Showing posts with label session prep. Show all posts
Showing posts with label session prep. Show all posts

Monday, October 8, 2018

Monday Recap: Valley of the Lords Update

Day 82: still no dragons sighted
The games in the Valley march on. I can't really say this has been a D&D hiatus, since we have been playing nearly every weekend, but we simply haven't had enough of the long-form D&D campaigns to create recaps for the past few weeks.

However, as I said, the Valley is still moving ahead. And I've expanded the shop list, so now there are four shops available. The Church of Pelor doesn't sanction a shop, but they offer spellcasting services and equipment for their members.

Ena's Sundries (Smithing Supplies)
Gennal's Leatherworks
Dogroic's Laboratory (Magic and Magic Item Crafting)
Scouts of the Roses

I'll expand a bit more on that last one. I realized that players might be able to find maps or hear rumors containing adventuring sites, and learn about those sites without knowing what danger level those sites were. We had an early game where a group of level 2 characters traveled a long way, only to find the site they were seeking was meant for level 3 characters. They wandered a bit before they found a level 2 site.

I want to avoid that issue by creating a system for characters to hire scouts to check out locations for them. That way, for a small fee, they can figure out if its worth traveling all that way, or if they should gain a few more levels first.

Another problem I've run into is a gap between new characters and established characters. Even characters a few games in are significantly more powerful than those just joining. In a game where old and new characters can go adventuring together, this leads to very dangerous situations for some, or very easy situations for others.

Fortunately, one of my players and I have worked out a solution: starting new characters at higher levels. And because of the established settlement growth mechanic, we already have a way to implement it.

Currently, New Ashe is considered an Outpost. Well, four outposts for different factions, and a tavern. There's no civilians, no general stores, no farmers, and certainly no official leadership structure outside the factions. But a group of veteran explorers spent a lot of time and gold mapping significant parts of the area around New Ashe and its peninsula, prepping the land to be used in construction, farming, and defense. With enough resources, the Outpost will soon be categorized as a village, and that means more people will be coming.

The main things the village will need is housing, a general store, and some sort of leadership in the form of a Reeve, an appointed agent of a noble that settles disputes and collects taxes. Since New Ashe is mainly ruins, housing will be easy to find but tedious to repair. Some people may prefer to build homesteads and start farmland instead. The tavern and general store will form the hub of the village, and will serve as a home to travelers passing through the area. And of course, the Reeve will need a home, which will double as courtroom and common house.

These additions will make it easier to live in the settlement, and will attract more skilled individuals to assist explorers. This means new characters can start at level 2 instead of level 1, and some new subclasses will become available. Not many - the village will simply have a few travelers stop in that can teach the next generation their skills. The reference manual will be updated as well.

This also happens to solve another problem I've been facing: running low on sites. At this point, the hexes around New Ashe are pretty thoroughly explored. Particularly, the level 1 sites are fading quickly. So, by starting people at level 2, I can effectively raise the bar and allow characters to explore the sites that used to be inaccessible at their start.

So, the plan now is:

  • Outposts (immediate): level 1
  • Villages (1 month after resources found): level 2
  • Towns (10 months after resources found): level 3
  • Cities (1 year after resources found): level 5
  • Metropolises (10 years after resources found): level 7

Obviously, it will be a while before the group is automatically starting at level 7. Perhaps never, unless New Ashe becomes the New York of my world. Which is possible, I suppose, if we keep at this.

But on another level, this encourages new Outposts to be built. As characters explore the valley at level 2 or 3, they will find plenty of level 1 sites that aren't worth exploring. This makes it a good idea to set down an outpost there, and start some new level 1 characters to venture into that part of the valley. Then, the cycle can repeat!

On the trail towards this New Ashe place I've been hearing so much about
Finally, I think I finally found a good solution to adding DMs and helping me grow the Valley, courtesy of my brilliant player once again.

When I last had a guest DM, she did her site just fine but struggled with travel, resources, and staying in line with the established lore of the Valley. The solution to this? Handwave travel and lore! This can be accomplished by creating a standalone site which requires multiple sessions to get through, like an ancient castle or expansive ruins. The site itself can have lore that is only vaguely connected to the overall Valley lore, and travel to and from the site can be reduced to a number of days and gold. Then, the guest DM can run the site on their own terms (just telling me how many days the group is in the site), and not have to worry about fitting in to the larger narrative.

And the best place to do this? The Underdark! There have already been a couple sites that lead deep underground, and it's expansive enough to give a DM tons of room to grow. I don't have much written yet about the Underdark, making it rife for adventure and exploration. And as a bonus, it won't affect the expansion on the surface, but gives more opportunities for gaining levels, catching up, and getting that sweet sweet loot.

That's all that I'm updating for now. This is really a work in progress, but I have to say the format is really enjoyable. In a couple games, New Ashe (and the entire campaign) are going to level up!

Thanks for reading!

Monday, October 1, 2018

Old News: Young and Old Characters

A young hero and his very inefficient sword
It's Monday again, and we still aren't doing a whole lot of games worthy of full recaps. In fact, this past weekend we didn't game at all thanks to the gaming convention we put on here in Ohio. Woo!

So, I'm posting up another short article with a PDF update of an old system I created: Young and Old Characters! I'm starting up an epic-level campaign soon, and I think some of the players might be interested in playing very old heroes. Or very young. Who knows?

Here's the link: Young and Old Characters

Next week, I will probably have another one of these PDF summaries up! Hopefully after that we can have a proper recap again.

Thanks for reading!

Wednesday, September 5, 2018

Raising the Stakes When You Know the Ending

He's going to get his butt kicked.
These days, failure is hard to come by.

The published adventures coming out of Wizards of the Coast seem to focus on heroes that must succeed - otherwise demons/cultists/dragons/giants/archliches will simply destroy the entire world. A few give some obvious failure states (Tomb of Annihilation in particular), but for the most part you save the world or die.

This leads to some bad expectations at the table. DMs are afraid to kill the players because then the story will be over. Players are eager to rush headlong towards dangerous situations because they are the "heroes" and they expect the story to be tailored for their level and experience.

And that's not necessarily a bad thing. The fantasy genre was built on the back of Lord of the Rings, a saga devoted to saving the world and focused on the heroic destinies of its main characters. Today, even in a "gritty" series such as Game of Thrones, there are a handful of characters that seem impervious to death and destined to save the world.

But there's a difference here. The characters in these stories don't know they are in that kind of story. The battles matter, because every fight might be their last. And the whole "saving the world" thing seems to happen all at once, instead of the characters knowing they were destined for greatness all along.

This is one of the challenges of running an RPG. The players (if you have communicated the intention of a campaign effectively) already know they are going to be the big heroes. They can figure out that if they put a dastardly villain in their backstory, the DM will probably address it. They can write their own story.

So then, how do we add drama and tension if the outcome is known?

Let's talk about this on two levels: the more common character plot level, and the once-in-a-campaign world-ending plot level.

The Hero's Errands


When a player makes a character, they usually have one or two things that particularly draw them to that character concept. It could be mechanical, like a class/race combination they haven't tried, or it could be due to party roles, like making a fighter so the party has a frontline combatant. But it could also be based on story or character imitation.

When a player makes a four elements monk so they can be Aang or Korra from the Avatar series, or when they pick a warlock because they want to play out the story of Faustus and Mephistopheles, the player is giving you hooks to a storyline. And that's great!

However, since the story/character they are imitating already exists, the player will already have an idea of where they want their character arc to go. If they make a Conan-esque barbarian, they are going to want to crush their enemies and have them driven before them. The media they are pulling from doesn't just provide a list of personality quirks and character traits, it provides an arc - beginning, middle, and end.

So if the players know where they want to go, how can we make the journey dramatic?

He's going to make it back... to the future!
The best way is to take dramatic detours that connect the character arc to the setting. Doctor Faustus never had to fight goblins on his journey to gain eldritch powers, but he did have a woman he was courting. If she were to be kidnapped or threatened by goblins, then the feeling of the character's story comes through even despite the setting difference.

The most important part of adding side trips like this is to make sure the character cares about them. A monk based on The Last Airbender would certainly love to meet teachers of each element and learn new techniques from them. Weaving that idea into the existing narrative will keep the player engaged with the overall story.

When these detours take place, it's important to give them a sense of challenge. Combat is an easy way to create challenge, but adding political or exploration difficulties can also create mounting tension. Long-term consequences, such as curses and injuries, can make the side-story dangerous and memorable.

By adding these "detours", you can keep the player engaged as they travel along the path towards the end of their arc. But don't make everything a detour! Alternating between side plots and character-driven arcs will make the player feel like they are making progress on their story and playing the character they wish to play.

However, try to avoid "character rivals" that fight one particular character. Since combat is a group effort, it becomes easy for another character to swoop in and take the glory from the PC the rival is meant for. For player-related NPCs, it's better to stick to allies than enemies. However, if you are willing to pit the rivals in an epic duel happening away from the rest of the group, then you might be able to use the rival effectively.

Side characters and allies are a great way to let the players buy into the world as well. After all, Harry Potter collected plenty of friends on his journey to slay Voldemort. An ally doesn't have to fight alongside the heroes, but could provide services such as merchant offerings, smithing, magic assistance, or training. If you are using an NPC ally to further a character's story, make sure to avoid two common mistakes that DMs make: making the NPC too focused, and killing the NPC.

A character-related NPC can help you further the plot of one of your PCs. But if that NPC has nothing to do with the rest of the party, you'll find yourself in situations where the other players are bored and sitting through one-on-one role play, or when the NPC provides a quest for the party they might question why they should listen to this character. It's best if the NPC provides some sort of service or mentorship for the entire party, with a focus on one PC in particular. For example, a blacksmith could provide weapons and armor for the whole group while training one PC in the metallurgical arts.

Once you have these NPCs, it becomes extremely tempting to kill them to give the PC the proper motivation to carry on with their quest. But you want to be very careful about doing this. Remember, the NPC is a constant source of engagement and quests while they are alive, and the boost in motivation that comes from their death only happens once. There are a lot of things that can happen to an NPC that aren't death, too: their shop could get closed down, they could be kidnapped or cursed, they could be attacked, etc. In all these scenarios, the PC can grow closer to the NPC.

But even worse than losing a source of motivation is losing the player's trust. If you keep killing the NPCs they come across and enjoy, you risk the player thinking you have something against them personally - not just against their character. Killing a beloved NPC is a major turning point in a normal character arc, so if it becomes commonplace, you're going against the player's expectations, and potentially losing their trust.

They're going to get their buts kicked... but then come back stronger
So, what happens when a character dies before reaching the end of their arc?

Well, if the group is high enough in levels, death might not be much hinderance to the arc. Resurrection magic is fairly common, and even at low levels the players might be able to gather enough gold to purchase such a spell from a local priest. But I'm talking about arcs that are ended permanently. When a character really dies, there's usually two paths a player will want to take.

The first is making a character to follow in their original character's footsteps. It could be a twin, a child, a parent, a friend, etc. This is a bit cheesy, but what the player is telling you is that they weren't done playing that character. In these cases, you can try to build a character that will "take up the reins" of their previous character without falling into the "my family will avenge me!" trope.

Some great examples: If Harry Potter died, the only other boy to fulfill the prophecy could have taken his place. When Aang died, his powers were passed on to Korra. If Faustus were to fall, perhaps some unwitting fool would pick up his research and attempt to gain the same power. You don't have to go with the vengeance trope to make a character that can follow the same storyline.

The other way a player will deal with character death is by taking it in stride and making a brand new character. If that's the case, you will want to cut short the old character's arc as best you can. If an NPC has ties to the rest of the group, they can stick around, but otherwise they should head off on their own path. Some other NPC might choose to take up the quest while the party goes elsewhere.

Of course, the new character needs a reason to join the group. And the best reason is to take up the main quest line alongside the other PCs. And speaking of which...

Everybody Wants to Save the World


The party is on an epic quest. Or even a not-so epic one. The DM has written it thusly. So, it makes sense that the players will probably finish the quest, right? On a smaller scale, the DM has set up an encounter and directed the players to it. The enemies seem appropriately leveled to the party. So, it makes sense that the players will win, right? The goal is in sight, and the players know they will succeed. So what makes the situation dramatic?

The answer is: the more the players have to give up to win, the more dramatic the story will be.

Uncle Ben has to die, you know?
The heroes' lives are not the only thing that matters in the game world. Over the course of the campaign, a DM will get hundreds of clues hinting at what the players find important other than their characters. It could be NPCs, pets, a town they are helping out, their gear and weapons, or even their companions. These are the stakes.

I'm not saying that you need to put their horses in danger every single combat. I'm saying that if they don't save the world, there's nowhere for their horses to live. It's a simple motivation, but it's got a strong dramatic component. The world needs to be a better place for that horse to live in!

Much like the NPCs you can give an individual character, you can use parts of your world to raise the stakes of a campaign, even if the heroes know saving the day is inevitable. Use their interests and goals as characters to guide them to the right motivations. If the players like sitting in a tavern and drinking, put the city the tavern is in under attack. Poison the booze. Kill the bartender. Find their goals and make them care.

And if the character dies on the journey? Well, the party isn't the only one who care about saving the day/world/universe. Make sure new characters care about the main quest, and then start building up a new set of interests and goals for them.

On an encounter level, you can use these interests to give meaning to an encounter. Even if a character seems attached only to their own strength/growth, an opponent that curses or injures them can provide excellent motivation. NPCs can be taken hostage, pets can be threatened, gear can be stolen. As Arnold K would say, attack the entire character sheet!

For my last point, I want to point out a story that raises the stakes very well, despite the audience already knowing the ending.

They're going to save the world!
One Punch Man was originally released as a webcomic with extremely simple art but a compelling story. It ran for three years before a new artist was brought on to redraw the panels in much higher quality.

This means that people who read the version with updated art had a lot of knowledge of where the story was going. Even as the plot re-unfolded, they knew what was going to happen. So how did the author keep people's attention when the story was already revealed?

The answer is: he added in dramatic detours and built in new story arcs based on the characters' goals. The titular One Punch Man attended a martial arts tournament. More monsters and side characters appeared. The arcs got longer, with more detail. They even added in a new boss monster that will need to be defeated.

The author, ONE, said: "The more the characters deviate from my expectations, the more fun I have." I think this is a great philosophy for D&D, where the players can take the game in the direction they want to take it. As long as they are following their interests, the story can find them.

And along the way, their sacrifices will make the inevitable win that much sweeter.

Thanks for reading!

Monday, August 27, 2018

Monday Recap: Guest DM in the Valley of the Lords

I can show you the world...
Well, it's the last week of my Valley of the Lords reference articles. Next week, I will be taking Monday off due to my wife and I moving into a new apartment over the weekend. That and Labor Day make this a long but hectic weekend, so no article.

Fortunately, after that we should be back in the groove for some good, old-fashioned recap articles! Exciting! I'm looking forward to both running and playing in some story-driven games.

Not that Valley isn't a blast. I brought out my old Muscle Wizard and had a grand time. But it certainly is a different play style from my normal monthly games. I think that might have had an effect on the guest DM, too. Let's dig in.

Guest DM in the Valley of the Lords


So, the first thing I needed to do was to give the guest DM everything she needed to run the game in the world. Fortunately, she already had a good grasp on NPCs, factions, and commerce from being a player in the campaign so far.

I broke down the stuff she needed in a google document:
  • Time and weather information
  • The data for the hexes the PCs would pass through
  • Some details on a single adventuring site she could use
  • My process for running adventuring sites

Most of this stuff was just cut-and-paste from my notes, so I don't think I'll need to post it here. The interesting part is the third and fourth points. I'm going to go into how I plan and run an individual adventure site. I currently have 83 sites written in case a group stumbles upon them.

Each site starts with an encounter level and the skill necessary to investigate the site. For this game, the DM used the "Southern Boar Cave" site, so this was a "Level 1 (Nature)" site. That means it's suitable for level 1 characters, and any character with a Nature bonus of +1 or higher would be able to assess that.

Next, I need a description of the area. I like to include features of the exterior and interior separately, so if the PCs run into the area but don't explore it, I can still give them a basic description. The boar cave had plenty of trampled grass, leading to a shallow cavern with hole-riddled walls.

Finally, every site needs an encounter (in this case, boars) and some loot (some bronze farming implements from long ago). The monsters should be appropriate to the site's encounter level, and the loot should be enough to leave each player with 20-25 gp times the encounter level of the site. Thus, the boar cave should leave us about 20 gold richer. If it were a level 2 site, it would be 40-50 gold.

That's all I write when it comes to preparation. A basic outline is enough to get me through the session, because I tend to write out the rest of the game at the table. As I mentioned before, I use the combat dashboard to determine encounter size and loot type on the fly. I can use the exploration dashboard to reference my short descriptions. Once they get into the site, it's up to my imagination to get through the game. And I keep some rules in mind to help it out.

The first one is fairly obvious: build hooks around your players. I don't write hooks for a dungeon until I know who is playing in a particular game. If I write about a cave where an ogre has stolen the blacksmith's daughter, that won't appeal to the players who just want to go out and fight orcs or get some gold. The story should always center around the PCs. I press my players to make PCs that desire to adventure and have strong goals, so I always have something I can sink my hooks into. 

Next, I divide the site up into spaces. There should be an outside, an inside, a deeper inside, etc. The site should have somewhat of a hierarchy, where one monster or type of monster is the dominant owner of the area. Then, the spaces should reflect that hierarchy. Influential creatures have better protection, creatures that need protection might be further back in the site. This also fits into the D&D combat model, where combats are clearly delineated.

Finally, I add some mystery to the site. Usually this is something that I add on the fly based on the backstories of the PCs, NPCs, or the world. It's not a random "you don't know what this magic item does", because that gets old and they can pay to have it identified. It's more like "this ring has an ornery old spirit in it and he snarks about the history of the valley" type things. Mysteries are a good way to expand the feeling of the world, but it's important to keep track of the expansion and point it in the right direction.

And direction is very important in exploration
Then, when it comes to running the site, I use passive and active skills, as well as combat, to let the players explore the spaces, find the mysteries, and pursue the hooks. This is all fairly straightforward, but experience as a DM can help you find the best ways to set up games for yourself. I like to prepare the broad strokes, and work out the details later.

Our guest DM did a great job at this. She appealed to the player's need for gold for her hook, by offering the enticing promise of valuable truffle mushrooms within the boar cave. She added some mystery by making the cave simply a front for an abandoned orcish mine, but the back was collapsed. What were they mining here? This also divided the space up into good combat segments.

I did notice that something was off compared to the other games she had run, however. I spoke to her after the game, and it turns out she had felt uneasy about running the site within the larger system I had set up. The fact that there was already so much history and worldbuilding attached to the valley made it difficult for her to add in her own material.

Perhaps next time I should simply let the Guest DM create their own site and add it into the mix. That would give more freedom with monsters and hooks, and allow them to do some of the set up in their own way. After all, if the lore gets too incredibly off-target, I can always retcon it.

So, that's all the prep articles I've done for now! I might add some more later if necessary, but right now the game is running smoothly with my current setup. I might also use some stuff from past or future Wednesday articles, too, but that's lore that isn't revealed yet!

Thanks for reading!

Monday, August 20, 2018

Old News: Valley of the Lords Combat Dashboard

Just the right place to find some monsters to slay...
And we're back, with the next installment of my Valley of the Lords setup! Honestly, most of the other stuff in my spreadsheet is just lists, so it's not too interesting to look at. Plus, if I show off too many lists, I might start to reveal spoiler-y details about my worldbuilding process.

I will be doing on last article on this, since this weekend we're having my first guest-star DM in the Valley. I'll go over the document I'm sending her, which includes the relevant information on the Valley for her particular quest. Since she won't have full access to the campaign notes, it won't be nearly as free-reigns as my usual sessions are.

Anyway, on to the content!

Valley of the Lords: Combat Dashboard


Last week I discussed the concept of a Dashboard - it's basically a DM screen but you can change parts of it and it references data in real time. It's replaced nearly all of the notes I would normally take, and it's made my session run much more smoothly.

One thing I've done in previous campaigns is include a monster stat reference table and an initiative tracker. The excel sheet could randomly generate initiative based on the PC's modifiers and abilities, do so for any enemies they were fighting, and give me a quick list with little hassle. I really like the system, especially for my story-based games where any time we spend on combat is time taken away from plot and character development.

As you can see, typing in a monster's name pulls up the stats and abilities for that monster. This set of monsters is from my 5th-edition conversion of Broodmother Skyfortress I used in Chaos Quest. I included the amount of monsters that would be present based on the die rolls in the module.

Over on the side, the "Copy/Paste from here" columns are the randomly generated values that represent the basic initiative. Unfortunately, any time the sheet updates (i.e. whenever I type in a value), those initiative scores are re-rolled. So I needed to copy them from the randomly-generated section into a usable space. Hence, I made a pre-built space where I could place the random values and track HP without worrying about the order changing constantly.

In Valley of the Lords, I decided not to use this system for a few reasons. First, since the Valley is focused on exploration and combat, having the players roll their own initiative gives the proper gravity to each encounter. Second, though it's not visible here, I do have to type in the stats and abilities for every monster I use for excel to reference it properly. The valley is so vast that I'd basically be making a database of every monster in the manual. And I definitely don't have time to do that.... or at least I don't have time to convert what I have done. Yet.

Instead, I've been tracking things on good old-fashioned pencil-and-paper. I do initiative, HP, and a few other notes that relate to the exploration stuff. It's pretty old-school, but the more I do it the quicker I get at it.

So, what is on the Valley's Combat Dashboard?

Not too much, it turns out.

Since I'm running the bulk of the combat out of a notebook, I use the combat dashboard to assist me in setting up and tearing down encounters on the fly. I have a list of basic stats for monsters you might find in the valley, including their information from my loot articles. That makes one less PDF I have to dig through.

I've also begun the process of applying gold prices to the items in the loot table, as you can see. I'm continually adjusting these, so don't expect a huge PDF of Creature Loot pricing any time soon. Since gold is a hugely valuable resource in my game, collecting and selling these monster parts has become something of a necessity for the explorers in the valley.

The last part of the Dashboard is my own personal version of Kobold Fight Club, a fantastic resource for quick encounter building. I've set up a simplified version using some reference tables here, so I can throw together multi-monster encounters on the fly. Generally, I can throw together a few encounters in about 30 seconds, while the players are gearing up for exploration.

The final part of the puzzle, of course, is the stats of the monsters. Like I said before, I don't have the time to convert the entire monster manual into excel stat blocks. Instead, I've been using stats straight out of the book, with a phone app to quickly reference spells that I'm not familiar with. Again, kind of old-school, but I've found it gets quicker with time. My players tend to strategize enough for me to have plenty of time to get things together at the table.

And that's really it! Not too complicated, but it provides me with everything I need to run encounters on the fly. If I had the ability to plan out individual encounters, I would definitely use the Dashboard with individual stats and character data. But since the characters in the Valley are constantly jumping in and out of games, deciding where they want to go on the fly, and exploring such a vast space, I'm sticking to a simpler interface for now.

Hopefully it translates well when someone else is using it! We'll find out this coming weekend.

Thanks for reading!

Monday, August 13, 2018

Old News: Valley of the Lords Exploration Dashboard

There are no dinosaurs in the valley.
Another week, another session of Valley of the Lords. We actually had two this week because the players wanted to go ransack an orc camp. What's this? Player-initiated session planning? Am I a real DM now? Is this West Marches?

Anyway, it was a lot of fun going through two sessions in a week. We had harrowing encounters, clever strategies, and lots of Firbolgs. Or as I call them, convenient wilderness NPCs. I'd definitely do it again, though running games on a weeknight can be difficult to schedule.

So, for this week, I thought I'd go into my setup for actually running exploration in the system I created.

Valley of the Lords: Exploration Dashboard


Dashboards aren't just the thing you have in your car to tell you your speed and mileage. That idea has been co-opted by businesses to describe any data layout that allows you to get a broad picture in a single, simple view.

This idea has carried over to D&D in the form of the DM's Screen. It's a handy place where the DM can keep notes on obscure rules, initiative, quest and character information, and common issues. My problem is that after a while, it's easy to memorize the information that comes on the DM's Screen, and it's much better to have a dashboard that relates to the specific adventure you are running.

So, when it comes to building a dashboard, I like using Excel (of course) to bring all of the data I need into one sheet for my convenience. It saves loads of time at the table, when you don't have to dig through a book for everything.

Here's an example from the sheet I put together for the end of Dragonborn Quest.

As you can see, I have the area map, a list of locations, a description of the visual appearance and contents of the room (including the passages elsewhere), and sidebars for the goals of my antagonists.

This makes it incredibly easy to run anything in the area. All I have to do is copy-paste the room's name, and simple formulas call up the data for me. The map also adjusts to center on the area of the room, which is a neat trick involving vlookups and conditional formatting.

For Valley of the Lords, I don't need individual mapped rooms or long descriptions. Instead, when the players are exploring, I need to know what creatures are living in an area, the properties of that specific hex, and what discoveries are going to be found there. So, I made this dashboard:

With this setup, I can use the map of the valley to ask the players where they want to go, and input the hex number into the upper-left-most box. When I do, the sheet grabs the properties of the hex from a data sheet elsewhere in the document. That includes things like the supply cost and hex status, but also the full list of discoveries and encounters in that hex. It also grabs the short description of each adventuring site from another list.

Separate from that data is the date tracker. I simply have to input the number of the month and year, and a calendar table gives me a listing of any events and weather happening on that day. The weather is somewhat randomly generated, as in I generate it randomly but then assign it to a particular day. That way, I have an almanac of when the weather was good or bad, and if we set up a game where two expeditions run concurrently (as was the case this week), the weather is consistent between the two.

The date tracker also lists the beginning and end of any expeditions the players have gone on. I tend to name them after the ranger or leader character of the group, or some acronym otherwise. This also allows me to somewhat track who was in what hex when, so groups might bump into tracks of other expeditions.

Finally, I have a list of things I need to remind myself when I get new players. It's handy to have the list so I don't have to memorize the things I need to say to fresh faces. Obviously, this is the most similar thing to a DM screen you'll see on this page. It never changes, but that's fine by me. A good dashboard can contain some reference materials.

When it comes to exploring the valley, I use this dashboard to call up all the information in a hex when the players enter it. I can then give them the HP and gold cost of the hex, describe any monsters they see, and determine if they locate any adventuring sites. It's been a fun challenge to make up the signs or tracks of particular monsters without the PCs actually fighting them.

There might possibly be were-troll-ogre-beasts in the valley.
This technique has definitely made my games easy to run, and I highly recommend it to DMs everywhere. Now I just need to set up macro links to turn on certain soundtrack files when certain scenes happen... perhaps someday!

Thanks for reading!

Wednesday, August 8, 2018

When D&D Isn't About Fighting

You can't even have an innocent debate about keys without a gosh darn ooze trying to eat your face off
Recently, I've been running fairly combat-heavy games. But that's because the players are venturing forth into the deep wilderness and fighting the wildlife and lowlifes they find there. But can you run a D&D game without combat? D&D, after all, is a system that hinges on its combat engine.

Well, of course you can. But the question becomes: how do you make it interesting? How do you raise the stakes? How do you keep it consistent with the rest of the campaign? You don't want to switch from playing D&D to playing Risk for a session just because the PCs are commanding armies.

Well, it becomes a lot easier when you think of your game in terms of conflicts, not combats.

But before we dig into that, let's talk about how we can use D&D's primary strategic mechanic to ensure our non-combat game is consistent with the rules of the system. I'm not talking about the d20 mechanic, I'm talking about resource management.

New Management


D&D is a game of resource management. You keep track of your hit points, spell slots, hit dice, gold, how many times you've used your Wild Shape, how many Lay On Hands points you have, your Ki points, your Sorcery points, etc. When they run out, there are consequences: you might die, or you lose access to more powerful features or abilities. Thus, a good D&D player uses as little of their resources as possible in a particular combat.

This might smack of meta-gaming, but think about a real adventurer climbing through a desolate dungeon. You don't want to take a grievous wound from a goblin, because the treasure is still at the end of the dungeon. You'd use your wits and abilities to avoid taking damage and using too much of your limited supplies and abilities.

Also, as many DMs have figured out, the stakes are raised when those resources begin to dwindle. A character at low HP begins to panic, with the consequences of death saving throws looming. A wizard or cleric that is low on spell slots will do their best to save them for an epic moment. These are the moments that make D&D feel triumphant, since the system is providing a challenge, a consequence for failure, and reward (experience points or victory) for overcoming it.

So, what are some resources we manage in D&D, and how does the game utilize them?

The most obvious is Hit Points. This is an encounter-level resource, meaning it should only really be managed within the confines of a specific encounter. Thanks to hit dice, healing potions, and healing magic, most characters will enter an encounter with a full complement of hit points. Due to the exponential growth of damage over level in D&D 5e, if a character is lacking hit points at the start of  a combat encounter they are making themselves fairly vulnerable, especially at low levels.

The next obvious thing that characters manage is Spell Slots. Any spellcaster knows they only have so many of these in a single adventuring day, and they must carefully decide which spells will be used at which times. Because these carry from encounter to encounter, these are considered session-level resources. Normally, a session takes place over the course of a single adventuring day, meaning a character must except their spell slots to last 3-5 encounters. This makes it a more long-term resource, and the DM can expect their players to have already expended a few slots by the time a final day's encounter is reached.

Class Features can be considered encounter-level or session-level resources depending on how often they are regained. A Fighter's Action Surge can easily be used every other encounter, but their Indomitable feature can only be used once a day. It's important to know how often your abilities refresh, as some of them (such as a Barbarian's Rage or a Sorcerer's Sorcery Points) can be quickly depleted and leave a character helpless in later battles.

Another session-level resource is Hit Dice, but it's noteworthy that hit dice are dependent on hit point management. A character who is wise with their hit points will find they have plenty of hit points, whereas those who rush in blindly will end up using all of their hit dice on their first short rest.

These are all the primary resources directly related to combat, but there are other, less used resources that can be affected. Supplies that can't be regained until the party returns to a shop can be an session-level resource. Some monsters can drain Ability Scores or add Levels of Exhaustion, which for the most part can only be healed on a long rest. Some Oozes can target a Weapon or Armor, degrading or destroying it and forcing a character to use a different one. These are all considered session-level resources, and impose a longer penalty on a party.

Dividing magic items among a party, however, is a manufactured scarcity
Finally, the game has one primary campaign-level resource. Gold is collected and carried over between sessions, and can be saved to purchase items, magic items, or other expensive things. Taking gold from a party does nothing to lessen their combat potential, but it does penalize their progress towards purchasing an item they might desire.

You can tell D&D is a combat-oriented game, as only two of these resources (gold and supplies) have no combat effect if they are used up. And even that isn't entirely true: fighter that can buy magic weapons or wizards that cast costly spells still need gold to ensure their combat output remains up to speed with their allies. The system is set up to ensure combat is a central part of the game.

So, if we're going to build a non-combat encounter, we can't use these resources in a traditional sense. But if we stray from these resources, we risk decoupling D&D from the things that make it D&D.

The solution, of course, is to think differently about each of these resources!

  • Instead of thinking about HP, focus on the HP maximum. A rotting effect might reduce HP maximum by a certain amount, with 0 being the point of death.
  • Spells that aren't used in combat often have a ritual component that allows a spellcaster to avoid using up a precious slot outside of battle. So challenges that deplete spell slots have to focus on spells like Knock, Charm Person, or Protection from Evil and Good, which will drain the spellcaster's slots.
  • Hit Dice can be used as "Session HP" when you want each character to start with the same amount of hit points. Losing a duel in a noble court might cost 3 hit dice, without requiring a full combat to be played out.
  • Exhaustion and Ability Scores are great if you want to simulate a slowly degrading situation like a curse or starvation. Ability scores are good if you want those who are smarter or hardier to have an advantage, exhaustion is great if everyone has the same chances of survival.

The other resources, like supplies, rations, and gold, can easily be adapted to non-combat situations. 

The most important thing to remember in a non-combat scenario is this: there must be a scarcity. If you have a druid casting Goodberry, there's no way you could run a starvation game. If Ability Scores heal with a long rest, you must ensure that your conflict needs to be resolved within a single day. This will allow the players to manage their resources, just like in combat. By making smart decisions and managing risk, the players can make it to the end of your challenge with their characters intact.

Now that we have this baseline for presenting non-combat challenges, let's look at different types of conflicts and how they could be used without fighting!

Non-Combat Conflicts


"I roll to seduce"
As I mentioned earlier, to build a good combat-less game, you need to stop thinking of combats and start thinking of conflicts. This means dealing in conflict resolution and goal-setting.

First, you need to know what your PCs want. This should be baked into character creation, or informed by the story. Most groups perk up at the promise of gold or magic items (both campaign-level resources). However, you might have a paladin who wants to be righteous, a wizard jumping at the chance to explore an ancient ruin, or a barbarian who will do anything for a swig of rum. It's up to you to know what your characters are seeking, both individually and as a group.

Once you know what they are looking for, start asking why. You can do this while the characters are being created, or in-game through a curious bartender or patron. What are they saving up gold for? Do they want a specific magic item? Is the paladin seeking someone's approval? Is the wizard writing a book they hope to sell? Is the barbarian drinking away some past pain?

Once you know these reasons, you can start to see their end goals: buying that orphanage, obtaining a sacred tome in the name of their God, etc. And you can create conflicts by putting something in the way of that goal. The bigger the thing in the way, the more game time you can generate from it.

Obviously, a lot of these conflicts can be resolved by killing the thing in the way of their goal. But when you create conflicts, it's very easy to see how you can create things that combat just won't solve.You're not limited to whatever's in the monster manual. The world is suddenly at your disposal, and you're truly thinking like a storyteller.

So, let's go over some classic conflicts and how we can make them into non-combat encounters. These represent what "thing" is standing between a character and their goal. And remember: a non-combat session is just a session made up of non-combat encounters, strung together.

Man vs Self

This is where a character's flaws or personality gets in the way of their goal. If you have a particularly theatrical player, they will likely have worked something like this into their character. But, you can use this even with more mechanically-minded players. Just make sure you work out a way for them to manage it strategically, and it becomes a fun challenge instead of a penalty.

  • A barbarian drinks to forget the slaughter of his tribe. On any given day, he gains one level of exhaustion until he becomes drunk, after which he functions normally. How much alcohol is needed is based on his constitution score, and purchasing the drink can be an expensive endeavor.
  • A tiefling must cast Disguise Self on herself each day while moving about a particular city. With a good disguise kit roll, she can get around this, but otherwise she suffers a spell slot penalty.
  • A bloodthirsty rogue needs to sate his lust for murder or he might lose control of himself. Any time he spares an enemy, he loses 1d4 points from his hit point maximum from stabbing himself. If his hit point maximum reaches 0, instead of dying, he enters a mindless killing spree. The reduction heals on a long rest, and "enemies" include those who oppose his goals socially.

It's difficult to build a full-party encounter with Man vs Self conflicts. Instead, this might be something that affects a single character over the course of the game.

Man vs Man

When most people think of non-combat games, they think of social encounters like these. You meet with nobles, talk to them, and you don't fight. But there are a couple problems with this. The first is how to keep the players from initiating combat themselves. The second is how to tie this into resource management.

To prevent combat from breaking out, you need one of two things: distance or power. If the mob boss is behind a Wall of Force or in another city, you can't just kill them. And if the queen is surrounded by guards or is a great warrior herself, you probably don't want to pick a fight. Some groups might need a thrashing in order to get their murderous urges under control, but for the most part you can appeal to the players themselves to avoid combat. Telling the fighter that his combat instincts are screaming not to fight is at least a step in the right direction.

The second problem is more interesting. How do you tie resources to social encounters? Here are some examples:

  • The nobility is naturally opposed to dirty adventurers. You'll need to spend gold to even gain an audience, and spend more if you want to meet with them again. Money talks.
  • A mob boss won't be persuaded by normal means. Spending spell slots on enchantment magic is necessary to win her favor.
  • A kind noble has lent the characters some magic weapons from his treasury. If he is talked down to or disrespected, he can easily take them back.
  • An adventurer isn't used to the life of the courts. Certain encounters "cost" a certain amount of Charisma, and once you've spent an amount equal to your charisma score, you need to break off and drink for the night.

This type of conflict is fairly easy to write, and there are a lot of resources online that can help you out. But make sure to tie the party's resources to the outcome, or there isn't really a point to having an encounter about it. If the party has nothing to lose, they will simply keep trying until they succeed.

Man vs Society

Discrimination: uncool in any reality
This conflict comes from placing laws, norms, or institutions between a character and their goals. You're not just fighting a person - you're battling the rules of a society. This isn't just something that happens in cities, as tribal societies often have rules in place to restrict of prohibit certain behaviors.

These types of conflicts can help define a session or campaign that takes place in one of these societies. For example, a city where civilians aren't allowed to carry weapons will make any session in that city less combat-driven. The real meat of the conflict, however, occurs when the characters have a goal that is directly opposed by the society.

  • The characters find a valuable drug that is illegal in the city they are in. They want to sell it, but if they are caught with it on them they will certainly go to jail.
  • A cleric has been cursed, and must consume human flesh to survive. Cannibalism is forbidden in polite society, so they must undertake a quest to obtain their meal before they starve.
  • Tribal law dictates that if a rule is to be challenged, the shaman must hear a case for and against it. The PCs wish to alter the tribe's rules, and must abide by the debate if they wish to do so.

This conflict is great for hampering the entire party with a condition for a session, which sets up more interesting smaller conflicts at the encounter level. In particular, it's a good way to establish a precedent for lack of combat, as any city might have a "no fighting" rule. It's an excellent way to set up a stealth mission.

Man vs Nature

This is likely the second-most common non-combat scenario DMs think of. Nature offers plenty of obstacles between a character and their goal: distance, temperature, storms, lack of food and water, and exhaustion, not to mention the wild beasts that might also get in their way. This also covers some conflicts that might be mistaken for Man vs Self. Starvation is fighting against your natural need for food, not a flaw or personality trait that prevents you from reaching your goals.

Thus, anything that might qualify as a "survival game" falls into this category. There's some rules in the DMG and Player's Handbook about this, and you'll notice they focus on gaining levels of exhaustion as a resource. It's kind of a "negative resource" because you get more of it and you don't want it, but that's semantics. The real goal here is to directly connect that resource to the character's actions.

Most of these challenges end up being passive. You stayed out in the hot sun too long, roll for heatstroke. It's much better to set up a system where the players are making a strategic choice and not simply dying bit by bit.

  • Parties can go thin on their rations but become more susceptible to heatstroke while in a desert. The choice has pros and cons, and each character might need to take a different option.
  • The group can map between different routes, some more treacherous but shorter, others longer and safer. A path might also have an increased chance to become lost.
  • A group might need to spend spell slots on Control Weather or other protective spells to venture through treacherous terrain.

Another good method (which I use) is to "simulate" combat via loss of hit dice or hit points. Assuming a dangerous combat happened can allow the players to recognize the danger of an area without slogging through battle after battle. D&D combat tends to slow down the game, and non-combat sessions can pack more in by hand-waving it.


Man vs Technology/Magic

Man vs. Technology isn't really about fighting robots. Most sci-fi robots are just metaphors for particularities of human existence, anyway. Man vs. Technology is about being opposed by the march of progress, the limits of things like medicine or science, or even a character's own understanding of technology.

Obviously, Magic acts as a surrogate for technology in many D&D settings. You can have a character struggle against the limits of their spells, try to fight the rules of magic in your setting, and oppose magical disasters or social movements. Of course, it's easy to see how to translate real-world conflicts into magical settings. A tribe's shamanistic magic could run into the cosmopolitan wizardry of the big city. A hospital that uses life-saving magic could be threatened by an Antimagic Field. A low-level cleric could strive to earn enough favor with their God to bring back a lost love.

But don't forget that technology still exists in Medieval settings. An army with siege weapons will destroy one without them. In the real world, the transition from copper to iron weapons was such a big deal that it lead to the Greeks and Romans conquering most of the known world. You can use these conflicts for a single character, though it might be better to make these campaign-level conflicts.

Because of the overarching nature of this conflict, and the natural progression of power and gold in D&D, it's relatively easy to build a character that fits this conflict and strives to reach their goal. Just pick a spell or class feature and make it the goal.

  • A druid must face a medusa in combat. But first, she must train her powers so she can transform into a giant scorpion and fight using blindsight.
  • The barbarians of the Eagle Totem Tribe must attain the gift of flight via training and meditation before they can reach the sacred altar of their Gods.
  • A wizard seeks enough knowledge of magic to live forever. Surely a Wish spell would grant such a gift.
  • A monk who has only ever used her fists to fight arrives in the big city. She needs to find work and save gold up to purchase daggers and swords, to improve her fighting style.

D&D is naturally suited to growing more powerful. This can directly relate to growth in magical power, or correlate to an increase in gold and therefore better weaponry and armor.


Man vs Fate/Supernatural

"... I roll to seduce"
In the real world, it's difficult to verify the existence of "fate" or the supernatural. But in D&D, the Gods can directly interfere with the mortal world, and can choose a mortal for a specific purpose. And much like the robots from above, most Gods are simply metaphors for certain aspects of humanity. So, really a conflict about the Gods can go anywhere. If a God causes a storm, treat it like Man vs. Nature. If a God causes a War, it's basically Man vs. Man.

This conflict is specifically about fighting against forces of the multiverse that don't talk back, that don't come down out of the sky and explain themselves. And some Gods do prefer to work in more secretive ways. Corellon Larethian from the latest Wizards of the Coast book is a great example: elves aren't sure if they've earned enough favor to be reborn in their outer plane paradise until it happens. They simply must try to live in a way they think is consistent with Corellon's teachings. If things go poorly, they have to assume it's punishment. If things go well, they assume they are doing well by their God.

Gods in D&D can be played as mysterious and impartial, or very active. There's a lot of variation between DMs and campaigns and the Gods themselves. However, Gods aren't the best place to put a Supernatural conflict.

Man vs Fate/Supernatural can essentially be boiled down to a motivated mystery. A character doesn't know what their future might be exactly, but they are fighting against the fate that is expected of them. Or, a character isn't sure of the source of a supernatural phenomena and must explain it to move forward. Here are some good character-conflict examples.

  • A character has visions of a future calamity and must try to stop them.
  • A warlock has an imp familiar that is constantly pushing them towards evil acts
  • A cleric must discover the source of spirits haunting a house and put them to rest

This conflict is tough to fit into a single encounter, but it's great for session or campaign-level conflicts.

Bringing it All Together


Man vs. His terrible sense of direction
So, how can we use these types of conflicts to make a non-combat encounter? Here's my process.
  1. What is the character's motivation?
  2. What is the character's goal?
  3. What is in the character's way?
  4. How does the character remove the obstacle?

This process can work for any type of conflict, not just non-combat ones. And the process is exactly the same at the encounter, session, and campaign level. You'll just have slightly different answers at each stage. 

Let's walk through a scenario for building an adventure. At a campaign level:
  1. Joe the Fighter is adventuring for gold
  2. Joe wants to raise enough money to build an orphanage in his hometown
  3. Joe grew up an orphan himself and doesn't have much money
  4. Joe was hired by an adventuring guild, which promised to pay him for his skills

Classic example of Man vs. Society. Why can't Joe just have the gold he needs? Because the rules of society are in the way. Now, we can break it down to the session level.
  1. Joe the Fighter is adventuring for gold
  2. Joe can get gold by killing the bandit leader at Stabbing Pass, at the request of the adventuring guild
  3. The bandit leader is pretty strong, and he has a bunch of bandits working for him
  4. Joe is a skilled fighter and can kill bandits to get to the bandit leader

So now we have Man vs. Man at the session level. Then, within that session, we can string together a series of encounters:
  1. Joe the Fighter is adventuring for gold
  2. Joe can get gold by killing the bandit leader at Stabbing Pass, at the request of the adventuring guild
  3. A pack of wolves has begun to hunt Joe, preventing him from making it to Stabbing Pass safely
  4. Joe is a skilled fighter and can kill the wolves before he is eaten

And voila. We have an encounter. Joe has motivation, we have a good conflict (Man vs. Nature), and Joe has a way to resolve it. But what if we wanted to run a non-combat session? Well, we can't change the campaign motivation. If you want to run an entire non-combat campaign, there are systems with much better resources (such as reputation and honor) built into the system and not tacked on in the DMG. This is D&D, so most of your games are going to be combat-oriented. But for a single session, we can mix things up and provide a non-combat challenge.
  1. Joe the Fighter is adventuring for gold
  2. Joe can get more gold by getting a promotion in the adventuring guild
  3. The leader's council in the guild says Joe is too unrefined to take a higher position and become a representative of the guild.
  4. Joe must gain a better reputation among the townsfolk to get the promotion

Here we have a Man vs. Society conflict. Joe's social standing as a dirty adventuring fighter is working against him. Using this as our basic outline, we can build a series of non-combat encounters.

  1. Joe the Fighter is adventuring for gold
  2. Joe can get more gold by getting a promotion in the adventuring guild
  3. Joe must earn a good reputation among the townsfolk to gain the promotion
  4. Joe is strong and can help Mrs. Wilson carry her produce to market

Now, you can use the Man vs. Man conflicts to make this interesting. Will Mrs. Wilson accept Joe's help? Is Joe strong enough to carry the produce? Will Joe survive the old ladies flirting with him in the market? Remember, we need to deplete a resource to make this interesting, so perhaps too much social interaction causes Joe to be exhausted, limiting what he can do that day. And with the promotion ceremony only three days away, Joe has to hurry and become popular or he'll have to wait until next year to get a promotion.

And that's how I think about all conflicts, not just non-combat ones. Thinking about the character's motivations and the source of the conflict allows you to create rich encounters. Don't just place Goblins in the PCs' path. Why are the PCs there? Why are the Goblins there? If they are warlike and hate humans, that's Man vs. Man - their prejudice drives their actions. If they are animalistic and hungry, that's Man vs. Nature. If they are being driven by a mysterious curse or disease, that's Man vs. the Supernatural.


Now, go forth and make quality encounters!

An entire non-combat article and no mention of traps. That's gotta be a record. 
Thanks for reading!

Monday, August 6, 2018

Old News: Valley of the Lords Mapping Tools

Down in the valley...
I've been having a lot of fun running these Valley of the Lords games, but they don't really give too much to write about. A few funny moments, some exploration, and the game is basically finished. So, I thought I'd start writing about some of the tools I'm using to actually run the game each week. That way, instead of going for weeks without Monday posts, I can gradually reveal the tricks I'm using to run week after week without pause.

Of course, I use a bunch of Excel stuff to keep track of everything. However, there's not much random generation going on, just a lot of tables and lookups. But for this week's tool, I'm going to reveal a super-awesome way I've devised to keep track of my hex map within excel.

Hexes in Excel? Yep! You just have to be.... extremely creative... with graphs.

Valley of the Lords: Mapping Tools



The first thing to do is figure out the size of your hex map. If you're like me, and decide to slowly kill yourself with D&D, you can make it several hundred hexes. But even smaller maps are possible with this process.

You'll need an image of your hex map with the hex grid already laid out. Unfortunately, that's not something you can do in excel. I recommend Photoshop or another mapping software. I had already created one for the Valley's PDF.

Once you have that, you can insert the picture into excel using either an image formula or by copy-pasting. I prefer the latter for Google Sheets, which is what I'm using here.

Once you have the image in Google Sheets, you'll have to set up your data table for a point graph. As you can see in the image below, you'll need to set up your data correctly to get this to work.
  • Column A is simply the number of the hex. We'll reference it a lot.
  • Column B is the "value" of the Hex. In this example, it's the status of the hex (Unknown, Discovered, etc). These are designated in a small lookup table by a flag, and change when the flag changes.
  • Column C is the flag for the value in column B. I'm pulling these values with a vlookup formula on another page. You'll see why in a bit, but you could also simply type the values in.
  • Column D is the X value of the hex. This one won't be seen by the graph, but we set it up to reference later.
  • Column E is the Y value of the hex. These will be seen be the graph, and remain constant.
  • Columns F-L are the flagged X values. Notice how when the flag is 2, the X2 column displays the numbers. It's a fairly simple IF formula to do this.

Also, here's the lookup table I created for the flags. For reference, we're looking at "Current" and "Status" to reference what data should be used. Notice how Unknown is flagged at "2", making the data above display "2" and "unknown".

Now, the picture of where I'm going with this might be clearer. I have multiple data sets assigned to each hex, just like I outlined in my exploration article. If I want to reference a specific data set, I can select it from a drop-down menu on the map page. 
Notice how the options in the drop-down menu match the data sets. When I select one of these options, the flag changes in the data, and a new set of data is referenced for the hexes. I even have a color-coded key:
The colors in the key, of course, match the colors of the data sets in the graph. And here's where it all comes together.

We can create a point graph using the singular Y values, and the 7 different sets of X values. Each set of X values constitutes a different colored data set. If an X value is #N/A, it won't be displayed. Thus, the Unknown, Discovered, Settled, and Conquered hexes will have different data sets, and those data sets will display different colors.

With a bit of finagling, we can line up this point graph with the image of our hex map, change the points into hexagons, and voila:

A map of the entire hex map, with colors indicating the current status of every hex.

Of course, I have 6 other data sets that could also be applied. For example, here's the terrain colors.

All I had to do in order to change the map colors was call on a different category of data, which altered the flags and changed the points that were visible on the graph. Then, my color-coding assigned the correct values to the data.

This was all inspired by this amazing graph put forward by NPR, explained by this PolicyViz article. The PolicyViz article does a good job of explaining in detail how they did this, but I definitely think it's worth sharing and reiterating in the D&D sphere.


So, that's how I'm visualizing all the data on my hex map at once. It's way faster than a lookup table! Obviously, it's not so useful when it comes to checking out a specific hex, but I'll go over that in a future article.

Thanks for reading!