Swiss Referee Style Manual

This is my GM Style Manual. My Players Handbook is called Halberds & Helmets. It is an instruction manual on how to to run the games the way I do. My advice is obviously *colored by my preference* for old school D&D sandbox campaigns and player agency.

my GM Style Manual

Halberds & Helmets

old school

sandbox campaigns

player agency

This text has been integrated into the Halberds and Helmets PDF.

Halberds and Helmets

start a new campaign

a small hex map

As the players push forward, keep expanding the map.

Maybe you already have a bigger map available to you. You could use my random hexmap generator, for example. I only start worrying about the ruins and lairs in the various hexes once players actually explore the region. This is going to be an organic campaign.

random hexmap generator

organic campaign

+-----------------+--------------------------------+
|      Level      |              Role              |
+-----------------+--------------------------------+
| ordinary people |                                |
|               1 | veterans, people who have been |
|                 | involved in war, well trained  |
|                 | guards                         |
|               3 | a boss of one or two dozen     |
|                 | people, captain of the watch,  |
|                 | bandit boss                    |
|               5 | lord over a small settlement,  |
|                 | a contested five mile hex,     |
|                 | a tower, a small fortress, a   |
|                 | sheriff, two of these might    |
|                 | be the assistants of a level 9 |
|                 | lord                           |
|               7 | a captain of a small army, the |
|                 | most powerful chieftain of a   |
|                 | tribe, a second in command to  |
|                 | a level 9 lord                 |
|               9 | lord over a town, a castle     |
|                 | plus a town or two and         |
|                 | multiple villages, a region up |
|                 | to thirty miles in diameter,   |
|                 | known up to a hundred miles    |
|                 | away                           |
|              11 | great heroes, the favorites of |
|                 | the gods                       |
|              13 | prophets, avatars and holy men |
|              15 | demigods and immortals         |
|              17 | god-like, granting wishes!     |
+-----------------+--------------------------------+

One Page Dungeon Contest

Even if the party decides to leave for the first dungeon, that still gives you some time to provide additional information and tie-ins for the remaining handful of dungeons the party is not visiting right now. *Use the time to make up some events* surrounding the dungeons the party did not investigate. Giant frog plague? Cultists spreading? Rival party found some treasure?

Moldvay uses

+-------+-----------------------------+
|  d20  |    Contents and Treasure    |
+-------+-----------------------------+
| 1–5   | Empty                       |
|     6 | Unguarded treasure          |
|     7 | Trap and unguarded treasure |
| 8–9   | Trap                        |
| 10–12 | Monster                     |
| 13–15 | Monster and treasure        |
| 16–20 | Special                     |
+-------+-----------------------------+

A map is your best friend *Random Wilderness Encounters*: Based on the current area the party is in, jot down a little random encounter table. Consider the critters in the surrounding dungeons, think of a theme, browse the monster manuals and look at the pictures. If you like beholders, maybe add a dwarf merchant with an extra eye stalk or two to the encounter table. He’s a spy for the beholder! If you like slaadi, go for an amphibian theme and pick kuo-toa, giant frogs, toads, froglings, bullywugs, and so on. If you have a theme, consider antagonists. Is the frog faction competing with the gnomes? Add a gnome entry!

A map is your best friend

A map is your best friend

If you have a little extra time, add one or more entries for *peaceful folk* from the neighborhood or named people from nearby settlements. Two of these is a good number. Add these at the top of the list. During the night, add this number as you roll. This is how you get slightly different results for day time and night time encounters.

different results for day time and night time encounters

In the following example, merchants and soldiers are only encountered during the day. At night, add +2 to your roll. Thus, kuo-to a and slaadi are only encountered during the night.

+-------+--------------------+
|  d6   |     Encounter      |
+-------+--------------------+
| ░ 1 ░ | merchants (1d6)    |
| ░ 2 ░ | soldiers (1d6+3)   |
| ▒ 3 ▒ | gnomes (1d6+2)     |
| ▒ 4 ▒ | giant frogs (1d4)  |
| ▒ 5 ▒ | froglings (2d6)    |
| ▒ 6 ▒ | roll twice: fight! |
| ▓ 7 ▓ | kuo-toa (2d6)      |
| ▓ 8 ▓ | slaadi (1d4)       |
+-------+--------------------+

You can keep using the same table while the player characters are in the same *region*. A typical region is an area of 5×5 hexes.

Thus the actual *procedure* at the gaming table is simple:

1. Players tell me where they want to go. There is a 1 in 6 chance for a daylight encounter and a 1 in 6 chance for a nighttime encounter for every hex traveled. Combine encounters if that spices things up. 😸

That’s it.

One Page Dungeon

If you have some monsters on your random encounter table and haven’t decided where the lairs of these creatures are, there’s a 1 in 6 chance when encountering them that you’ve found their lair. Let players find the secret gnome village, the slaad temple, the frogling pond. These improvised lairs will necessarily be simple one, two or three room affairs. No problem.

+----+--------------------------------+
| ML |            Example             |
+----+--------------------------------+
|  2 | animals that will always run   |
|  3 | animals that will fight when   |
|    | cornered                       |
|  4 | herbivores defending their     |
|    | young                          |
|  5 | carnivores, cowards            |
|  6 | cautious people                |
|  7 | normal men                     |
|  8 | well led humanoids             |
|  9 | disciplined troops             |
| 10 | fanatics                       |
| 11 | lunatics                       |
| 12 | unnatural creatures            |
+----+--------------------------------+

Some prices for buildings:

+--------------------------------+----------+
|            Building            |  Price   |
+--------------------------------+----------+
| a *small statue* for a well or | 50gp     |
| a garden                       |          |
| a *small, public altar* made   | 250gp    |
| of stone with spirit gate and  |          |
| a small well (5ft.×5ft.)       |          |
| a *small shop* made of wood    | 300gp    |
| with a place to sleep in the   |          |
| back room (15ft.×15ft.)        |          |
| a *simple wooden building with | 700gp    |
| one floor* such as a tavern,   |          |
| a gallery or a gambling den    |          |
| (50ft.×50ft.)                  |          |
| a *wooden building with        | 1500gp   |
| two floors* in a village       |          |
| (50ft.×50ft.)                  |          |
| a *stone building with         | 3000gp   |
| two floors* in a village       |          |
| (50ft.×50ft.)                  |          |
| a *manor house with two        | 10,000gp |
| floors*, marble columns        |          |
| and statues in a city          |          |
| (50ft.×50ft.)                  |          |
| a provincial *castle* with six | 75,000gp |
| floors (60ft.×60ft.) and an    |          |
| inner courtyard (30ft.×60ft.)  |          |
| surrounded by a wall           |          |
+--------------------------------+----------+

Remember that all major buildings need gardeners, guards, artisans and so on. Use the rules on specialists to get started. Ordinary servants earn 1gp/month. Spies earn around 500gp/month. Sages earn around 2000gp/month.

Essentially players express their interest in the campaign by spending time. If players never leave town, then they want urban adventures. If they keep returning to your megadungeon, then that’s what they want. Giving players real options will make sure the game adapts to their preferences (and yours, given that you are providing the options).

Players need options, and maps are like option tokens. Maps are also props that are very easy to make.

Two or three players pushing their own agendas can be a lot of fun. There will be a little rivalry because each character needs to pursue their own quests. There will be some cooperation: “I’ll help you retrieve ice from that glacier for your frost rapier if you will help me find Xu-Li the fire sage.”

Not everybody needs to have goals! You just need enough player goals to add adventure seeds to your campaign. If all the players have divergent goals, they end up not having a reason to adventure together. In that case you might be better off adding a traditional villain to the mix: A powerful nemesis that sends minions after the characters, builds an army to attack their home base, coordinates the bad guys in the region such that the party absolutely needs to fight. Just increase the pressure whenever the players are starting to squabble again.

The same is true for player characters. I’ll try to emphasize situations where a player character specifically did something awesome. It lets players know that I appreciated their character being there and the things they did. Everybody likes this.

If a player is very entertaining in the game, I like to encourage them. Non-player characters will go along with a lot of silliness as long as it doesn’t strain my credulity.

Even quiet players like to shine. Sometimes you just have to guess what makes them tick. Perhaps they’d like romantic success? As the extroverts grab the spotlight, make sure to interrupt the action once or twice per session and offer a scene to an introverted player. The leader is charmed by their presence, the enemy wants to talk to nobody else but them, the farmers ask them for advice. Don’t overdo it. Sometimes shy players don’t want to make big decisions. A public display of respect or admiration might be enough.

Be sure to recapitulate the successful execution of the plan, coloring it appropriately. If you feel that they over-planned it, make sure you use words like “boring wait” and “endless hours pouring over your preparations” as you remind them of the time wasted in-game.

If players don’t want to plan a lot, then that’s even more awesome, because it gives you the opportunity to improvise some action scene. Roll for wandering monsters or the like and go for it.

Avoid boring “it doesn’t work” results. Succeed or fail spectacularly.

Avoid situations where there is only one course of action. If you can only rescue the baron’s child, then there’s no choice involved. You should add temptation at every single step. Slavers will be interested in the child. Enemies of the baron will be interested.

Sometimes there are no obvious choices, and none of the choices will help define the character in obvious ways. The baron’s child might not want to return back home, preferring to go on adventure instead. The character’s choice will define what they see as filial duty and family integrity. Hardly heroic decisions to be made! Use these situations rarely.

reward

The following list is from the Hack & Slash blog.

the Hack & Slash blog

In the same vein, *provide warnings* if players are putting themselves in danger. You’re aiming for “I knew it!” when something bad befalls player characters. (”You notice that the hanging bridge above the tar pits seems frail. Just make sure nobody cuts those ropes!”)

​#RPG ​#Old School ​#DungeonMasterAdvice

Comments

(Please contact me if you want to remove your comment.)

Related: Solipsistic Hexes by Brendan. See my hex crawl procedure and the discussion that resulted.

Solipsistic Hexes by Brendan

hex crawl procedure

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I love this! if you ever do something like this again or revamp it let me know!

– Will 2020-03-28 06:26 UTC

Will

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Thanks! These days any changes I make are PDF only. Later, I did monsters and added them to the same PDF. And these days I’m (slowly) working on spell casters. See Halberds and Helmets.

Halberds and Helmets

– Alex Schroeder 2020-03-28 11:19 UTC