Religious Conflict Flowchart for T1

Here’s a flowchart I made for making the simmering religious conflict that Gary talks about in T1: The Village of Hommlet come alive. And, by “alive,” I mean “escalate until one side is dead.”

You can think of this like an encounter that happens every time the players return from adventure; or you can think of it like a Front from Apocalypse World.

The point of using this procedure is to make the game world more compelling. It is independent of the players. They can choose to ignore the conflict as they wish; you, as the DM, will ensure they witness what’s going on by having these events occur in their presence.

If the players intervene, you may have to modify the events. Many or most might not happen, or different NPCs may need to be involved (say, if the players kill Jaroo, Calmert, or Terjon).

Similarly, you could use this for any generic religious conflict, not just for the one Uncle Gary gave us. Something happens, and one side esca-retaliates, and then the otherside does the same until there’s nothing like to retaliate on. That is, unless the players intervene and change the course of fictional history-in-the-making.


105 – Worldbuilding

Daniel provides a framework for creating (or enhancing) a world for your game. These techniques will help you create a world that’s engineered for actual play, not infodumps, in which the players will be more successful the more they invest in your world.

You incentivize your players to care about your lore by making knowledge of it a key to success in your game. As players know more about the lore of your world, they can play more effectively.

Here are my notes for this episode. They’re elaborated upon in the audio; but, afterward, you might find them useful.

Most worldbuilding advice is terrible:

  • It’s too general
  • It’s not suited to games
  • It’s not suited to old school games in particular

Why do we care about worldbuilding?

  • We want to feel immersed
  • We want to feel that things are connected
  • We want to feel like the ref has coherent basis for rulings and content creation

There are two problems:

  • How to make the stuff up
  • How to present the stuff

Here’s how to make the stuff up:

First, your prep:

  • Bathe in images, get an idea for the feel you’re after
  • Write down a list of images and objects
  • This is your seed content

Then the model: The Bible and the Soulsborne games:

  • There’s a big problem with the world
    • Bible: death
    • Bloodborne: beasts are roaming the streets
    • Dark Souls: the fire is fading
  • Someone tried to fix it and instead messed everything up
  • Other people came later, tried to fix it in other ways, or embraced the problem
  • In every case, these are distinct personalities, who created distinct events, and they left evidence of themselves and their works: symbols, religions, cities, idioms, buildings, languages, weapons, armor, items
    • These things should be visible
    • Personalities should have a few identifiable attributes: this king is always holding an orb in his left hand and a spear in his right
  • Depending on your level of nihilism, there may be a way to ultimately fix the big problem.
    • What is it?
    • Who is going to do it?
    • What are the prophecies concerned?
    • What about the false messiahs and false prophecies?
    • Remember: everything leaves evidence.

Now, how to present this information:

  • Look at the Soulsborne games for guidance
  • Factions that adhere to previous or prophesied philosophies
  • Parts of the world that exist in their current state due to previous epic events
  • Puzzles that require you to know some evidence of the lore
  • Monsters that resulted from failed salvations
  • Treasures and artifacts that are themselves evidences or the property of famous actors in your lore

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104 – Pathcrawl

Daniel explains what a pathcrawl is, how to run one, why you might want to run one, and how they’ve worked out in his campaign.

Example Pathcrawl: Thomas Pit Woods

Here’s the actual document Daniel has used in the Alabamia campaign. Good luck trying to decipher the runes here. It’s annotated, but, for convenience:

  • Normal lines are roads
  • Squiggly lines are trails or game paths
  • Waves are sound paths
  • Dotted lines are sight paths

working example of a pathcrawl from Alabamia

And the link to the original blogpost is here.

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103 – A D&D Manifesto

It’s Daniel’s birthday, and Jim interviews him on what Daniel’s ideal D&D campaign would be. Dropping fundamental knowledge. Learn why clerics are objectively the best class. Learn the lowest common denominator of D&D characters as such. Hear our players express many different perspectives re: expectations of game, genre, etc. Discover the O B J E C T O F T H E G A M E. Opinions expressed are solely the opinion of Daniel but nevertheless should be recognized universally.

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102 – DragonCon 2017

Talkin bout that DragonCon. You get a free DM tip that Daniel stole from Zak S. RPG panels: not great, and we discuss how they might be better. And, to round it out, we recount mildly amusing stories from our time this year.


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101 – D&D Beyond

We discuss D&D Beyond, WotC’s newly launched digital platform. Jim delves into the history of WotC’s electronic forays and situates D&DB therein; we talk about what it does (and doesn’t) do, how it can be improved, and whether it’s worth your money.

D&D🅱️ 🅱️🅱️y

Actual conversion from our patron-only discord:

danieljdavis: @Tim how did using DNDB as a character sheet work for you?

Tim: Didn’t really get to do much with it, but having the text of my Bident was very handy, obv. And used it to adjust HP lvls, which was easy.

“Text of my 🅱️ident,” you say? What’s that?

It’s a


magic item Daniel made. They’re easy to make. This is what they look like:

Want some more screenshots? Sure. Here’s what the campaign management screen looks like. If you listen to the ep, you’ll know that this is pretty much what there is right now. A campaign is an association of PCs that can share their purchased content, and the DM can read/write their characters.

And here’s what the virtual character sheet looks like on desktop:

And, when you search for something, say a kobold, you get something like this:

The icons along the top are filters. Click them if you only are interested in results for monsters, spells, etc.

And you can see the monster stat preview in the right hand pane, which is pretty nice. If you click the view page button, you get the full monster writeup, which looks like this:

You do not need to have anyone in your campaign buy the monster manual if your DM is inclined to a bit of text entry (or hiring a teenager, or a player, or a teenager-player, to do the same). Your homebrew monsters can work just as well (and have the identical stats as) a proper monster that’s free with the basic rules or that you (or someone in your campaign) has paid for.

Personally, I’d just reskin the existing monsters on the fly:

No Mearls, No Masters.

We are cranking things up here at GGNOREHQ. We’ve got video content on the way, the firstfruits of which our patrons shall witness upon this very day. Check us out if you’re interested in 5e, the OSR, the confluence of the two, or RPGs in general, I suppose.

We’re going to be at DragonCon in ATL this year; things are going to reach levels of L I T not previously thought possible. Hit us up if you want to meet up and game/hang together.

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We talk about EVERYTHING on this one. We cover every module we’ve played, give summary thoughts on them, discuss generally what makes modules good or bad, talk about what we like and don’t about 5e, and give tantalizing glimpses into the future of gg no re.

99 – Great Grey Gator (ggnoRE:CAP Alabamia 6)

We recap a ransom gone wrong and talk about the importance of irrevocable consequences when the dice hit the table. Daniel gives out the mystical DCs that turn 5e into Apocalypse World (spoiler alert: 12 and 20). Show notes:

“River Valley Breakdown” Kevin MacLeod (
Licensed under Creative Commons: By Attribution 3.0 License