Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Thursday, July 30, 2026

The Feel of Gunfire: a review of Luke Gearing's Violence


The following is a playtest writeup of Faceless, my adventure for Violence.

Two American soldiers are trapped in the tunnels. Ahead of them, a room with eight Viet Cong inside, armed to the teeth, but unaware the Americans are there. Behind them, a collapsed tunnel, and on the other side of the rubble, a creature that can take any shape. In their hands, stolen AK-47s, both short on ammo. 

With no good options, my players take the only way out they can see. The two of them charge into the room, win the initiative, and begin to unload on the Viet Cong inside. Gunfire rings out, shots start to hit, and dice clatter against the table. And both the characters and the players look on with dread: this is a last-ditch effort, and as the bullets fly and the dice fall, we all wait to see whether those bullets will fly true, or whether the Viet Cong will end up with a turn to respond.


And impossibly, miraculously, astoundingly, almost every roll hits, despite the disadvantages against it, and almost every hit knocks someone down, and both the characters and the players let out a cheer of joy and a sigh of relief as they look down at their empty magazines and at a room empty of enemies. 


This is Violence by Luke Gearing.



Honestly, I very rarely use anybody else's rules to bring games to my table, preferring to create my own systems instead, but frankly, I found the ethos around Violence so evocative (see this, this, this and this) that I wanted to create my own adventure for it. And, I had time to playtest that adventure, so I figured I might as well run the adventure using the system it's designed for. It created a particular experience at the table that I have been looking for for quite some time, and I found myself wanting to put that experience in words. Go read the system for yourself and then come back, because I'm not going to hit on every part of it.


Before character creation, before a description of the core resolution mechanic, and before even introducing rules for what firearms are, Violence hits you with the mechanics for shooting someone. It follows that immediately afterwards with the rules for resolving injuries, which are the primary outcome of succeeding in shooting someone. And for those who haven't read it, the three possible results there are "flesh wound. No effect.," "injury," and "down". That's it.


And, look at what's not in violence. There's no hit points. There's no attributes. There's no system of encumbrance. There's no tables of firearms. There's no skill tree. There's no wounds table. There's no 5e compatibility, and if you attempt to use the 5e SRD you will be hunted with dogs. There's no system of progression. There's not even an insanity table. But that's the thing about violence. It's not about any of the above. It's about resolving violence.


So if it's about violence, then the rules for shooting someone had better freaking work. And I confess at this point that I have tried many systems for guns in games, and found none to my liking. We all know 5e is clunky, but even a Borg-like or an Odd-like just did not connect with my expectations for how violence should feel, and I've been even more turned off by stuff like Friday Night Firefight that turns gunfire into a math equation.


Its at this point that I should put my cards on the table: I've been soaking in media depictions of violence since I was a kid, and the more I grow up, the more I have drifted to grounded depictions of that violence. I think about Heat, True Detective, Collateral, the Way of the Gun, El Camino or some of the shootouts in Better Call Saul, The Veteran, Wind River, and more. I won't try to analyze or explain it, but as I think about the way tension builds up through the act of gunfire, as well as the ways a character can go from, "certainly going to die" to, "certainly going to win the gunfight" in just a second, there's a swinginess that gets lost in systems involving "an action and 30 ft of movement," or hit points or wounds. I also simply cannot conscience a system without attack rolls because of how heavily shootouts involve people missing.


And, at first glance, I thought the one in Violence looked clunky. First, you make a separate attack roll for each shot you fire from your gun. Second, for each shot from a gun, you have to make a calculation about the number of advantages and disadvantages that it should have. That also requires asking whether each of the character's skills applies to the roll, which I have found can really slow games down. Further, every shot that hits requires a further d20 roll to determine if it causes an injury. In the case above, that meant my players were rolling a hell of a lot of d20s, and before we even got to that point there was a period of debate about how many dice they should roll and why. In my head, this mechanic would serve only to slow the game down, and I expected that my players might get a little bit bored. 


But then I tried the system. My players found themselves In a life or death, do or die situation with only the bullets in their guns providing them a thin sliver of hope. That desperation showed as they debated with me about whether a VC soldier standing unaware behind a table counts as conveying cover or not. It showed when one of them did the math to calculate their chances of succeeding (Never tell me the odds, kid). It showed further as they prepared their d20s, and chose only their luckiest of dice, and then began to nervously deploy them. And then midway through, they paused to assess their results, and redid their calculations of how well they needed to roll in order to actually accomplish their goal. And then, impossibly, almost everything came up in their favor, and they won a gun fight.


Everything I thought would slow things down instead built tension, and did so in perfect alignment with my expectations for how violence should work. The process of rolling a bunch of dice was no longer a boring part of a 3-hour long combat in a 5e game, but instead, life-or-death in dice. Violence is the only system where in one attack my players could either mow down eight enemies or completely miss their shots and run out of ammo. There's something to this swinginess that really facilitates the feeling of uniquely modern violence.


And, this isn't even to talk about the great mechanics for explosives or hand to hand combat.


So yeah, if I'm running a game with guns, I'm using Violence, and you should too. Thanks for coming to my TED talk. Read and download Faceless now.

Tuesday, June 16, 2026

How to Make a Caravan Crawl Pt 1: Intro and Settlements

Reviews

"This is Good" - Yochai Gal

UPDATE: This post is now a series.

1. Intro and Settlements (this post)

2. Factions

3. Stocking a Settlement & Surrounding Locations

Appendix A: d30 Troubles

Appendix B: Drifters: a rules set for the weird west (forthcoming)

Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)


How to Make a Caravan Crawl

So, I have a real love-hate relationship with Ultraviolet Grasslands. The art is out of this world. The rules are phenomenal where there are rules, though if you look at them as a whole they've got more holes in them than Swiss cheese. The setting is also so so evocative, but similarly, it feels incredibly unfinished, and lacks a core component that I appreciate in games, which is directionality and stickiness. 

What I mean is that my players could walk into THE DEATH FACING PASSAGE or go visit THE NEAR MOON and while I love the vibes of that, I think after experiencing a really cool description, their reaction will be, "Okay, but what do we do now?" It's a bunch of really cool things with very little direction between them, and I think the expectation is that my players would be content just wandering from cool thing to cool thing, but that's just not how my players enjoy playing. 

They want to figure out what is going on, then get into a crazy scheme to do something in the world, and then either pull it off or die trying. My hope is my game worlds almost reel the players into that scheming engagement, in the same way that incredible adventures / settings are always pointing players to other parts of the adventure, leading them to engage with it further. UVG fails to do this in my experience.

However, the framework of a Caravan Crawl has really stuck with me as a compelling alternative to a hexcrawl or pointcrawl. To be fair, a Caravan Crawl is sort of just a pointcrawl with an additional "level"- travel that takes a number of weeks rather than taking a number of hours. But, there's something interesting about the idea of a number of settlements separated by weeks, that themselves have both a central area as well as interesting locations in the surrounding geography. 

So, I want to make my own Caravan Crawl, and I want to keep the same dynamics that the Caravan Crawl introduces, but I also want to make directionality a core component of the design of the region. And I want to do it in a setting very different from the psychedelic post-apocalypse of UVG. So, I'm in the midst of designing a weird western caravan crawl, and wanted to share the procedures I came up with for doing it. Hope you enjoy! 

HOW TO MAKE YOUR OWN Caravan Crawl: Settlements

Get an 8.5x11 piece of a paper, and drop d6+3 dice (doesn’t matter the value) on it. If any fall off the page, you may discard them or reroll them. Ignore the value rolled, and mark where the dice landed. Each dice marks a settlement.

Roads

Roll for connections between each settlement. d6; 1-2 no path 3-5 trail 6 paved road. Assign distances. It takes 1 week to travel the length of your pinkie on a paved road, 10 days to travel that distance on a trail, or 14 days through the wilderness without a path. If connections cross where there isn’t a settlement, treat it as its own location, but populate as you would a Nearby Location. Just an inn, or a monument is enough.


This is the map I got after rolling eight dice on the page (two fell off, and I chose to leave them off). However, the paths did make a crossroads, which is interesting. 




Description:

For each settlement, roll on each column to describe it.

1

Ancient

Fine Timber

2

Bustling

Dried grass roofs

3

Homely

Mud Buildings

4

Pastoral

Brickwork

5

Urban

Rotted wood

6

Trendy

Sea-sprayed

7

Religious

Sandy-blown roads

8

Tyrannical

Cave-dwelling

9

New

Ancient Stone

10

Democratic

Decadent Velvet

11

Farmerly

Tented

12

Backwards

Plentiful Sun

13

Multinational

Dreary and Rainy

14

Political

Riverine

15

Xenophobic

Smoky

16

Welcoming

Concrete buildings

17

Quiet

Walled

18

Educated

Major Port

19

Aristocratic

Major Market

20

Militaristic

Palace


A: Bustling, Dreary & Rainy
B: Quiet, Smoky.
C: New, Major Market.
D: New, Walled,
E: Ancient, Mud Buildings.
F: Militaristic, Sandy.


Defining the Settlements

Each settlement has d2 resources in excess and d2 resources in need. Excess resources are generally cheaper and higher quality, while needed resources fetch a higher price, as local supply is less than demand. You may choose your own, or roll on the table below.


1

Bureaucrats

2

Water

3

Ice

4

Livestock

5

Grain

6

Leather Goods

7

Industrial Metals

8

Firearms

9

Fine Cuisine

10

Fruits

11

Books

12

Luxury Goods


A: Bustling, Dreary & Rainy.... + Water, - Luxury Goods. Love the dice. Of course the rainy place has excess water.
B: Quiet, Smoky.... + Leather, Ice. - Fine Cuisine. Maybe the smoke is because this place is cold - it's got an excess of ice. Mountains maybe?
C: New, Major Market.... +Guns. - Luxury goods, ice. with three settlements in the same area needing more luxury goods or fine cuisine, they've got to be sites of fairly high productivity with correspondingly high disposable income.
D: New, Walled.... +Luxury goods. -Ice. Hotter climate, and natural trade opportunities with B in particular. But C is also new. Settled at the same time perhaps?
E: Ancient, Mud Buildings.... +Water, Livestock. -Books, Metals. Mud buildings and livestock calls to mind the Shire.
F: Militaristic, Sandy....+ Ice, Livestock. -Fruit, Leather goods. Ice in a sandy area reminds me of  middle eastern Yakhchals. Having livestock but needing leather goods makes me think of cowboys, which go with a desert-ish ethos.


Cities

Based on the above descriptors, designate d4-2 of these as cities; the rest are smaller towns. 


I think it will be D & E. I like the contrast of new and old.


A: Bustling, Dreary & Rainy.... + Water, - Luxury Goods.
B: Quiet, Smoky.... + Leather, Ice. - Fine Cuisine.
C: New, Major Market.... +Guns. - Luxury goods, ice.
CITY D: New, Walled.... +Luxury goods. -Ice.
CITY E: Ancient, Mud Buildings.... +Water, Livestock. -Books, Metals.

F: Militaristic, Sandy....+ Ice, Livestock. -Fruit, Leather goods. 


At some point, label the biome(s) of this area. If unsure, roll d4 for number of biomes, then d6 1 desert 2 grasslands 3 mountains 4 swamp 5 steppe 6 forest


Didn't feel the need to roll for this.


A&E have water, so they get wet grasslands.

F is sandy, so desert.

C & D both want ice, so I assume its toasty. Hence, dry grasslands.

B has ice, so snow covered mountains fits.


See the next post to add factions!!

1. The Procedures Alone (This Post)

2. Settlements & Factions

3. Stocking a Settlement & Surrounding Locations

Appendix A: d30 Troubles

Appendix B: Drifters: a rules set for the weird west (forthcoming)

Appendix C: The Weird: Magic, Clerics and Spirit-channelers oh my! (forthcoming)

Wednesday, April 8, 2026

Til's Rest! (Tavern, 10 NPC's, Quest Hooks, Oh My!!) Under Umber Skies Part 3

I'm continuing to write Under Umber Skies, my first ever adventure which I hope to publish sometime this year. What follows is my first draft of the tavern that serves as an intro to this whole adventure area. 

You'll find it chock-full of references to the other parts of the adventure; a point-crawl through the wilderness between Til's Rest and the dungeon of Stunmars, wherein lies a dragon and his horde trapped in amber, a vault containing powerful magical treasure, and several factions interested in what happens here. Hope you enjoy!!

THE APPROACH

From whatever direction, those who travel to the dungeon of Stunmars & the area around it see the umber aurora in the sky. Most approach via the Vist Adept, a journey over rocky hills and through rotted forests, though some come over the icy sea of Gyst. Both bring the party to Til’s Rest.

1 Til’s Rest

The jumping-off point to the dungeon of Stunmars. An ancient inn; old rotted wood expansions growing out of an original stone construction. It’s where the Vist Adept, an ancient road, meets the inhospitable sea of Gyst, playing host to a combination of traders, travelers, and fishers.

Everything costs double what you’d expect, due to the sheer amount of gold coming out of Stunmars.

Main Room (boisterous, smelly, crowded): Sturdy stone walls, decent collection of liquor, food and drink service by Viola and Enele, who also offer beds to stay in.

Viola Catharson (singing, strong, exacting): Wife of Alpo. Co-owner of Til’s Rest. One eye. Constantly raising a song over the din of Til’s Rest. Sometimes a bit oblivious to the effect that can have, for good or ill. Can lift as much as three men. Doesn’t tolerate bullshit; thinks Voyislav, Luka and Avram are full of it. Wants: to get Voyislav, Luka and Avram out of this place without starting a fight. Fears: Nukkitaq and their fire wisps coming after Til’s Rest; they sent a threatening note a fortnite ago asking to meet. She hasn’t told Alpo this. Jobs: Draw the three bullshitters out of Til’s Rest; pay is free drinks for the night. Meet with Nukkitaq, kill them and bring Viola their head; free drinks and board for as long as you want (this one’s not public; her husband Alpo does not approve of this).

Heino Harjula (peg-legged, spry, wheelin’ and dealin’): “During the gold rush, its a good time to be in the pick and shovel business.” Heino is that saying in a human being. She came north to delve herself, but lost her leg on the way. After selling her gear to fellow adventurers, she left this area and came back with a wagon full of all the normal adventuring gear (torches, daggers, rope, rations). In addition, she sourced two specific items from the local area listed below. Wants: To get filthy rich. To find who is stealing her stuff. Fears: Getting robbed. Jobs: Try out her radiation salt. It's free, plus 5cp for a written testimonial. Get more radiation salt. 5 cp per bag. Find out who is stealing her stuff (it's Enele, stealing it for the cult. He robs her wagon while everyone sleeps).

Red Salt: Mix with water and drink. Foul tasting, but allegedly prevents corruption.

Silver Dip: Rub on weapons to allegedly do double damage to corrupted creatures.

Jaako Horvathson (pissed off, competent, stinky): Big game hunter who sells magical components to wizards. Knows the Beast would be worth a fortune to Tryllek the Omnimancer. 4-in-6 he is here, 2-in-6 he is at his hunting cabin. Wants: to kill the Beast. Fears: the fire druid, Nukkitaq, coming after him. Jobs: Help him ambush and kill Nukkitaq; pays 50 copper per person. Help him kill the Beast; promises 10% of the proceeds, which he estimates at 25,000 copper.

Enele (quiet, deferential, muscled): 18ish yr old boy. Dashing, muscled, soot covered. Works so hard for Alpo & Viola. They adopted him when his parents were killed in Stunmars five years ago. One year ago, Veera the Red seduced him as he walked through the forest. Since then, he marks the bags of travelers ripe for robbery by the cult of the Red. Has a stick of red charcoal; markings made with it can only be seen by someone holding charcoal made from the same fire. Wants: To make the Catharson’s proud. To be with Veera. Fears: Getting found out as a cultist. That he isn’t good enough for the Catharson’s or Veera. Jobs: Take him with you on a delve to Stunmars, to prove his worth. No payment, and he won’t ask for proceeds, but will sneak off to find Veera once there.

Vojislav, Luka, Avram (fur-clad, smiling, conniving): Disowned by a merchant family of Rend, these brothers headed north to make it big and buy out the family business. Got stuck working for Gryst on his longship; kind of hate him and are now looking for an easy out. Wants: Jerry’s money. Or anyone’s money, really. Fears: not getting caught precisely, but more being publicly shamed for stealing (or being shamed for anything else for that matter). Jobs: Keep everyone’s eyes off Jerry. If successful with that, help them rob other travelers. Pay with a portion of the proceeds.

Jerry (drunk as a skunk, wealthy, helpless): Recently returned from a delve of Stunmars with 2,500 copper, but lost his brother on the inside. Has spent half of it already, and currently Vojislav, Luka and Avram are attempting to get him drunk enough that they can steal the rest. Wants: To not feel pain. To retrieve his brother’s locket, which was lost when his brother was torn apart by the maintainers. Fears: Sobering up. Losing the coin he lost his brother for. Jobs: retrieve his brother’s locket from Stunmars. Will pay way more than he should for that (like 1000cp).

Back Room (gambling, more smelly, sparse): Simple tables, breezy wooden walls, open service window into the kitchen.

Gryst Gammon (sea-tested, uncouth, gaming): runs a gaming table in the back room. Regularly spits dip juice on the floor and farts whenever he pleases. His fishing longship, L’Orignal, is the only thing bigger than a rowboat moored at Til’s Rest. Has been making a living fishing and also ferrying adventurers from here to 6 the Beach (5 cp per person) or into 16 The Cove (25 cp per person). Wants: One big win at the table to fund his retirement. Fears: his crew mutiny, his gambling debts catching up to him (the Catharson’s just told him he maxed out his tab at Til’s Rest).

Three Dragon Ante: Each player wagers 1 copper to enter the round. Everyone rolls a d6, with another round of wagering (as in poker). Roll a d8, followed by a round of wagering. Finally, roll a d10, followed by a final round of wagering. Highest total between all three dice wins the entire pot.

Tamam (neckless, armored, squeaky voice) & the Lamplighter (quick, full-face helmet, sulfur): Partners who have been on four delves, with little but their lives to show for it. He has a huge sword, she can do fire magic and keeps a lit candle atop her helmet at all times. Between them, valuable full plate armor, the aforementioned sword, a sack full of vials of lamp oil, a scroll of fireball and fire wall. Cleaned Gryst out the last time they played cards with him. Wants: to be hired as bodyguards. To meet the fire druid Nukkitaq. Fears: dying, like they've heard a lot of people do. Jobs: hire them as bodyguards. 25cp retainer for both plus 10% of the party’s earnings.

Florent L’Abilie (Posh, disgusted, painting): A famed painter in the capital of Rhivian province; a recent scandal forced him from the city. In the meantime, he has traveled north to paint his masterpiece of the umber aurora above Stunmars. He cannot stand the amount of grease in this place. Wants: Really, to go home. To impress all those dorks who accused him of murder. Fears: That he’ll go to jail That he’ll never again see his love, David Cazal, a fellow painter. Jobs: Help proofread his love letter to David. He’ll write you a poem in return. Won’t be very good. Escort him to 10 The Giant’s Nose and guard him there overnight for a better view of the aurora; pay is 150 cp up front plus 5% of the proceeds of the sale of the painting.

Alpo Catharson (hard-working, crack, arm): Owner of Til’s Rest. Husband of Viola. Third arm. Great recipe for pulled pork. Prodigious plumber’s crack. Wants: to keep the peace, and to get fresh, unmutated pig. Fears: that things get out of control with the new faces around Til’s Rest. That the good pig is all gone. Jobs: Retrieve unmutated pigs. Pay in copper. 

Docks (smelly, rickety). Three ships; Gryst’s longship, a serviceable rowboat owned by Jaako as a quicker way to his hunting cabin (2-in-6 this rowboat is not present, as Jaako is at his cabin), and a partially rotted rowboat with a hole in the bottom (could be patched up with an hour or so of work, but would still sink on a 1 on a d6 if taken off the docks)

How to Make a Caravan Crawl Part 5 (Tsentral, ready to go western town)

Still working on my first caravan crawl. All the locations are written, and now I just need to polish the remaining three up a tad. I've...