I'm so glad you like the book and were able to get one of the cassette versions! (I don't even have that lol)
I didn't make Dream Thieves, Diogo Nogueira did (and LFOSR printed the actual physical books). So if anyone was gonna have it available (maybe through lulu or something?) it would be him.
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Interesting question. I kinda wrote the procedure in the most direct way I would explain it...so let me try to answer your scenario specifically:
- First of all, what's the Troll's Disposition? Let's assume he's not fond of adventurers and put him at a 3 or Wary. The GM let's the players know: "this creature seems unlikely to just let you pass for nothing, I'd put them at a 3 on the scale so they'd be rolling d10s in this encounter" and the players say "okay well, we just want this guy to let us cross, so we want to push him to a 4 or 5 on the scale"
- The Troll rolls 2d10 and the players roll 2d6 (one 2d6 roll for the group). Both sides hide their dice from each other. (I liked putting them under cups in front of the two sides)
- Every PC or NPC gets a chance to Ante for their side of argument, but each only gets to once. So the Troll could say "why should I let you pass? The last group through here threw a torch at me as soon as my back was turned!" Then the GM rolls a d6 and leaves that out in the open on their side. A player could say "listen, I don't even *like* fire. No torches on me" and the GM would be like "okay, kind of hard to prove, you can roll a d6 for that but you gotta spend 2 Luck points". Another player could say "I speak the ancient tongue of Trolls and have a token of friendship from that time I helped another Troll" and the GM would likely respond "Wow, that's great! Roll a d6, no need to spend any Luck" Another player could choose not to ante at all (maybe because they know the hidden 2d6 roll is very high?). Anyway any ante d6's that the players roll are kept out in the open as well.
- At this point there are some dice visible on the table so we kinda know what the odds are. Maybe the players are thinking "damn, we are sitting on a *very low* total number and the GM's dice we can see are high" then they can either fold (give up) "well fine Troll, we'll find another way across" or double down (try again, harder) "we're going to change tactics and try to intimidate the Troll!", then we would go back to 2. Or they can just feel like their odds are pretty good and skip this step, proceeding to 5.
- The GM and the players reveal their hidden dice and total up both sides. If the players are higher than the Troll the GM could say "the Troll scratches his chin, considering your argument and he figures, given that you did ask nicely in the ancient tongue, he's willing to let you pass". If they're too low the GM could say "the Troll spots the torch you tried to hide in your pack and is deeply annoyed. No way he's willing to let you across the bridge, he's sure you're trying to trick him!" If the players doubled down and lost? Well let's say they tried that three times? (you can keep repeating the loop where you double down, but it makes the disposition go down further) Then his disposition would move down 3 stages to 0! "Enraged that you would dare lie to him, the Troll swings his club at you!" Now we would turn to the combat page.
Does that help?
I've been thinking a lot about how useful examples of play can be (my 5B project over on DriveThruRPG uses them extensively) so I think in the event that I do an update to AZAG I would include them.
If you haven't seen it, I commissioned a module already from Diogo Nogueira called The Dream Thieves, you can pick it up here: https://diogo-old-skull.itch.io/the-dream-thieves
Interesting variant spell system.
Big fan of starting with some short fiction!
Charge conditions is a very compelling mechanic, I'd say the strongest part of the doc.
The Worldbuilding Prompts give some great ideas to give the magic system more narrative weight.
I'm not a huge fan of the layout, as I find block text a little hard to parse sometimes, but overall that's not a big deal.
Thanks for putting this together!
Very flavorful character options for gothic play.
I like the idea of corruption making the characters able to be lost in a very different way than simply dying and how it opens up the door for more powerful character abilities. This is a tricky balance, but I think by in large the classes pull it off pretty well.
Densely packed 0-level gauntlet with a great narrative (who doesn't love slimes?)
Color coding and highlighting within the text is super helpful (also, I'm gonna say it, I like the fonts).
Lots of puzzles and traps to interact with.
Pretty comprehensive bestiary (including Mutant Baby!).
Worth checking out for sure!
Great to see a supplement supporting play in a different environment from what we typically play in!
Including the real world far north endless night thing was such a great idea and fits perfectly with Shadowdark!
I liked all the stuff in Outdoor Travels but it left me wishing for a bit more mechanically, like rules for Frostbite would have been so cool.
Nice mix of naturalistic and fantasy monsters for just a single page.
The Tether weapon tag opens up some cool options.
Great use of the fantastic looking map here. Having the side-view and a player handout version is rad.
Working with the map, the encounters have some fun verticality and are generally well fleshed out with all sorts of details.
I notice that there's a reference to a location not in the module and I see in the comments that this is supposed to connect to another dungeon you've done? That's cool, although it makes this difficult to stand on its own.
This would definitely be a fun insert into a campaign with similar themes, thanks for making it!
Very clever formatting to fit within the 8-page limit.
Great setup and region info.
Excellent spot art and map.
Good balance of combat/npc interaction/traps.
Really cool ways for the players to uncover the narrative.
I only wish the boar hunt itself had a bit more to it. It just seems like a device to get them to the ruined stronghold, which is fine, but given the title of the module its not what I was expecting going in.
Overall this totally rules, thanks for making it!
Super unique setting!
Great flavor and a lot of thought clearly went into how the different inhabitants live and interact.
The "Running this Campaign Setting" section offers some really practical and fun advise.
Interesting player options with the Ancestries.
I wish we had gotten a little more mechanics to show how the setting players differently than others.
Also Monsters, gosh some cool bug monsters would have been awesome in this!
Thanks for all your hard work, lots of good stuff in here!
I had some initial confusion when I saw that within the Wild Magic path there is an option called Wild Magic (pg4), which makes sense narratively but is a bit odd functionally.
Also, just that your path options are numbered but then below that are numbered roll results. So one number is chosen but the other is randomized. I feel like there may be a better way to present that.
Like I said though, this is pretty minor information presentation quibbles. Overall it's a great PDF.
I feel the need to point out that this is not correct.
Rule 4:
Your written content must be original. Pre-existing art assets are allowed. AI-generated artwork is also allowed, as long as their use is disclosed in the submission, and the submission is set as "Free to Download" or "Pay What you Want" on the submission's itch.io page. AI-written entries will be disqualified. (I work on AI in my day job. I'll know if you did it.)
This says that if you use AI art, you may not charge. To be fair, I was also confused about this rule and emailed de Ropp several weeks ago asking: Can we charge for the submission if no AI art is used?
He responded: "You may absolutely charge if no ai is used. Just know that people judging the jam will be able to download it for free."
This led me to believe that it was cool to charge and you folks would be able to download it for free. Though, it may have just meant that the judge panel (de Ropp, Dungeon Dad, and House DM) are the only ones who can download it for free.
In any event, I apologize.
Classic dark fairy tale setup, very cool. The tables for creating the dungeons are great, really fun ideas in here. I wish we had some more NPCs with some secrets, rumors, or varying motivations to make the players time outside the mounds a little more interesting. Overall looks like a solid one or two shot that I would run.