I ran Temple of the Peerless Star1 using Trophy Gold for some of the TorontOSR posse. We split our game over two weeks. We normally play for about 2.5 hours nowadays, and that felt a bit too tight to get through the adventure. Our first evening began with two players, Alex and Brendan, and ended the night with three, as Paul managed to pop by. Our second game was back to just Alex and Brendan.
I’ve wanted to play Trophy Gold for an age now, since it was first released within one of the Gauntlet Codex zines. The rules are interesting and unusual, and I have been curious about how it would feel to play. Trophy Gold is a game that takes the one-shot story game Trophy Dark and tweaks it to support ongoing play with some OSR sensibilities2. Both games are written by the talented Jesse Ross, who also did the art and layout for the games. What! A third book, Trophy Loom, is a sort of anti-canon setting book you could use to flesh out games of Trophy Gold or Dark, or use in any other RPG you are playing. The writing, art, and graphic design of these books is top notch. The actual physical book for Trophy Gold is quite lovely. These things also contributed to my desire to get it to the table.
Creating characters for Trophy Gold is quite simple. The introductory section of the book walks you through the process, and the layout and design here is fantastic. Trophy Gold characters are quite minimal: a name, occupation, background, and 3 pieces of equipment will define them. Some characters may begin with the ability to cast ritual magic. There are random tables for all of these things, and they are very flavourful. Your character has two numeric stats you will track. Burden is the amount of gold you need to recover to support your lifestyle. If you don’t meet your burdens you “lose” the game, your character must retire. Ruin tracks your character’s journey towards darkness and destruction. When your ruin hits 6 you are lost to the wilds of Kalduhr: your character dies, becomes a monster, an evil NPC, whatever. The (weirdly amazing) Trophy Gold character keeper on Google Sheets walks you through the whole process of making a character. You can also use my random character generator, like god intended.
The mechanics of the game are simple, and create a satisfying game play loop. To explore the world you describe what you want to do and make a Hunt Roll. In some ways this lines up with a Random Encounter Rolls in D&D, or more closely with how Brendan outlines running the game using a Hazard Die. That was how it felt in play: perform some exploratory action and see if any danger finds you. You collect a meta-game currency, called Hunt Tokens, via your Hunt Roll. You can trade these tokens in for gold or to accomplish a goal. Exploration will likely lead to risky activities, mediated with a Risk Roll, or Combat, which has its own mechanics.
At first blush, how Hunt Tokens are used in this game feels at odds with what I expect from the games I play. Courtney has written many essays on the dangers of the Quantum Ogre, and I have taken his advice to heart. What do meaningful choices look like in a game where the treasure is in this room because you decided it was in this room? Well, for starters, players are aware of what’s smoke and what’s mirrors.
I would have loved to see more detailed advice on running Trophy Gold. The GM section in the book is quite small. There is tons of information out there in the form of podcasts and actual play videos, it’s quite well supported in that regard, but that’s not my preferred way to learn how to play a game. I ended up asking a lot of questions in Trophy Discord—which is fantastic—to get a sense of what game play should look like, what the game should feel like in play, etc. (That there is so much information on Discord, and not in a more public / searchable space like a blog is a shame. If you’re going to make an OSR game, you should be required to foster the blogging culture to go with it!) I had lots on my mind prior to and during play. How many Hunt Rolls is too many? What are some examples of fleeing from combat, or trying to avoid it in the first place? How much extra Endurance should you give a group of monsters? They are often quite goofy, a well written example of play can really clarify how the rules of a game all fit together.
Adventures in Trophy are called Incursions. An adventure is described loosely, as the expectation seems to be that the details will arise through play. Trophy assumes a high level of collaboration between the GM and players. When players make Risk Rolls you’re expected to solicit ideas of what might go wrong from everyone at the table. All players can also offer up Devil’s Bargains: something bad that will happen regardless of how the roll goes in exchange for an extra dice to improve your odds of success. The GM could (and should!) turn describing spaces, rooms, NPCs, etc, over to the players. These are habits I normally don’t have when running, and something I forgot to do throughout both games I ran. If anything, this was my biggest stumbling block with the game: trying to break my own habits and approach the game on its own terms.
An incursion is broken up into a series of sets, with each set having a goal for the players to achieve. Our game began with the players making their way into the Temple of the Peerless Star via the Sept. Their goal was to gain entry to the basement. Players are aware of the goal of the set. In some ways someone could argue Trophy is all meta-gaming: a game designed to simulate the act of playing an OSR game. Its original incarnation had instructions for deconstructing your favourite modules into higher level sets that your players could explore. What are the key beats of Deep Carbon Observatory? Let’s just go on a tour of those. As written, players generally have a lot more knowledge about what’s going on in an adventure than you would find in your typical OSR game, often being told upfront what the end goal of a particular area might be, or contributing directly to the overall narrative and fiction of the world they are exploring. Alex and Brendan knew what they needed to do, and in the initial set up for the scenario, so did the characters themselves. This alignment may not always exist.
I can say that in practice, the game I ran didn’t feel far away from the sorts of games I’d run with D&D or Into the Odd or whatever else. It didn’t feel high level, or that the players were divorced from the actions of their characters. We explored unknown spaces in search of treasure. Things developed in unexpected ways. There is risk and danger and all the good stuff. If I described the beats of the game we played to someone it would probably sound like any other game I run. But how we got those beats was sometimes quite different.
The player’s accomplished their first goal diegetically, exploring the Sept, finding the trapdoor to the basement, and picking the lock to open it. The rolls to make all of this happen resulted in them being pickpocketed by another adventurer, who they ended up confronting and recruiting. She helped camouflage Alex’s character with a ritual (Blur) so that he would draw less attention to himself when trying to pick the lock to the Basement. (The pickpockets character was picked up by Paul when he joined the game late.) The second set, exploring the basement, they accomplished by trading in Hunt tokens to accomplish a goal. They didn’t finish the 3rd set, the Catacombs, though exploring it was the bulk of our second session together. By the end of the night they had managed to secure enough treasure to flee back to town, and flee they did!
While discussing the game, Brendan reminded me of two posts that he felt would help one understand where this game fits in the broader landscape of RPGs: Grognardia’s The Oracular Power of Dice and his own Reflection and Formation. Trophy Gold has the Hunt Role as a formative rules that produce play at the table, its Risk Roll sitting somewhere in the middle, and the Combat Roll more traditional and reflective. To quote James, “In old school games, the ‘story’ arises from the synthesis of design, randomness, and reaction; it isn’t something you can set out to create.” Trophy Gold would seem to fit the bill.
We had a fun time gaming with Trophy Gold. The game is this weird mix of story gaming and OSR nonsense. I think it manages to make this marriage work. The game feels unique in this regard. I am still thinking aobut this game now, and will likely have more to say about it. I’m not done with Trophy.
This adventure was originally written for Dungeon World, turned into an actual play for their podcast, and finally turned into an incursion for Trophy Gold. ↩︎
Trophy Gold has some optional light weight rules for journeys that have the players slowly building up a point crawl style map of the world. One thing I like about the suggested approach is that it feels very much like Dark Souls, where part of the fun will be discovering the unusual connections in the world. The game is very collaborative in nature, and there is an expectation that things develop organically through play, with input from the players alongside the GM. You could certainly run things with a more well defined game world, but it feels a bit counter to the spirit of the game.
I’m curious if these moments would feel the same, when the players all know they are produced through the luck of the dice rather than the world building of a DM. I’ll need to play to figure that out. My copies of Trophy Dark, Gold, and Loom arrived a couple weeks ago. They are incredible, and if you are lucky they will reprint and sell many more.
My boy Nate–the man running what sounds like the greatest 5E game ever–reviews one of the greatest video games ever, Elden Ring. I am a huge fan of Elden Ring, and plan to write about it one day. (I liked this game a lot. Nate’s feelings are a bit more thoughtful, nuanced, and mixed.) There is so much you can steal from that game for your games of D&D. If you have a PS5 I would strongly recommend you check it out.
Goonhammer writes about the history of GorkaMorka, which proves to be far more interesting than you might expect. This is a look back at Games Workshop, and how it grew into the corporate behemoth it is today, through the lens of this one game. It’s a fascinating read.
Sean shared a pretty cool project on Twitter, which has really blown up: #dungeon23. The idea is simple: grab a day planner and write a dungeon room a day. At the end of the year, you’ll have a Megadungeon. I love it! Not enough to do it, of course, but I have been enjoying seeing what people produce. If you decide to start this endevour, I suggest you follow Sean’s advice: keep things simple and have fun. Treating a project like this as if it was your second job is a recipe to give up by March.
This winter the Sword & Board is running a Mordheim campaign. Mordheim is a beloved skirmish game made by Games Workshop many years ago. Players each control a warband exploring the ruins of the Mordheim, collecting the remnants of the meteor that destroy the city, Wrydstone. The game is famous for its John Blanche art, flavourful setting, and its rich detailed campaign system. As you play Mordheim your warband will grow in power game, end up maimed, likely both. I have wanted to play Mordheim for ages, and this league presents the perfect chance to do so.
To start, I needed a warband. I wanted to reuse as much stuff as I owned as possible, and settled on playing Undead. This gave me the chance to continue painting my minis from the Cursed City board game, and build a few extra people using kits and bits I owned. I ended up painting more minis than I need to start, but I have options depending on the direction the campaign takes my team.
Khaimpo the Wretched finds himself in the employ of the Vampire Lord Volchyakrov, exploring the ruins of Mordheim. He is joined by the mercenaries Vrouwer Koning, Humeurige Van Dame and the coward Peters Van der Peters: the dregs of proper society. Zombies, Dire Rats and degenerate Ghouls round out this decrepit warband.
I’ve played one practice game of Mordheim, which was a lot of fun. The rules are … old school: there are tables, lots of dice rolling, and rules scattered throughout the book. Warcry feels like it’s the stronger game, but people aren’t playing Mordheim for its tight game design. Mordhiem is a narrative game, and its the story of this campaign I’m looking forward to seeing unfold.
Getting ready to play Mordheim has been a lot of fun. I enjoy painting, and having the activity be focused around play makes me enjoy it all the more. It can be easy to lose steam with bigger painting projects. Skirmish games present a nice opportunity to build, paint, and play quickly. They are a great way to get into the hobby.
I have been reading the Mothership Warden’s Manual over the last week, the “DMG” for Mothership. I find a lot of dungeon master’s guides fall short. People manage to run D&D in spite of its rulebooks, not because of them. Mothership’s Warden Guide is superlative because it breaks down how to get the game you just bought to the table: it understands why these game master books should exist in the first place. There are very few books that pull this off well.
Mothership’s Warden’s Manual’s very first spread is a step by step breakdown of what you’ll need to do to run your first session. There isn’t any faffing about: you’ve bought this game and you want to play it, here’s what you should do to make that happen. There’s even pictures of an example notebook so you can see what sample prep (and how little you probably need to have fun) looks like. Mothership is a horror game, and so one of the first things the game master is going to have to figure out is what makes a horror game different than your typical game of D&D. Here Sean breaks things down in a very approachable way, with what he calls the TOMBS cycle. You can use Mothership to run all sorts of games, no doubt, but the Warden’s Manual helps frame the sorts of games that likely make the most sense, by walking you through prepping such games in its opening section. The advice on prepping a game also serves as an introduction to the game and genre itself.
The middle section of the book is what I think of as more typical when it comes to DMGs: what are the mechanics and logistics of actually running a game? (Here Sean also tackles what must likely be one of the biggest stumbling blocks for people coming to Mothership: when should you roll the dice?) Into the Odd has great advice on running the game and I think this section from Sean is of a similar pedigree. Sean also talks more about the sorts of scenarios that are likely to come up in a Mothership game: investigations and social encounters. Again, what he’s chosen to focus on in this book helps frame what the game is about.
Finally the book concludes with how to start and run a campaign. Like the opening of the book, this section is concrete advice to get you going. Sean’s goal is to have you running a campaign quickly, not fall into the trap of prepping instead of playing.
Reading this book made me want to play Mothership again. I could do it better now! This book is likely so good because it’s written as if it was going to be someone’s first RPG. This is probably a ridiculous assumption, but the book is all the more accessible because of it. I’m a very experienced RPG player at this point in my life, but the sort of guidance Sean’s put down in this book is useful for everyone. For experienced players who are bringing their own baggage to the game, a book like this helps clear up assumptions and gets you playing all the more quickly.
As I said at the start, I think there are very few DMGs that are actually any good. LotFP’s Grindhouse Referee book was my previous high watermark for these sorts of books. Raggi wants you to play his game and its infectious. For all the edginess of the line, the Referee and Tutorial books are so weirdly welcoming. Raggi’s online persona has some real wrestling heel energy, but his books for new GMs are written from a place that feels really friendly and inclusive. He really included everything you’d need to understand what a Weird Historical Horror RPG was about. (There is even a section on how to recruit players for your game—weirdly dated in this age of online game.) Brindlewood Bay is another game that is written with such care for the player that will run the game. It goes into great detail about how to start playing the game as quickly as possible. What your first session should look like, exactly. That these are all horror games is interesting. A coincidence? Something for someone else to discuss.
If you haven’t read OD&D you should, it’s really wild what they thought was enough for people to play a game. And really, they were right. People figured it out and made amazing things.
I met up with Alex, Brendan and Paul last night from the #torontOSR posse. We tried to play through James’s The Cursed Chateau, but spent much of our time together drinking cocktails and catching up. Almost certainly inspired by this experience, Alex writes about one-scene adventures as another form of one-shot play.
Man, Twitter really does feel like a hot mess right now. And if we are all being honest with one another, it already felt like a hot mess, right? Warren from I Cast Light explains why you should be getting back to blogging: BLOG! Good God! What Is It Good For? When I started blogging (a million years ago) social media didn’t really exist as a thing, and people would share all the ephemera in their heads on their blogs. Some of your tweets are probably stupid, and should just disappear into the ether. Some of your tweets are probably worth simply posting to your blog: especially those that spark discussion. I wrote about “microblogging” here at Save vs. Total Party Kill some time ago. Anyone can start a blog and contribute to the wider RPG scene.