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        <title>Donnacha Oisín Kidney's Niche Nerdy Interests</title>
        <link>https://doisinkidney.com</link>
        <description><![CDATA[Niche nerdy interests]]></description>
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        <lastBuildDate>Thu, 11 Jun 2026 00:00:00 UT</lastBuildDate>
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    <title>TTRPGs</title>
    <link>https://doisinkidney.com/personal/2026-06-11-ttrpgs.html</link>
    <description><![CDATA[<div class="post-info-pane" aria-label="Post information">
    <span>Posted June 11, 2026</span>
    <span>Tags: <a title="All pages tagged &#39;ttrpg&#39;." href="/personal/tags/ttrpg.html" rel="tag">ttrpg</a></span>
</div>

<details class="post-window media-window float-right" style="width: 12rem" open>
<summary>
<span>Music</span>
</summary>
<div class="post-window-pane">
<iframe style="border: 0; width: 12rem; height: 12rem;" src="https://bandcamp.com/EmbeddedPlayer/album=3090320569/size=large/bgcol=333333/linkcol=ffffff/minimal=true/track=296177498/transparent=true/" seamless>
<a href="https://chalicesofthepast.bandcamp.com/album/brute-fort">Brute
Fort by Gus BC</a>
</iframe>
</div>
</details>
<p>A few years ago I got into <a href="https://critrole.com">Critical
Role</a>, a Twitch stream where a cast of voice actors play Dungeons and
Dragons. I probably don’t have to explain DnD (or CR) to anyone reading
this, but on the off chance that you have escaped this particular aspect
of nerd culture: DnD is a tabletop role-playing game where players
pretend to be characters in a fantasy setting, going on adventures and
quests, occasionally exploring the eponymous dungeons and often fighting
the eponymous dragons. While there had been media based on DnD before
(including a fondly-remembered <a
href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(TV_series)">cartoon
from the 80s</a>), Critical Role was an early example of the “actual
play” genre, where the show itself was a (relatively unedited) video of
players simply playing the game. It’s very nerdy, a little goofy, and a
lot of fun to watch: the cast have excellent chemistry and genuine voice
acting chops. I started watching in 2020, when I (along with everyone
else) suddenly needed some comforting, escapist media to fill the long
days; since then, CR has grown into a budding media empire, with
millions of weekly viewers and multiple spin-off TV shows.</p>
<details class="post-window media-window float-left" style="width: min(22rem, 100%)" open>
<summary>
<span>A Typical DnD Group</span>
</summary>
<div class="post-window-pane">
<p><img src="/images/mothership/dnd-group.png"
     alt="Four green-skinned goblin-like characters facing the viewer"></p>
</div>
</details>
<p>From Critical Role, my interest branched out into TTRPGs in general.
I listened to other actual play podcasts (like <a
href="https://www.doyouvalidate.com/do-you-validate-network/critical-bits">Critical
Bits</a>), I read too-long wiki entries on obscure lore, and I started
to cultivate an aspiration to maybe, sometime, perhaps, play DnD myself.
However, while I liked the <em>idea</em> of playing DnD—I loved the
escapism of Critical Role, and I loved the idea of collaboratively
developing an intricate and long-running story with my friends—the
actual practicalities of playing were a little daunting. Whatever way I
looked at it, a session of DnD was fundamentally going to involve me and
my adult friends sitting around a table, doing funny voices, and
pretending to be goblins or elves or whatever. In the end, I let my fear
of cringe get the better of me, and for years I didn’t take any
proactive steps to set up a game.</p>
<p>My interest was rekindled a couple of years ago, when I started
playing <a href="https://baldursgate3.game">Baldur’s Gate 3</a>. A
little after that I saw the <a
href="https://www.youtube.com/watch?v=WbH83E83ZTU">Quinn’s Quest review
of Mothership</a> (a sci-fi TTRPG), and I finally bit the bullet and
bought the system, and decided to run the game myself for some of my
friends. Since then, I’ve run a handful of games (not DnD, but more on
that later) for my friends, and I’m really happy that I managed to
suppress my innate fear of cringe and just try it, because it’s been a
really rewarding and fulfilling hobby.</p>
<p>I think that my experience as a Critical Role viewer—getting really
into the show, getting immersed in the lore and wider hobby, but not
taking the last step to actually set up a game myself—is a pretty common
one. This post is about TTRPGs, Mothership, and a homebrew scenario that
I’ve run a few times; my hope is that it might push someone out there to
actually get playing, and start a game with <em>their</em> friends.
Alternatively, if you know me in real life, and you’re looking for
players, or looking to play, get in touch!</p>
<details class="post-window media-window float-right" style="width: min(25rem,100%)" open>
<summary>
<span>Typical Mothership Player</span>
</summary>
<img src="/images/mothership/skeleton-spaceman.png" 
     alt="A skeleton in a spacesuit, sitting at a desk in a spaceship, writing with a pencil in a notebook">
</details>
<h1 id="mothership">Mothership</h1>
<p>As mentioned above, I was initially enticed into playing Mothership
by the excellent <a href="https://www.youtube.com/@Quinns_Quest">Quinn’s
Quest</a> YouTube channel, which gave Mothership a <a
href="https://www.youtube.com/watch?v=WbH83E83ZTU">glowing review</a>.
While the review emphasised the excellent ecosystem of third-party
modules available for the game, I was initially attracted to the game’s
theming, simplicity, and the “OSR” play style that it encouraged.</p>
<details class="post-window" open>
<summary>
<span>Theming</span>
</summary>
<div>
<p>Mothership is often sold as “Alien meets Event Horizon”, but to be
honest that undersells how much the base game feels like “Alien the
RPG”. The cassette-futuristic technology of the setting feels right out
of the <em>Nostromo</em>, the four base classes in the game are clear
references to characters from the films, and the introductory module for
the game (“Another Bug Hunt”) is an on-the-nose homage to Aliens (the
scenario’s title comes directly from a line in the film).</p>
<p>I should stress that I don’t think any of this is a bad thing! I
wouldn’t describe anything in Mothership as “derivative”; reading the
material in the core set, I was struck by how innovative and fresh it
all felt. However, it can be a little confusing to describe the game to
new people, considering that an officially-licensed Alien RPG <a
href="https://freeleaguepublishing.com/games/alien/">already
exists</a>.</p>
<p>Beyond the clear Alien influence, Mothership does pull in some more
occult-magic-style horror, and visually the core set seems to take a lot
from the Manga <a
href="https://en.wikipedia.org/wiki/Blame!">BLAME!</a>. Where the
theming can get diverse, however, is in the third-party modules. There
is a <a
href="https://www.youtube.com/watch?v=xXY5bWHjZhM&amp;list=PLhFDcFS50InuOeINJ99CuAmIXahC69o6i&amp;index=2">space-slasher
on an abandoned party-planet</a>, <a
href="https://www.tuesdayknightgames.com/products/the-desert-moon-of-karth">a
space-western</a>, and an <a
href="https://www.tuesdayknightgames.com/products/gradient-descent">existential/psychological
horror AI-bodysnatcher megadungeon</a>.</p>
<p>Over the past year, Mothership has been the main RPG that I have
played, so I’m a little spaced-out at the moment, and the setting
doesn’t hold as much spark for me as it used to. That said, I don’t
think it would take <em>much</em> to get back into it: a little
synthwave, a creepy plot hook with cyberpunk elements, and I’m sure I
would be right back on <a
href="https://www.tuesdayknightgames.com/products/a-pound-of-flesh">Prospero’s
Dream</a>, ready to orchestrate a cyber-heist for space-diamonds.
Overall, I did really like Mothership’s setting: it’s evocative, with a
lot of scope to tell stories from cyberpunk political intrigues to
cosmic horror.</p>
</div>
</details>
<details class="post-window" id="simplicity" open>
<summary>
<span>Simplicity</span>
</summary>
<div>
<details class="post-window media-window float-left" style="width: 22rem; margin-left: -5rem" open>
<summary>
<span>Required Equipment</span>
</summary>
<img src="/images/mothership/player-sheet.png" alt="Three dice, a pencil, and an eraser on top of a player sheet for the game Mothership">
</details>
<p>The largest factor that actually pushed me to buy the Mothership core
set was its simplicity. Even putting the extensive lore aside, Dungeons
and Dragons, as a system, is <em>complex</em>. I’m not ashamed to say
that I was intimidated by the amount of rules in DnD, and even after
watching hundreds of hours of actual-plays I still felt that I didn’t
really have a good sense of the full mechanics of the game.</p>
<p>Mothership, by contrast, has a rules system that can basically fit on
a couple of A4 pages (or just one, if you’re being especially frugal),
and it takes maybe ten minutes to teach. This makes it a great system
for first-time DMs (like me). Another benefit of the simplicity is that
character creation also takes about ten minutes, which is especially
handy in light of the game’s high lethality. Lots of modules and
scenarios expect multiple player character deaths <em>per session</em>,
so it’s nice to be able to get a player right back into the action
quickly with a new character.</p>
</div>
</details>
<details class="post-window" id="osr" open>
<summary>
<span>OSR</span>
</summary>
<div>
<p>As with any good niche hobby, the world of TTRPGs has a variety of
different styles and sub-communities within the hobby itself. And, as
with any good niche hobby on the internet, those differing styles and
schools often develop into factions and holy wars.</p>
<p>Mothership is an “OSR” style game, where OSR stands for “old school
renaissance” or “old school revival”; it’s a style of play inspired
partially by 1970s RPGs (including 1st edition DnD). As with any
“revival” movement, it’s debatable to what degree modern OSR games can
claim a lineage with those 1970s games, and to what extent they’re
actually a new thing entirely, but that’s the kind of debate I don’t
find particularly interesting.</p>
<p>What I <em>do</em> find interesting, though, is the philosophy of the
OSR itself, and how it contrasts with games like modern DnD. While
reading about OSR games (like Mothership, but also <a
href="https://morkborg.com">MÖRK BORG</a>), I found myself nodding in
agreement, and I found remedies to aspects of DnD that had vaguely
rubbed me the wrong way.</p>
<p>So, if you’ll indulge me (you have to: it’s my blog), I wanted to
write a little about some of the things I <em>don’t</em> like about DnD,
and how OSR games differ. You should take all of this with a
<em>huge</em> grain of salt, though, since I have only actually played a
handful of RPGs, and DnD is not among them! Also, the two DnD
actual-plays I have watched extensively are Critical Role and <a
href="https://watch.dropout.tv/dimension-20">Dimension 20</a>, and I
think that both Matt Mercer and Brendan Lee Mulligan are
<em>virtuosic</em> DMs. Really, the more I’ve played, the more I
understand the depth of their skill. So the criticism I have here should
be understood in the context of overall admiration for those shows.
Also, despite what these next few bits might suggest, I do really like
DnD! I think it’s a very fun game, and it is generally quite well
designed, especially considering all of the different conflicting goals
it has (be friendly to beginners, be similar and recognisable to
veterans, facilitate the disparate kinds of games people want to play,
be incredibly varied but coherent, be “balanced”, etc.).</p>
<details class="post-window" id="death" open>
<summary>
<span>Death</span>
</summary>
<div>
<p>One of the most visible differences between DnD (5e) and OSR-style
games is lethality: in DnD, player character death is rare. This is
perhaps surprising, considering the amount of extreme violence the
average adventuring party gets up to, but what bothers me isn’t
necessarily the lack of realism, it’s the lack of death as a
storytelling tool. I understand that this is partially my own taste: I
don’t like happily-ever-afters, and some of my favourite moments from
movies and TV are character deaths (the end of season 1 of Game of
Thrones! <em>Either</em> of the heartbreaking deaths in Fellowship of
the Ring! (the best Lord of the Rings movie)). However, personal taste
aside, I do think that lots of stories are improved by the inclusion of
tragedy, and I do think a lot of stories told through DnD are lesser
because the system avoids this outcome so much.</p>
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<summary>
<span></span>
</summary>
<div class="post-window-pane">
<img src="/images/mothership/dnd-death.png" alt="A person (left) stabs a goblin (right)">
<p class="image-caption">
Pictured: left, a DnD player having a good time. Right: a DnD player
<em>also having a good time</em>.
</p>
</div>
</details>
<p>A TTRPG has a difficult line to walk, because although the high-level
goal is to tell a compelling story, the moment-to-moment gameplay
usually involves players pursuing goals that are much more in line with
their characters’ goals, and often those two goals come in conflict.
When a player is one hour deep into a four-hour combat session, all that
player (and the DM, usually) wants is for the PC to win the fight; what
both people should remember, however, is that failure can be just as
interesting and compelling an outcome as success, and that success is
only satisfying <em>if failure was really an option</em>. It’s
important, then, to avoid the temptation to go easy, or fudge rolls,
because it will make the game less fun in the long run.</p>
<p>This tension between goals will be present in any TTRPG, but (to my
taste) DnD’s balance leans too heavily in favour of giving the player
what their <em>character</em> wants, to the detriment of what the story
wants, especially when it comes to character death. Part of this is
because players expect a certain structure to a DnD campaign: it’s
usually zero-to-hero, told over 10+ sessions, over the course of months
or years. The system is designed to facilitate that kind of play, which
is fine! It can be very rewarding to follow a character through a long
arc of development. However, the negative effects are clear: in the
small scale, the rarity of death takes a lot of the feeling of danger
out of combat; at best, I find that DnD combat feels merely
<em>challenging</em>, and at worst, it can feel like a grind. In the
larger scale, it can rob the story as a whole of stakes, and of the kind
of memorable moments that stick with you <em>because</em> they were
upsetting at the time. My favourite season of Dimension 20 (by far) was
<a href="https://watch.dropout.tv/dimension-20-a-crown-of-candy">A Crown
Of Candy</a>, the only season I have watched which allowed early
player-character perma-death. Dimension 20 always had excellent
world-building, and compelling characters; this season differed from the
others in that I found myself getting more engrossed in the story as it
proceeded, because the stakes felt like they were getting genuinely
higher. It was also the only season where I found combat just as
enjoyable to watch as the out-of-combat episodes.</p>
</div>
</details>
<details class="post-window" id="video-games" open>
<summary>
<span>Video Games</span>
</summary>
<div>
<p>Since DMing myself, I’ve realised the biggest part of the DnD system
that I dislike is actually how it can sometimes feel
<em>video-gamey</em>. In particular, it can feel like a mass-market AAA
video game, with a big focus on numerical stat increases and loot as
rewards. Video games that lean on that kind of mechanic to improve
player retention are now often derided as <a
href="https://en.wikipedia.org/wiki/Operant_conditioning_chamber">“Skinner
boxes”</a>, but I feel like the same negative aspects of these kinds of
rewards can show up in TTRPGs as well.</p>
<p>Again, I want to be clear that this kind of thing can be a lot of
fun. Your character getting a new sword is cool, and sometimes the
easiest way for a DM to reward a win is giving out some loot or bumping
a stat.</p>
<p>However, I can’t shake the sense that it’s a little cheap, as a
mechanic. Whenever I have noticed myself doing something in a video game
that feels like grinding for a stat improvement, I make a conscious
effort to re-evaluate if I’m actually having fun, or if I’m just a
little addicted.</p>
<p>Both the rarity of character death and the primacy of mechanical
stat-based progression seem to me to be designed to make it easier to
run the “ideal” DnD campaign. For example: players want to tell long
stories? Make it harder for player characters to die. Players want to
see character progression and development? Well, one easy way to
simulate that is through <em>mechanical</em> progression, so let’s
facilitate that as much as possible.</p>
<p>In this way, the OSR as a contrast to modern DnD reminds me a little
of the way that Dark Souls games are often seen as a reaction to modern
AAA bloat. By returning to the conventions of older, cruftier games, by
removing the affordances that were supposed to enhance narrative, we’ve
rediscovered a leaner, meaner system that ends up being <em>more</em>
narratively satisfying. (I realise I have now basically written
“Mothership is the Dark Souls of RPGs”, but this is my personal blog, so
I’m allowed to be trite.)</p>
</div>
</details>
<details class="post-window" id="rolls" open>
<summary>
<span>Rolling Dice</span>
</summary>
<div>
<p>One of the big tenets of the OSR is the idea that dice rolls should
be used <em>sparingly</em>. There are two aspects to this, as far as I
can tell. First, it’s important that the GM only calls for a roll when
<em>all</em> outcomes of that roll are interesting, and push the story
forward.</p>
<p>Take, for example, the following situation: it’s the beginning of a
campaign, and the players are investigating the office of a missing
merchant (presumed kidnapped). Hidden in a secret drawer of the
merchant’s desk is an enigmatic note full of tantalising leads,
plot-thickening revelations, and hints of a conspiracy that goes right
to the heart of the government!</p>
<p>Except that the players all fail their investigation check, so they
don’t find the secret drawer. Now they have no leads, and nothing to do,
so the plot grinds to a halt, while the DM scrambles to try and figure
out how to give them the note anyway. Oops. Now, the OSR wasn’t the
first community to recognise this kind of failure state: in DnD, “don’t
hide plot hooks behind dice rolls” is a common mantra. What happened in
this situation is that the DM didn’t <em>actually</em> want to roll the
dice to see if the players could find the drawer or not: the DM just
wanted the players to find the drawer, and they called for a roll
because that’s just what you do when investigating.</p>
<p>The OSR, though, takes this tip and generalises it. If dice are being
rolled, <em>all</em> outcomes had better push the story forward. For an
especially deft GM, this can mean designing scenarios such that
situations like the above don’t arise; for me, it means that when
situations like the above <em>do</em> arise, I just don’t ask for a
roll.</p>
<p>The “failed investigation check grinds the story to a halt” is such a
common pitfall that most DMs seem to know to avoid it, but the
generalised problem still shows up, and I think that the game has
evolved a much <em>worse</em> solution than the OSR’s approach. In DnD,
there are lots of ways for a DM to make it so that a roll basically
<em>can’t</em> fail. Think about group history checks, where everyone
around the table has (say) a 50/50 chance of passing the roll, so a
table of 6 people has a 98.5% chance of passing at least once, or the
rogue for whom lock-picking has become a mild inconvenience. These ways
to put a thumb on the scales evolved because sometimes the DM just wants
the party to know something or get through some door, and dice rolling
is so integral to the game that it seems more natural to try and modify
that mechanic rather than removing it entirely. The result, however, is
that dice rolls lose their weight.</p>
<p>Dimension 20 has a gimmick where, if a roll is especially important
(maybe a death save, or a pivotal counterspell), the DM will bring out
the “Box of Doom”, which is a dice tray with a skull on it. It’s a great
prop, and it works well to heighten tension. An extreme version of the
OSR tenet of “only roll if it matters” might be “only roll for <em>Box
of Doom</em> rolls”.</p>
<p>The second way that rolls are used sparingly in the OSR is by trying
to take the gameplay away from the dice as much as possible. The classic
example of this is social rolls, which are not present in Mothership: if
one character wants to persuade another, instead of rolling a relevant
stat, the player will roleplay persuasion; then, the GM will judge if
the character was persuasive or not, and rule based on that. I can
remember one moment in particular in an actual-play I was watching when
a player role-played an extremely cool and intimidating speech to
threaten an antagonist; then, the DM asked the player to roll for
intimidation, the player got a 4, so the dice said the speech didn’t
work. It felt like a real bummer in the moment, and I could see it
making players around the table want to avoid doing fun roleplay in the
future, and instead doing the dreaded “Oh there’s a guard? Yeah my
character tries to scare them. I’m going to roll intimidation.”</p>
<p>Social rolls aren’t the only thing that can be turned into strategic
gameplay. I like to include lots of little puzzles in my games; where a
character might roll against their intelligence to see if they can hack
a computer, I think it’s fun to instead present a wordle-like minigame
that represents them trying to guess the password. You can even blend
the dice rolling/character stats and the minigames: maybe a successful
roll grants the player another attempt at the puzzle, or a failure sets
off the alarm system. In general, the principle I try to follow is that
I want to encourage players to be creative and strategic as much as
possible, and then the dice should only come into play when some
randomness makes things more fun.</p>
<p>I don’t want to sound dogmatic about this style of play, by the way:
there are definitely times when it’s more fun and better for the flow of
play to just roll rather than whipping out another convoluted puzzle or
roleplaying some interaction that isn’t actually that important.
However, on balance, I prefer to avoid <em>most</em> social rolls,
<em>all</em> information rolls (history, insight, etc.: I just give the
players the information I think they should have), and some intelligence
rolls.</p>
</div>
</details>
</div>
</details>
<details class="post-window media-window float-right" style="width: 10rem" open>
<summary>
<span>Ned</span>
</summary>
<img src="/images/mothership/decagone.png" alt="">
</details>
<h1 id="decagone">Decagone</h1>
<p>Finally, I’d like to talk about a scenario I’ve run three times, and
show off some of the homebrew material I’ve added to it. <a
href="https://slowquest.itch.io/decagone">Decagone</a> is a Mothership
one-shot scenario for 2–5 players, and it’s excellent. I think it’s a
really good scenario for new GMs, and absolutely perfect for new
players. I can’t really talk about the mechanics of the scenario without
spoiling it, so if you ever plan on playing, then stop reading here!
There is one really, <em>really</em> good reveal in the scenario that
you don’t want to miss.</p>
<details class="post-window" id="decagone-spoilers">
<summary>
<span>Decagone Spoilers</span>
</summary>
<div>
<p>Decagone is a <em>time loop</em> scenario. The players arrive at an
underwater research station, contracted for some low-paying job as
janitorial staff or security, and they quickly realise that something
has gone very wrong in the station, with robotic guard-dogs on the
loose. Before they can get to grips with what’s happening, though, they
will be transported back to the elevator they arrived in 10 minutes
previously, all injuries healed. As written, the module restarts the
player characters every 10 minutes until they can figure out the mystery
and stop the loop, or until they succumb to insanity.</p>
<p>The module recommends you use a physical timer, counting down the 10
minutes in real time. The GM doesn’t tell the players what the timer is
for in the first loop, but when it goes off, they should describe the
start of the scenario again, <em>exactly</em> as they did when they
introduced the players. If done well, this reveal is <em>fantastic:</em>
each time I’ve done it, the players have been genuinely surprised. Also,
if you can add some audio cues it sells it even better: the scenario
starts in an elevator; I had some elevator music playing while the
players were setting up and introducing their characters, and then I
used a recording “welcoming them to the facility” that I got from the
Mothership discord.</p>
<p>The looping aspect of the scenario makes for a great first game,
because it both allows for a level of lethality while also giving a
little cushion of safety that can be useful for new players. Because the
players get to restart the loop even if they die, they get to see how
lethal combat can be without having to roll a new character within the
first few minutes of a session. I love the high lethality of Mothership,
but if a player is brand-new to TTRPGs as a whole, it can be cumbersome
and a little discouraging to get them to make a whole new character if
they die inside of the first five minutes. With Decagone, you get that
<em>little</em> bit of safety without having to do things like fudge
rolls or whatever. Also, when the players do manage to finally
<em>stop</em> the time loop, they will have the fun realisation that
suddenly their “save file” is gone. So, for the last 30 minutes or so of
the game, when everyone is trying to escape the station, the tension is
really quite high.</p>
<p>I would make 2 recommendations for running the game as-is, though:
first, I think that the scenario really works best with fewer players. I
have found 3 to work the best, 2 is also quite good, 4 is a little
crowded, and 5 is too many. Another recommendation is to <em>use a
physical timer</em>. There’s a temptation to just describe the passing
of time to the players: this lets the GM better structure the narrative,
and maybe make sure that story beats are hit at the right time. In my
opinion, <em>this is a mistake</em>. A real-time physical timer adds so
much to a game; <a
href="https://www.youtube.com/watch?v=cS3oQ5eQmNk">one of the authors of
Decagone describes why here</a>. When I ran Decagone with 5 players, I
will admit that things got a little confused and hectic at times, and
the timer didn’t help that, but I think that the solution there was to
reduce the number of players, and not drop one of the <em>best</em>
parts of the scenario.</p>
<details class="post-window" id="decagone-homebrew" open>
<summary>
<span>Homebrew</span>
</summary>
<div>
<p>One of the parts of TTRPGs that I have actually enjoyed the most is
preparing for sessions. I really like making handouts and writing NPC
backstories, even if they never come up in the game itself.</p>
<p>For example, for this game I decided to add a bit of Cthulhu flavour
to the scenario: I made one of the guards a cultist, and I added in a
lot about the “cursed language” of Cthulhu (R’Lyehian). I made it so
several of the doors in the facility were locked by R’Lyehian codewords,
but there was a <a
href="/pdfs/decagone/rlyehian.pdf">R’Lyehian-to-English dictionary</a>
in the library. The catch was that players couldn’t keep the dictionary
between loops, so they’d have to run to the library, read it quickly and
try and find the relevant words, and then remember them to use them on
the next loop. As an added twist, I had <a
href="/pdfs/decagone/secret-roles.pdf">secret roles</a> for each player,
one of which instructed them that speaking R’Lyehian was incredibly
dangerous, and they were to be suspicious of anyone who did it.</p>
<p>Here’s all the material I made for the game:</p>
<ul>
<li><a href="/pdfs/decagone/rlyehian.pdf">R’Lyehian-to-English
dictionary</a></li>
<li><a href="/pdfs/decagone/secret-roles.pdf">Secret Roles</a></li>
<li><a href="/pdfs/decagone/scenario-notes.pdf">Scenario Notes</a></li>
<li><a href="/pdfs/decagone/locations.pdf">Locations</a></li>
<li><a href="/pdfs/decagone/facility-reference.pdf">Facility
Reference</a></li>
<li><a href="/pdfs/decagone/antigone-todo.pdf">(Handout) Todo
List</a></li>
<li><a href="/pdfs/decagone/wellingleby-diary.pdf">(Handout)
Diary</a></li>
</ul>
<p>One last change that I made was that I had the timer start at 25
minutes, and I reduced it by 3–5 minutes every loop. I think this
improved the pacing a little: it meant the first loop could be a little
slower and more exploratory, and as the players got more familiar with
the environment, and quicker at navigating the challenges, the later
loops would speed up to match. It also put a limit on the overall number
of loops: by the time the timer got below 10 minutes, the players knew
that they only had 2–3 loops to solve the mystery and escape, or they’d
be stuck looping one second in the elevator for all of eternity.</p>
</div>
</details>
</div>
</details>
<h1 id="you-should-play-a-ttrpg">You Should Play a TTRPG</h1>
<p>I started this post by talking about how it took me about 5 years to
go from wanting to play a TTRPG, to actually playing one. Since I
started playing, though, I’ve regretted that I didn’t start sooner.
TTRPGs are one of those rare hobbies that is addictive and engrossing,
but also fulfilling (and they don’t cost much money!). I think there are
a lot of people out there who would really enjoy it if they took the
first step, and if you don’t know anyone who plays, then you should just
start a game yourself! Learn the rules, get in touch with your friends,
and run a game for them.</p>
]]></description>
    <pubDate>Thu, 11 Jun 2026 00:00:00 UT</pubDate>
    <guid>https://doisinkidney.com/personal/2026-06-11-ttrpgs.html</guid>
    <dc:creator>Donnacha Oisín Kidney</dc:creator>
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