it, so we end up using other systems instead. (Playingcards.io and Tableplop are my two most used, though I play in a couple of games on Roll20 as well). It can also be helpful if you might need to access the files from different devices regularly; such as doing some game prep during lunch at work.

Accessibility (User) is about how easy/hard the tool is to use for the people using it. This both about learning to use the tool and the UI of using it. An unfortunate reality is I’ve found many VTTs make running a PbtA harder, not easier, which is ironic given the mechanics (roll 2d6 add a small number) are streamlined for easy in person play.

Shared Reference is about how much a group might need to look at the same information regularly. So, the most obvious case is games with a battlemap and grid combat; the group looking at the placement and positioning is key. That said, I’ve found a lot of games do well with having the “character keeper” standard of trying to put every character on the same sheet or at least just a tab click away. This is where players who are more versed in the game can quickly hop over and look at the character sheets for other players and help guide them in playing the game, tracking their powers/resources, etc.

Integration to Other Tools is the other usual VTT expectation: can I click or change something on a character sheet and get the dice roller or the chat to automate some process. For most, this is “roll to attack” and it does the math for you. I’ve come more and more to the position that this is the least important tool though its the one everyone focuses on – usually the tradeoff is the more convenience in automation, the less convenience there is in setting up something off the standard it’s built for.

I don’t think Google Sheets is “great” for all this, it’s just solidly 2-2.5 star for this kind of stuff, but it’s consistent, easy to access, and allows just enough that it works for most of the games I tend to play.

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Primetime Adventures PlayingCards.io update

May 1, 2025

A year ago I made a Primetime Adventures layout for PlayingCards.io, and a year later, I’m updating it finally, since my group is probably going to run a bit in a month or so.

I’ve updated the layout and added some color just for contrast. I’ll probably add some more color to the section below as well, but this is a good start:

PTA Layout Room file for PlayingCards.io.

Two things pushed me to update it:

1) Last year when I set it up, I thought “Put the characters’ info first” but then seeing it with fresh eyes, I realized it’ll just look like numbers and stats and players only need to reference these sometimes in play, but the current number of cards in play is something you look at all the time so I figured to push that to the top instead.

2) Fanmail gets moved around a lot in PTA games, and unlike playing in person, the drag and drop experience can be really different depending on if you’re using a touch pad, a touch screen, how big the device is, etc. so I wanted to shorten the distance players had to drag any token on the screen.

I’ll find out soon enough how well that works for actual play but I think it’s a good choice overall.

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Primetime Adventures + Playing Cards.io

May 25, 2024

I’m planning on running some PTA in the near future, and took advantage of playingcards.io option to save your room set ups. One of my general goals for VTT/online play is to minimize how much players need to jump between windows or tabs. Hell, to minimize scrolling around within a window too.

PTA Layout Room file for PlayingCards.io. (file has been updated, will look different than preview image, 5/1/2025

This is basic as hell, but I popped it together under an hour and it’s a good format I can use for all my PTA games going forward. I’ve been saying for a while that playingcards.io is my go to VTT if you don’t need a map or intense automated character sheets, and I may end up sharing more as other games come up.

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The Art of Fighty One Shot Pregens

April 29, 2024

A couple of friends outside my normal Errant group want to check out Errant. I figured I’ll run a oneshot, and kick together some pregens… so… a good time to talk about building pregens which is a little different than the usual “just make a character”. This is, of course, for games where we’re talking tactical combat, since the pregens you do for a narrativist focal thing are more about making good motivations that intersect in interesting ways.

70% optimized

Generally, if I’m running a one shot for people new to a game, I build the characters to be “70% optimized”. They have to be good at what they do, but not hyper specialized because usually if you do that, it drastically limits the players’ options AND they don’t learn the system really.

If you do run a oneshot with the expectation of experienced players, you can be more specialized, then, because the players will have a good idea of how to work the more basic systems when they need to adapt outside of their character’s focus.

Play to type, not against

Make it very clear how the character is supposed to be played. Think of how fighting videogames try to telegraph to you what this character is about and how they play. Usually the small characters are fast, the big characters are slow but powerful. If you see a character floating with energy glowing, you figure they have some kind of ranged attacks, etc. In the same sense, make the characters fairly straight forward in what their role is.

This doesn’t mean they can’t have a secondary ability or skill to cover a weak point or give variety, it’s just make sure most of what they do is clearly set up. Since you should be only optimizing 70% of the way anyway, you can usually set up builds with some secondary tools as well.

If you get character art for your pregens, might as well get images that also reflect the type so people can latch on quickly.

Give basic strategies

Write it somewhere on the character sheet. “This warrior is good for getting direct into melee.” “You will do best darting in for your touch attacks then getting distance.” etc. Note that you can also include a bit about the secondary options I mentioned above – “Don’t forget you can use your minor Arcane ability to do some ranged stuff in a pinch” etc.

It also helps to give some basic strategies specific to this system: “Always try to Help each other to get extra dice”, “When your armor breaks, ditch it so you have more inventory space.”, “You can use your Push action to get enemies grouped up for your Big Swing or one of your allies’ AOE attacks”, etc.

This can usually be like 2-4 bulletpoints, enough someone can scan it and get the idea, or, between turns, remind themselves of generally good ideas for the way this game flows.

Extra Rules Notes

Since I play a lot online, I like to put direct links in the character sheets to specific rules or quicksheets of the rules that matter to the characters. Or I’ll just screenshot the section of the rules and drop in the image file right there.

In person, I would make and print front-and-back quicksheets so players could just look at those during the game.

If the character sheet has space, literally include some of the most important rules if you can. It’s one fo the best things I’ve seen going way back to Dogs in the Vineyard, and one of the bits we lose a lot in online character sheets.

Time is a premium

For a oneshot, more than anything, time is a premium. You don’t want to spend time having people trying to look stuff up in the book, having trouble navigating their character sheet, on top of everything else.

A key part to one shots is remembering they’re a one shot; it’s a teaser, a demo, not the full experience. When you try to jam the full experience into the short time of a one shot (for games not already built to do that), it’s like trying to watch a movie at 4x speed. You’ll get… some of the movie, but you’re definitely not getting the full experience anyway.

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