Monday, 21 April 2025

Option 3: Start in a random spot in the wilderness facing an immediate crisis [Updated 20250425]

This is a WIP and I will keep finetuning and updating the content. Please stay tuned.

Two flavours:

A. The Midlands style

Step 1: Roll on the Party Bonds table (M, p. 81) -- These bonds provide the PCs with various roles in the Midlands. Use these in place of, or in addition to, the ones in ToA during character creation. 

Step 2: Focus on the key location/people/faction/foes/action depicted in the Bond, roll for a random encounter on the most fitting table by regions (M, pp. 115-127). Draw a connection between the Party Bonds and this current situation (one sentence is enough). Swap the monsters with the (closest) ones from ToA if appropriate.

Example: For Party Bonds, I roll an 8, which says "Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or failed prospectors of the Lost Roads." Since Dol-Karok is a stronghold in Ironhull Mountains, I proceed to the random encounters table for Ironhull Mountains or Sunstone Ranges" (M, p. 119) and roll a 9, which says "1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools." Even without the shackles, it's fight or flight time!

Step 3.  Start hexploration (ToA, p. 134) and dungeon crawling (ToA, pp. 132, 218).


B. The open style

Step1: Commence the campaign with an intriguing yet simple idea (a vivid sentence is enough) to explain why the PCs show up here and now, such as:

  • Escaping from a captor (e.g. prison break, collapsed dungeon, wrecked slave convoy)
  • Running away from some pursurer(s) (e.g. bandits, wild beasts, monstrosities)
  • Recovering from a knockout, wandering around without previous memory
... Or anything that drops the PCs right in the middle of an action. If needed, use the Deck of Signs and the Bones dice for inspiration.

Step 2: Determine the starting weather (see below, or ToA, p. 136). Use the following Initial Wilderness Terrain table to determine the terrain of the current hex (preferably on a 6-mile scale as suggested on p. 134 in ToA):


Then, roll on the corresponding Random Encounters table (ToA, pp. 143-155) to set up the very first scene/challenge/plot point. Determine the Starting Distances (ToA, p.139) of NPCs if appropriate. Also use the Deck of Signs for time, direction/orientation, and/or more sparks.

Step 3: After resolving the first event, start Hexploration as per the rules (ToA, p.134), using the following tables to determine the terrain when entering a new hex.




Step 4: Cartography
Initial knowledge: Since the world setting is the Midlands, assume that your party has somehow obtained a simple world map (like the one in the Midlands book), or some of the PCs possess certain knowledge of the geography. However,  as the party begins their adventure in an unidentified location, the PCs will have to make some effort to find out where they actually are on the map.

Until the party succeeds in locating themselves on the map, track the journey on a blank (6-mile hex) map.

During Hexploration, a Guide (ToA, p. 135) can make one attempt (free action) to deduce their current location in the Midlands. Make an Int (General Lore*/Wilderness Lore*) check, adding +1 for every 7 hexes explored (including the starting one) and for any relevant character background/feature. Two successes or one great success is required for the party to point out their location on the world map. Then compare the explored area with the Midlands map to locate the most likely hex(es) on the map. If there are multiple probable candidates, either roll to decide or choose at will. From this point onwards, use the (modified) world hex map to travel.

An alternative method is consulting the Bones (if, for example, the PCs have rather low Int scores and do not have General Lore or Wilderness Lore). To obtain the correct position in the world map, a PC needs to spend a Watch in order to accrue a set of three incremental positive results (1st = single YES, 2nd = double YES,  3rd = triple YES) at multiple attempts (only one attempt per day). Note that even if the result is a triple YES at the first attempt, it is still counted as a single YES. Negative (NO) results only indicate failure and do not cause any additional consequences.

A potential effect of prolonged exploration in this open style is that the terrain discovered may turn out to be different from what the map represents. And this is perfectly fine! This way the world map serves just as an old rough record and its details may not be entirely accurate. Ask the Oracle to seek an explanation for serious inconsistencies.

Option 1: Start in a new outpost along the frontiers (in the Midlands) [Updated 20250425]

The Midlands setting book provides a fantastic Outpost Generator, alongside tons of other extremely useful tools. 

Step 1: Create a new outpost (M, pp. 112-114)

  • Age = 1d8 years old
  • Population = 2d100 + 150 (plus 1d100 + 100 if age = 8), with (at least) 20% full time guards
  • Overseer (1d10 x2): class & trait (additional personalities & traits: ToA, p. 157)
  • Patron (1d8)
  • Goods & Services
  • Important buildings: meeting hall, barrack, blacksmith, general store, residence
To generate random names for people, either roll on the NPC table (ToA, p. 156) or the culture-specific tables (M, pp. 17-22, or pp.108-111). If this is not enough, there is a plethora of names generators available, both printed and digital. For instance, F.O.R.G.E. contains a handy set of tables, including some to generate names for settlements.

Step 2: Locate the outpost on the hex map

A good choice is somewhere along the frontiers not too far away (a couple of days of travel at most) from a major establishment. The outpost is, therefore, not supposed to be found too deep in the wilderness (given the hazardous "points of light" milieu in Midlands). 

First, roll on the Random Midlands City table (d12) to determine the major city (and culture) with which the outpost is affiliated.



Then, using the hex map for Argosa, roll 1d2 (20-mile hex map) or 2d6 (6-mile hex map) to determine the distance, and 1d6 (20-mile) or 1d12 (6-mile; shown right below) for the direction from the affiliated city. You can use your PCs' background or skills as (additional) guidance.

[Note: The direction scheme on the Deck of Signs does not seem to work perfectly on a hex map because the cards only provide 8 directions instead of 12. And in most ttrpgs, hex directions are typically based on the 6 hex sides only, yielding only 6 straight paths from the hex sides while omitting all other spaces on the grid.] 


Step 3: Create three initial 
(recent, current, upcoming) adventure hooks

  1. What has happened recently before your party arrived? Roll for one "Complication" in the outpost (M, p. 113)
  2. What is going on when your party arrives? Roll for a random event in City/Town/Village (ToA, p. 141)
  3. What's expected out there? Generate a new random dungeon (ToA, p. 218)
DM or solo players can then check out more about the region (cultures, cities, geography) by referring to the relevant pages:
 


Continue with: Option 2 (major city) and Option 3 (random hex)


Option 2: Start in one of the six major cities in the Midlands [Updated 20250425]

Step 1: Determine which major city the party starts in.

Step 2: Read more about the background of the city and its residents.

Step 3: Create three adventure hooks. Examples: 

  1. Recent: Roll on the "City, Town, Village" random encounter table (ToA, p. 141). 
  2. On the spot: Roll on the "Chance Encounters" table for the city (M, pp. 46-74).
  3. Upcoming: Create a new dungeon using the Dungeon Generator (ToA, p. 218).
    OR
    Roll on the Rumour Table ("Cities") (M, p. 147) 

Use the Oracle tools (Deck of Signs, Bones dice) for more sparks.



Sunday, 20 April 2025

Part III. Starting locations for your ToA sandbox

Let's start a new sandbox campaign by making use of both the ToA core rules and the Midlands sourcebook.

To bridge the content spreading across both tomes, we'll make use of several custom tables and additional (and hopefully simple enough) decision methods. This variant is intended to be used as an addon, not a replacement, for the hexploration and dungeon crawling rules in ToA. I'm trying my best not to introduce new elements to the core rules.

Of course, this is just my personal approach to playing ToA solo. The possibilities are limitless and I'm very sure there are always better ways of doing things out there. 

Here are three options to start a new sandbox campaign in Midlands:

Want to know about some useful tools for ToA? Want to learn how to play ToA solo quickly? Read here




Friday, 18 April 2025

Tales of Argosa and my solo west marches campaign in the Midlands

Introduction

This is my very first blog about my TTRPG experience. 

The present game of choice is Tales of Argosa (2024), written by Stephen J. Grodzicki and published by Pickpocket Press. This work is a revamped and updated version of Low Fantasy Gaming (LFG). What draws me to ToA is its evocative presentation, very clean and user-friendly layout, deep yet streamlined (but not simplisitic) mechanics, and, of course, its flexibility and solo-friendliness.

I have no intent to do any review of the book here, given the big success and high praises of the Kicstarter campaign done last year. Instead what I want to share with the readers about this game is: (1) the tools that I am using; (2) some quick tips for absolute beginners (like me); (3) concise notes on establishing a west marches (sandbox) campaign in the world of Argosa (aka the Midlands); (4) brief records of my actual sessions. 


Part I. Main tools (core, extra)

Core tomes

  1. Tales of Argosa (2024, Pickpocket Press) (the core ruleset, drivethrurpg PoD hardcover)
  2. The Midlands (2017, Pickpocket Press) (the main setting sourcebook for LFG, lulu hardcover)

Kudos to the game designer for providing the portrait version of the GM screen for FREE (on drivethrurpg. Got them printed out on sticker paper and attach them to the blank pages under the front and back covers as the endpapers, just like the KS print version.

As a bonus, each book now has two new ribbon bookmarks (satin craft ribbons attached to the inner book spine with fabric glue; super easy to apply)  

Extra accessories

  1. Official character sheets on A5 cardstock
  2. The Deck of Signs (drivethrurpg PnP PDF)
  3. The Bones Dice (self-made stickers on blank dice) -- missed the KS campaign so I have to make my own set; the Gamecrafter dice set is not an option for me given the high shipping cost to the other side of the Atlantic.
  4. Hex maps of Argosa (a small version showing 20-mile hexes for overview, and a larger set containing 6-mile hexes for actual hexcrawling)
  5. My custom battle mat (for combat measured in range bands)
  6. Some miniatures (currently using my good old Mage Knight figures by Wizkids; only of average quality but fitting the game's vibe surprisingly well)



Part II. A quick and easy route to start a solo ToA game for total beginners

Thick and heavy as the tome may feel, Tales of Argosa is actually quite an easy system to get into. Like many ttrpg rulesets, there is just no need to read the book cover to cover. You can still get prepared and start your first adventure by skipping the majority of the content. Here are a couple of quick and easy steps for total beginners of this game. 

Step 0: Overview the ToA system (pp. 4-7)

Step 1: Create the characters

  • Go through the procedure detailed on p. 8. Create a small party of 3 or 4 PCs (pp. 8-53, plus the gear sections from p. 58 to p. 61). No need to read everything on these pages yet. Just check out whatever information is required through the procedure.
  • No magic users at this stage. 
  • No hirelings for now.

[Just my purely personal preference: Playing with a single PC ("Lone wolf", p. 216) all the way may not be the most desirable choice for beginners because of the modifications of some of the basic mechanics. Besides it's more beneficial for new players to get more familiar with the game  by learning a slightly wider variety of PC options (class, race, skills, etc.). Group dynamics and bonding between PCs also provide extra fun and inspirations in the adventures.]

Step 2: Grasp the core mechanics

  • Core mechanics: Read "Doing Things" pp. 63-65
  • Combat: Read pp. 69-83. Just do a quick read to get an initial understanding. Skip the injuries and traumas tables, and even the "Healing" afterwards. We'll run into these naturally when things happen.
  • Solo tools and rules: Read "Oracle Tools" (pp. 212-213) and "Solo Rules" (p. 216)
  • "Sorcery", "Spells", "Downtime": Skip all of them for now. Read "Downtime" only after coming back to town/base from your first adventure.
  • "Monsters", "Traps", "Treasures": Likewise, this is just the information we'll come to use along the way, so no need to read any of these for now. 
That's it! The party is already ready to venture into the wilderness (pp. 134-138) or break into a dungeon (pp. 132-133, 218-221).

But if you are looking to start a west marches style of campaign in the living, breathing, and exciting world of Argosa (aka the Midlands), please check out my next post (Part III).



ToA Crawler Screen & Event Screen

These two screens are collections of content from the  Tales of Argosa  book and are reorganised in a handy format (1 pager).  The "Cra...