Showing posts with label Card Game. Show all posts
Showing posts with label Card Game. Show all posts

Tuesday, July 7, 2026

Playing the Game of Clue as a Deckbuilder

In TTRPGs like Dread and video games like Balatro, we can see how a simple and familiar game concept serves as a "chassis" for a more complex or customized game. When you start thinking about games like this, it can be hard to turn those thoughts off. Consequently an offhand comment about what the game of Clue (aka Cluedo) would be like as a deckbuilder turned into the following.

Assume “standard deckbuilder” rules, wherever a rule is not otherwise stated. Dominion is a good baseline, since the turn procedure is straightforward. This version of Clue would require making a new deck of cards, for various reasons that will be obvious. But it could use the existing Clue board.

First you would need multiple copies of each suspect, weapon, and room card (collectively, clue cards). The specific amount would be determined after playtesting. Shuffle the clue cards and then distribute them evenly in piles between the nine rooms, face down.

Each player starts with some mix of Shoe cards and Magnifying Glass cards (10 total, proportion would depend on playtesting). They draw a five-card hand per turn, ala Dominion. Playing a Shoe allows you to roll the dice to move. Playing a Magnifying Glass lets you search the room you’re in. You can’t search the same room two turns in a row (place a token at the end of your turn to mark your last-searched room). There is also an investigation deck that is available from all rooms.

Searching a room allows you to draft a card from either the clue deck in that room, or the universal investigation deck. Cards acquired this way go in your discard pile, and then you later draw them as you would in any other deckbuilder. The clue cards don’t typically do anything until the “solving the mystery” phase (see below), although some investigation cards might care about them and leverage them as resources before that time. 

The investigation deck includes cards that do typical deckbuilder-type things (see below). Three to five cards (again, determined via playtest) are always available face up in a “market” next to the investigation deck; searching allows you to take one of these and replace it with a new card from the deck.


An animated gif from the film Clue, depicting Tim Curry as the butler running into a door in an attempt to open it, then comically falling backward


Solving the mystery: On any turn in which you have each of a suspect, weapon, and room card in your hand; and you are in the room in question; and no other player has a card in their discard pile that matches any of those three cards: you may play those three cards and declare the combination to be the answer to the mystery. Do this in the typical Clue style (e.g., "Professor Plum, with the Wrench, in the Ballroom"). At this point, any player may reveal and discard one of these three cards from their hand to “disqualify” your solution. If they cannot, you win the game.

Most of the investigation cards would be familiar to deckbuilder afficionados (improved movement, more searching, card draw, trashing unwanted cards, etc.) A few ideas for special cards particular to Clue:

  • Snoop: Privately look at one other player's hand. Then draw a card.
  • Clever Reveal: When a player proposes a solution, you may reveal and trash this card to search any one room’s clue deck; if you find a clue that matches any part of their proposed solution, you can add it to your discard pile (thus invalidating their solution).
  • Rule Out: Choose an opponent; they trash a clue card of their choice from their discard pile.
  • You’ll Never Catch Me: When a player proposes a solution that names your character as the suspect, you may reveal and trash this card. If you do, they do not immediately win. Instead, you win if you can reach the “x” spot on the staircase on the Clue map. The accusing player can stop you by reaching that spot first. Play continues as normal for other players. During your turn, you may discard this card to draw a card.

Possible issues:

  • It may be too easy to reach a fail state where no one can win? Possibly clue cards need to be retrievable in some way, even after they have been trashed. A straightforward solution would be for trashed clues to go to the bottom of the deck.
  • Movement around the board may not be incentivized enough?
  • Optimal play may obligate competitive players to try to track too much of what they see in their opponents discard piles, particularly clue cards.
  • The “you’ll never catch me” minigame may be too cute by half.
  • Random card acquisition versus more filtering (e.g., "look at the top three cards of the clue deck, choose one, then shuffle") may need to be evaluated.
  • Getting lucky (e.g., finding a room card in the clue deck for the matching room) might allow a player to win too quickly.

Tuesday, June 30, 2026

Another Card-Based Method for Wrapping Up a Campaign

TTRPGs provide a lot of assistance for beginning a game and a lot less for ending one. I’ve written before about using cards to wrap up a game. Late last year, we wrapped another game with cards. The situation was as follows.

  • We were wrapping a multi-year game, and the PCs had finished everything that we wanted to address through conventional, moment-to-moment play.
  • We wanted to "zoom out" from a typical session's focus and resolve some big questions without rolling the dice. 
  • The PCs had two goals that were in tension with each other.
  • We wanted to break the action into separate stages to define gradients of success and failure.
  • We wanted danger, risk, or conflict embedded both in the individual stages, but didn't want any particular resolution to be too time-consuming.
For brevity’s sake, I’ll skip the in-fiction details and focus just on the mechanics of the process.

The PCs needed to get through 14 “phases” to achieve their two goals. To ensure we could complete the finale in one session, I used a timer, with the PCs compelled to move forward to the next phase. Each phase began with two face-down playing cards, which the PCs revealed when they began the phase. I had the 14 phases laid out on the table, and the two cards were placed in columns on either side of each phase.

In addition to the face value of numbered cards, jacks were worth 11, queens 12, kings 13, and aces were wild cards, worth either 1 or 14, at the players’ discretion. The gap between the numbers on the two cards indicated the danger of the current phase. A difference of 0-2 indicated minimal danger; 3-5 signified moderate danger; and 6 or higher suggests extreme danger. I had concepts planned for how danger might manifest in each phase, as well as some general danger-escalation tools that could be used at any stage.

To determine how well their efforts to deal with a dangerous situation were going, they could draw a card from the top of the deck and add it to either side. So if a 3 and a 9 were revealed for either side of the phase, creating a danger score of 6, and a player drew an additional card and revealed a 5, they could add it to the side with the 3 to bring that side up to 8 and the stage's overall danger margin down to 1. The six characters in play had three chances each to add a card in this manner, for a total of 18 among the group. To use one of these draws, the PC had to “flash forward” to one of three epilogue moments – one day later, one month later, and one year later.

Here’s the catch. In addition to resolving the danger of the present stage, the running totals of each column will determine if they players achieved one, both, or neither of their overall goals (separate from the danger in each phase). 

So the players needed to balance the phase-by-phase spread against the running totals for their two goals. These two incentives could easily conflict, where they needed to "make up" a difference in the overall goal totals by leaning into danger in some of the stages. The players in my game were actually forced to make the last stage much more dangerous for themselves in order to get their goal numbers to where they wanted them to be.

We handled all of this narratively, using NPCs, abilities, resources, and the flash-forward epilogue moments to interpret the results of the revealed cards. No dice were rolled during this session. But there’s no reason (besides time) that something like this couldn’t be used as a “progress clock”-style overlay on regular game action.


A diagram indicating how the succession of cards across phases creates running totals toward the goals


Difficulty 

I decided that a final difference of 4 or less would indicate both goals has been completed successfully, while 5 or more would involve compromising or partially failing at least one of the two goals. I didn't go too deep into calculating the odds here, but I think I was lucky that the cards provided some tension that forced them to act, as there is a non-trivial chance that the numbers on the cards could balance themselves too easily and let the players move forward passively.

Fortunately, it is easier to make this harder in one of several ways:

  • Decrease the margin for success on both goals; for example, say that a margin of 2 or less is required to succeed on both goals, with 3-5 succeeding on the higher-value goal only, and a difference of 6 or more indicating that both goals fail.
  • Set Aces to 14 only, rather than allowing them to be wild cards. 
  • Remove the 2s, 3s, and even the 4s from the deck. The game will become swingier without the low cards, with more phases showing high levels of danger. 
  • Allow for fewer interventions to add cards to balance out danger.
  • Instead of measuring the success of both goals by the final margin, give the two goals separate (and conflicting) success states. For example, one column could succeed on a high score, while the other could succeed on a low score. This would essentially force the players to choose one over the other, partially influenced by the randomness of the cards. 

But Why Tho?

To some degree this is just a different way of getting to what is really just a progress clock or skill challenge. Dice could simulate this in a way that is closer to the conventional game action. 

But I think there is something for switching systems entirely to frame an epilogue. After spending an entire campaign rolling dice to resolve moment-to-moment action, the cards signposted that the resolution system here was going to be different. 

The cards also provided a good visual centerpiece for the session. When I run games in person, I'm mostly happy to do it with few maps and props. But I have noticed that players benefit from having a shared visual thing to look at, particularly when the session has a very specific shared objective like this. 

Tuesday, September 9, 2025

How Could TSR Have Made a Better Card-Based Product in 1992?

Last time: Making Sense of TSR's 1992 Collector Cards

Let’s go back to that question I posed at the start of the last post, regarding who or what these cards were for. Famously, late-stage TSR produced products with little or no consideration for market demand. The company started multiple unprofitable game lines and packed warehouses full of unsold product. These decisions nearly drove them out of business, and eventually forced the sale of TSR to Wizards of the Coast. Books and articles by Jon Peterson, Ben Riggs, and others cover this history in greater detail.

So it’s not hard to understand why these cards missed the mark. Someone had the idea of a card-based product for D&D (great!) but no idea how to develop, test, optimize, produce, and market such a product (not great).

But let’s say you’re a designer at TSR in the early 1990s and you get the assignment to create some D&D themed cards. What form should it take? 


Let’s say we don’t expect any TSR designer to predict how Magic: the Gathering (MtG) would soon reshape the market for card-based fantasy gaming products. You’re just expected to make the best-possible product with your circa-1992 knowledge.

Cut the NPCs. I didn’t go through and count how much, but much of this product line was composed of NPC cards. Obviously the pack I pulled was 100% NPCs, and in a pre-Internet world, it would be easy to assume that’s all there is to the product. Which is a shame, because the NPCs are the weak link here.

I mentioned the “let me tell you about my home game” energy in the “Cain Blizzard” entry last week, but the pack I pulled isn’t even the worst example by any means, because at least it wasn’t trying to be funny. For example, I assume this card was a joke from a designer’s home game, and while it may have gone over well in that context, it is neither amusing nor gameable as a commercial product. I have seen incredibly funny things happen in games that I can never properly convey to someone who wasn’t there; RPGs are truly one of the great “you had to be there” areas of humor.

Focus on the monsters. Monsters appeal even to those who don’t play the game. Ask someone what got them into fantasy, or D&D in particular, and there’s a good chance they will say dragons, or beholders, or some other iconic monster. They don’t need to understand what AC or HD is to understand that  the monsters are cool. Spells and magic items also fit more comfortably on cards than NPCs do, but they require a lot of context, and don’t sell the idea of the game on their own in the same way that monsters do.

Our hypothetical 1992 designer need look no further than TSR’s own history for ideas.

Update the cards with new art. No shade on the Jim Roslof art in those early 1980s cards. I like the old-school style, and I think it works well in the OG Monster Manual, or in the context of Dungeon Crawl Classics, a product with a primary audience that is mostly already familiar with RPG aesthetics. But monster cards should be, in part, a way to grab the attention of people without any previous exposure to the game. 

I mentioned how baseball cards would have been a common reference point for an American game designer in the pre-MtG world, but there was another then-recent model that could have been copied. Garbage Pail Kids cards would have played in a similar space. The whole subgrenre of trading cards from that era appealed to a sort of grotty, Mad Magazine rebelliousness. D&D monster cards wouldn’t have to go as far down that road, but some of that energy (on both the front and the back of the card) would have given the product a better chance of catching those young players that TSR was always after.

The art doesn’t have to be perfectly cutting edge for 1992; early MtG itself had a jumble of art styles, with inconsistent tone and art direction. And that included a fair share of MtG fantasy art that would have been more at home airbrushed on the side of a Ford Econoline van than on the cover of a glossy magazine at Waldenbooks. But MtG mixed in enough contemporary art, with a wide range of artists, so it never felt stuck in the past. Compare MtG to some of the CCGs that sprung up in its wake; whatever the gameplay merits of Wyvern, that art style was always going to feel like something off the cover of a yellowed Del Rey paperback, not a cutting-edge 1990s product.

Make the information on the back more gameable. There's room to build on the 1980s TSR cards beyond just art direction. As noted here, the cards from the early 1980s didn’t feature all the monsters, so a new product could serve in part to better capture D&D's ever-expanding bestiary. 

The early ‘80s monster cards are more gameable than the 1992 collector cards reviewed here, but there’s still plenty of room for improvement. They hew closely to the style of the 1977 monster manual. The Gygaxisms of that era have a certain magisterial authority that reads well in the context of a big rulebook, but a card needs to be much more concise.

As with the 1992 collector cards, the wording in the 1980s cards is indifferent to the utility of the product, wasting words describing physical features that are already obvious from the art, or providing deep lore that’s unlikely to come up at the table. That kind of thing may be fine for a monster manual, but not for a card that is primed for table use.

But someone iterating on that model could have really focused on immediately usable information, even if we can’t assume that they would have foreseen the lean efficiency of the OSE house style for presenting monster information, or the impeccable utility of the Monster Overhaul, my current preferred monster manual. 

Custom reaction roll results? Typical behaviors and desires when first encountered? Tactics employed? A sample treasure hoard? It’s easy to imagine a lot of things that could go here, even limited to a 1992 design lexicon. The same blog I linked to earlier notes that D&D still hasn’t cracked this nut in the modern age, so perhaps the ideal D&D card product is still yet to be discovered.

Tuesday, September 2, 2025

Making Sense of TSR's 1992 Collector Cards

A friend of mine (and player in several of my games) gave me an old pack of TSR Collector Cards for my birthday. Many thanks to him, as I found these interesting enough to write about. Let’s dive in.

First Impressions

These are cheap. They are labeled as “collector cards,” but they don’t have any of the slickness you might expect from more modern products. That makes sense, as these came out in 1992… the year before Magic: The Gathering (“MtG” henceforth) completely changed how card-based game products were made and sold.

These seem to be made of a rough cardstock, without any lamination or other finishing. They’re sized at 2.5 x 3.5 inches. The pack begins with several collector checklists, and each card includes “trading cards” near the logo at the top. I suppose the idea is that people would swap what they were missing with others to complete the full set. Pre-MtG, baseball cards would have been the most likely point of reference for US-based TSR, so I assume that was the model they were working from. The format is picture on the front, stats on the back.

Granola OatTreat

The contents of one of the cards immediately raise the question: what are these cards actually for? The card provides some information about the pictured character, but it’s not really enough detail for game use, either as an NPC combat encounter, or as a pregen PC. Nearly half of the card is given over to a three-sentence background, which is painfully inefficient in using its space, with loose and flowery language (“He had no love for armor, though, or the making of it…”)

Hey look, we pulled both of the Oaktree brothers. I picture the Oaktree brothers as second-run rivals to the Oakridge Boys. 

The cards in this pack are all NPCs, and they have big “let me tell you about my home game” energy, a trap that TSR and other RPG publishers often stumbled into in the earlier days of the hobby. It’s hard to blame them; I imagine everyone thought they were on the verge of creating the next Dragonlance-style hit. Everything on the back of the “Cain Blizzard” card could fly in a home game, but is pretty embarrassing as a product intended to be sold to the public, from the goofy character name to the excessive multiclassing to the confusing backstory (he finds mixing with others difficult, but was still chosen as an emissary to the world?) 

Jadethread!

The art on those first few Greyhawk cards is pretty bland – lacking the roughshod, outsider charm of very early D&D, but not professional enough to hang with commercial fantasy art, even by early 1990s standards. But I’m kinda charmed by Jadethread from the Forgotten Realms. He looks like Phillip Seymour Hoffman in a heist movie. Why is his mask so large? Was he working a blowtorch as part of the heist? I do like that he appears to be doing a little fist pump here. Way to go, Jadethread. You did it.

These cards don’t credit the artist, which is another knock against them. MtG attributed the artwork on the cards from day one.

What I’m also just now noticing is that some of these cards include the superscript “™” after the character’s name, while others don’t. This is probably just an oversight, but I prefer to think that someone at TSR thought that Jadethread was important IP for D&D’s future, while the Oaktree brothers were yeeted into the 1992 equivalent of Creative Commons.

Jobinov and Thiawskeen

Oh, the pain of unpronounceable fantasy names. It might be… THEE-aw-skeen? 

I was going to make fun of Jobinov’s art, but then I turned over the card and saw “Equipment: Lasso.” Jobinov does one thing and he does it well, I have to respect this. I must still question the choice to draw a halfling – a creature etymologically most known for height relative to the height of others – without any point of reference, not even a piece of furniture, just a hazy blue background. 

Thiawskeen and Jobinov are the only two Spelljammer cards in this pack, but there is nothing on either card that conveys "this is Spelljammer." That's another failure of this product line; if it is not going to communicate something about each TSR world and get players interested in buying products from those settings, why feature characters from each one?

Dappledref

“[H]e just hates working for a living.” Dappledref sounds like he stepped right out of a Stan Kelly comic.

Wethilion

For some reason, this pack is chock full of high-level rogues with ordinary stats and minimal equipment. The waste of space here is off the charts. Think about how much you could consolidate this and make it more gameable if it went something like this:

Wethilion (CN Gnome Rogue 10)
AC 6 TH 16 MV 6 HP 33
Has 2d4 automatic copters, clockwork animals, and mechanical soldiers nearby at all times; at least one will invariably malfunction, emitting sparks or crashing into the nearest fragile object. Uses Rube Goldberg-style inventions to assassinate his victims. Too smart for his own good, his schemes are unnecessarily complex. Secretly wishes to find the Sherlock Holmes to his Moriarity. Sample assassination schemes: A clock that drips poison into a particularly punctual victim’s tea; an ice sculpture that releases magic or poison as it melts; a clockwork assassin disguised as a statue, built to kill the king who shares its likeness.

The Dark Sun characters are not especially interesting, but their art does, at least, suggest some internal consistency and include details specific to Dark Sun. I don’t think they are by Brom originals (again, no credited artist), but I imagine Brom’s strong visual identity for Dark Sun gave it some implicit (or possibly even explicit) art direction that improved the quality across the board. The content on the back of each card 

Next time: How Could TSR Have Made a Better Card-Based Product in 1992?

Tuesday, October 29, 2024

Deckbuilding in the Stygian Library: The First Layer

Last week: Exploring the Stygian Library as a Deckbuilding Game

Before we get into our first location, we have one important unanswered question. What are Felix and company looking for, exactly? Let’s stick with Knave 2 (“K2”) and roll on the Books table on page 40. We get 47: hunting. They’re after an ancient tome that details ways to hunt terrible, long-extinct monsters from deep under the sea. At least, everyone thought they were extinct. Lately they have revealed themselves to be dangerously non-extinct, so the value of this previously obsolete book has gone through the proverbial roof. Under The Stygian Library’s (“TSL”) distinctions of how hard a book is to find, we’ll put this at 30: “Obscure information, the sort of thing known only to a few scholars and jealously guarded.” Of course, Felix is happy to grab anything else that looks valuable; but this book is the specific reason his patron sent him into the library.

The Display Case

To begin, we’ll generate rooms strictly by the TSL rules. We certainly could create cards for every option on the primary roll tables, to populate rooms through a deck. And we may decide we need DM-facing deckbuilding components in the future. But in the interest of keeping it simple and iterating quickly, I’m going to limit the deckbuilding to immediate adjudication, and keep it away from elements that might be handled during prep in a non-procedural dungeon crawl.

Felix, Clotilde, and Guinevere crawl through the utility panel and tumble into the library’s first room:

  • Location: The Display Case. Interesting Shoes.
  • Details: Candle Sticks.
  • Random Events: Something turns up - it’s unfriendly.
  • An Ink Elemental and d4 Inkblots.

No easing our adventurers into this one. We immediately enter a potentially dangerous scenario, with “unfriendly” monsters present in the space. A few questions immediately present themselves:

  • The random encounter is “unfriendly” -- how unfriendly?
  • How far away? 
  • Who sees who first?

Of course, these are the same questions handled by the traditional D&D rules of reaction and distance. Let’s try handling those with cards. For purposes of testing, I’m using dry erase playing cards, which are readily available online. They can smudge with shuffling, but are easy to erase and reuse. Index cards also work fine as a cheaper option, for those less particular about shuffling hand-feel.

We already know from the TSL result that the ink elemental and its blots are “unfriendly,” so we’ll limit reaction results to the negative end of the spectrum. Using the K2 reaction rules, that includes 2-7, everything from (gulp) “kill the PCs” to “Ignore the PCs.” We label the cards, shuffle them, and draw, for…

Library of Babel

“Ignore”! The best possible result. Phew. A TPK in the first room would have been underwhelming.

What do we do with this card, as well as the other reactions that we didn’t draw? Let’s set that question aside for now. Deckbuilders can incorporate the results of a scenario into the fiction in a number of ways. We could shuffle the “ignore” card into our player’s deck, and perhaps interpret its re-emergence later as the return of the original monster. Or we could preserve only the remaining reaction cards, suggesting that future encounters will face a dwindling pool of options. We’ll see if the answer reveals itself as go forward.

How far away are the creatures when the party encounters them? Traditionally 2d6x10 would give us a distance in feet for a dungeon encounter, but I don’t think we need to label 11 cards to resolve this. In many cases, cards are going to want to condense options to relatively fewer, broader choices, relative to dice.

For now, let’s just label three cards as close, medium, and far. We flip a card and get “medium”; the inklings are neither close nor far; they’re across the room, within a stone’s throw, but not right on top of our party.

Finally, is either side surprised? K2 treats surprise a little differently, with an opposed wisdom check (interestingly, this is a lot closer to modern/5E D&D than typical old-school rules). Felix has a +2. The Ink Elemental requires some conversion. We’ll halve it and round down, giving it a +2 on this check. There’s some more nuance suggested by K2 that we may or may not want to use later. For now, let’s just keep it simple and make four cards; monster surprised, party surprised, both surprised, neither surprised.

We draw and get… "monster surprised." The cards are really favoring the party so far. The adventurers spot the ink elemental and its satellite ink blots before the monsters know the party is there. Felix holds a finger to his lips and trio lays low. Since the monster’s default is to ignore them anyway, we don’t need to get into any kind of stealth adjudication. Our party also doesn’t need to spend much time in this space, as Felix quickly surveys the collection of unusual shoes and determines they aren’t worth stealing (per TSL, the value is 100 silver times the layer; since this is layer zero, these shoes are interesting, but worthless). The party uses the candlesticks here to light a torch, which Clotilde will carry. 

With no desire to linger here, the party delves deeper into the library. We’ll roll d20+1 (the layer they’re going to) for a location result of 5 (Chained Lectern) and a details result of 8 (Lamp-Post). We’ll pick up their adventure next time.

OK, So Where Is the Deckbuilding?

So far, all we have really done is replace die rolls with drawn cards. This is an intentionally slow start, because we want to gradually discern mechanics from gameplay, not dictate mechanics to the game and assume they'll just work out well. We'll build in more deckbuilding in future installments of this series.

Tuesday, October 22, 2024

Exploring the Stygian Library as a Deckbuilding Game

I’m a fan of deckbuilders, whether as video games (Slay the Spire, Inscryption, and others) or physical games (Dominion, Star Realms, and many more). I’ve always wanted to see deckbuilding in TTRPGs, but if that game exists, I haven’t found it yet. The closest I know of is Meromorph’s Atma card-based RPG. That game does a nice job of using cards to inspire unexpected scenarios in a TTRPG format; but it’s not a deckbuilder.

I’ve mocked up several different TTRPG deckbuilding systems, but finding time to test games with other people has been a challenge. My players would be happy to test something if I asked them. But any such ask comes at the expense of the other TTRPGs and board games we could be playing when we get together. That's a high bar to clear.

While I still plan to look for opportunities to test multiplayer deckbuilder TTRPGs, I’ve also decided to test a solo deck builder concept. When I see an interesting question like this generate zero replies, it suggests to me that there is untapped space that game designers should explore.

We’re going to keep this as simple as possible by only introducing deckbuilding mechanics when we really need them. The theory is that it’s easier to start with a very simple system and confirm it works ats a basic resolution system before adding really creative tweaks and neat subsystems. In short, we want to create a game that works like other solo TTRPGs, but uses the randomness of card draw instead of dice for moment-to-moment action resolution, as well as the concepts of deckbuilding for both the progression and consequences of dungeon adventure.

As I learned when my Dungeon23 project lapsed, trying to do a big project with a single output is a recipe for disappointment. A project is more robust if it can serve multiple purposes, so I made a list.

  • Test if the deckbuilder model can work in a TTRPG
  • Get some use out of adventures and other products I have purchased, but rarely or never run
  • Experiment with solo RPGs
  • Produce some blog posts

That feels pretty good, right? Let’s go!


Library of Babel


The Stygian Library

The Stygian Library (“TSL” for short hereon) by Emmy “Cavegirl” Allen is a great example of a “depth crawl,” along with their similarly structured adventure, the Gardens of Ynn. Players explore a place that is generated in part procedurally; there is no fixed dungeon map.

I have used TSL before as a prep tool for my D&D games, where quite a few sessions revolved around a Borges/Prachett-style arcane library occupying a liminal extradimensional space, which could be accessed from different places. But I have never used its procedural generation tools in-session, as they’re primarily designed to work. Time to change that.

“Put enough books in one place, and they distort the world. Space bends in on itself, forming a sort of wormhole, linking the library to other libraries likewise afflicted. The space between is a sort of pocket realm, budded off from reality, maintained by the sheer power of books.”

Emmy Allen, The Stygian Library

TSL is particularly well-suited to this project because the procedural generation of the dungeon makes it easier to run as a solo exercise. The dungeon is not a pre-defined space, so in using TSL for solo play, the player has to do less work to disentangle their player knowledge from their DM knowledge. 

Delve One

We begin in The City’s largest bookshop. Someone was murdered here last night. That’s unfortunate for Someone, but it is very fortunate for us, because we want to access the Stygian Library, and an entrance will only appear in a location that contains both (1. many books and (2. a recent death. Did the patron who hired us for this job simply take advantage of an accident that happened here? Or did they create the opportunity, by orchestrating a murrr-derrr? Best not to dwell on such questions.

Investigating the far corners of the bookstore, we find nothing on the first, second, third, or 13th search of the space. On the cusp of giving up, we find a barely visible door – not much more than a utility panel – hidden behind the heaviest shelves in the place. The key to the front door of the bookstore unlocks this lock as well, which makes no sense; a warning of what’s to come. We enter the Stygian Library.


Library of Babel

Library of Babel gifs by Isaac Karth


Our Brave/Foolish Explorers

“Tell you what, if it's a high card, I'll tell you who I am. But if it's a low card, I'll tell you who you are. Is that a deal?”

Deadfall (1993)

I am using Knave 2 (“K2” henceforth) for character generation and ideas, due to its simplicity; general interoperability with other games; and its use of slots, which are a good analogue for cards. I have run quite a lot of the original Knave, but this will be my first genuine experiment with K2. Here is my PC, with no rerolls.

Felix Digham

  • A CON of 1 and a WIS of 2 (yes, I happened to roll the same results as the example in the K2 rules)
  • Level 1, 0 XP
  • 11 item slots
    • Bag of spice
    • Lamp oil
    • Knife
    • 2 rations
    • 50’ rope
    • 2 torches
    • Mail shirt
    • Helmet
    • War scythe (two-handed, d8 damage) (slot 1)
    • War scythe (slot 2)
    • Poison
    • 2 HP
    • Careers: Merchant, Thug
    • AP 2
    • AC 13
  • Personality: Truthful
  • Appearance: Rugged
  • Goal: Serve a deity
  • Assets: Smuggles goods
  • Liabilities: Known con artist
  • Possessions not carried
    • Strongbox (hidden in the bookstore and holding the below items)
    • Scales
    • 10 coins

I was a little confused at first by the merchant/thug and truthful/con artist dichotomies, but the assets and liabilities cleared that tension up. This is a person who has lived in the gray area between legitimate commerce and outright crime. No surprise that they are now employed in such dangerous and shady work.

Felix has spent 100 of his starting 110 coins to retain two hirelings for five days each. Should he survive one or more delves, he hopes to gather enough money to hit level 2 and retain some more sturdy companions to accompany him on future delves.

Clotilde Delamorn, hireling

  • AC 11
  • HP 3
  • Level 1
  • Attack punch d2
  • MOV 40’
  • MRL 4 
  • 10 item slots

Guinevere Westerfield, hireling

  • AC 11
  • HP 3
  • Level 1
  • Attack punch d2
  • MOV 40’
  • MRL 4 
  • 10 item slots

They carry some cheap sacks for loot, and nothing else. We’ll sketch out more about Clotilde and Guinevere (and Felix, for that matter) if they survive long enough to warrant our interest.

Next week: Deckbuilding in the Stygian Library: The First Layer 



Library of Babel

Library of Babel gifs by Isaac Karth

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