Friday, 13 February 2026

Tell, Test, Twist

 Sean just posted this great blog entry about talking to the dungeon - players gaining fluency in gameplay through level design. It made me think of a concept I make use of that I haven't seen established explicitly in the ol' rpg blogs (it probably has and I missed it, there are a lot of blogs!).

It's talked about a lot in video game level design - if you're playing adventure/problem-solving/OSR type games and making dungeons/locations/adventure sites, video game levels are a reasonably close analogue with a lot of shared wisdom you can benefit from.

For our purposes I'm calling this structure Tell, Test, Twist. It's a super basic idea but sometimes it's good to establish the basics! There's a good explanation of the four-step version of this structure in this video from GMTK (I'm eschewing the final step as it's less relevant here), but basically this is about the same concept as Sean's post - teaching a player and then testing that knowledge, or rather giving them opportunities to demonstrate fluency.

Let's come up with an example - since Mario games are basically the gold standard of this concept, I'm going with a dungeon obstacle for my most Mario-y OSR game, GoGoGolf!. Say there's a new enemy, a kind of slime that bounces you away with great force when you step on its head. Here's how you might approach using this guy in a dungeon with this structure.

big man's been on this from day fam. from DAY


- Tell. Establish information. Show the players this guy and how he works in a relatively safe context. Let's say there's a cave room with a single, slow-moving slime in the middle, easily avoided. We can describe water droplets falling from stalactites and pinging off the slime's top with a boing. There might be skeletons caught up in the stalactites, clearly impaled having been sprung up there with some force. Now we know.

- Test. Require information. Design an obstacle that can only (or most easily) be overcome if the players paid attention to the Tell. In the next room, the floor beneath a rusty old grate is awash with these springy slimes, who seem to be feasting on the glowing mushrooms that grow there. The door to proceed is on a little ledge, high up in the sheer wall ahead. It becomes much easier to proceed if you know the slimes are bouncy - just lift the grate and sproing yourselves up to the door.

- Twist. Develop information. Skew details or context, requiring leaps of logic and critical thinking to solve new problems. In the next chamber, the door is far on the other side of a crevasse. There are subtle slime trails on the near wall - players can deduce that if they can get one of the slimes in here, it can climb the wall (maybe they noticed them doing this earlier), and offer a means of horizontal propulsion across the gap. They also know that the slimes eat glowing mushrooms, so they have a way of luring one up here.

That's right, GoGoGolf! is an adventure game for all ages, available from Possible Worlds Games for just $5 USD. Everybody's saying this

This wouldn't make for a particularly interesting dungeon, but layer on a few more obstacles of different kinds and some optional rooms, and you're basically there.

There are a few things to keep in mind when using this structure for ttrpgs specifically:

- Cost of failure. Mario says "oh no!" and tries again when he dies; players can permanently lose their characters. Try not to block all possible progress behind one Test. Don't subject them to the consequences of arbitrary actions, and definitely don't set high stakes on the results of a failed skill check (we don't do that here). Be aware of what you're asking players, and crucially allow them...

- Schemes! Mario can do the movements he's been programmed to do. Ttrpg characters can fashion ropes out of their clothes, barter with the slime king for clemency, or simply leave and look for another dungeon. Players will find ways to succeed outside of this structure's bounds - that's a good thing, so don't just permit but encourage it. Kind of the whole point of these games. And speaking of giving options...

- Jaquays your dungeons. If Mario can't get over a gap, he has to keep trying until he can. For a ttrpg PC, there should be other choices set in place - not just ones they think up themselves, and they will, but as the designer you have to bake these paths into your structure yourself. More doors, more paths, more characters.

If you want to try a basic structure like this as a test, why not just come up with a different slime enemy and go from there. all kinds of slime options. Which goos will you choose?

You might think that the last one could mess up your TTT structure entirely - how can you Tell players about the slime in room 1.1 if they enter via the secret door to 1.6 and don't see him at all? Well you have three options... (this is starting to feel like Bastionland)

- Tell them again. Give more opportunities to establish the info, multiple routes to the same knowledge. Take care that this feels at least somewhat natural, but don't be afraid of being obvious. Players miss the obvious every day.

- Layer TTT structures. Multiple Tells for multiple routes! Players might not learn thing A to get them through door A, but if they have a chance of stumbling across things B, C, D and ETC, they're more likely to find at least one thing that helps them progress one way or the other.

- Multi-use Tells. A flaming torch could be the key to burn away an obstacle, or light a path, or set a magic cauldron to boil, or scare a spider guard from her post. Each Tell can branch off into all sorts of Tests and Twists. Thinkier Twists make good side routes for optional treasure.


... Or, just don't worry about it. If they miss the Tell they'll still have fun as long as your overall dungeon is good. They're not on a guided tour, things will be missed - if anything this adds to gamefeel. You might consider hiding Tells deliberately, to reward players who search and explore to find them.

Monday, 9 February 2026

The Smuggler's Guide to 1365

 


New Mothership adventure! Shoot the Messenger is a social stalemate set up for a Coen-Bros-esque clusterfuck with a cosmic horror centre, written by me as part of The Smuggler's Guide to 1365, a toolbox module from Magnum Galaxy. If you want to run MoSh games in, around or about the space smuggling underworld, you want this.

It's right over here on DriveThru, or there's a physical version as part of the Awaiting the Burning Gods deluxe box over this way

Saturday, 7 February 2026

Straturday Sliced Pizza

Is pizza the best game night food? Cheap and ubiquitous, or easy to make yourself. Customisable to any dietary restriction or preference. Each slice has a crust handle so you don't get grubby fingers on your cards and dice. Great cold, if the game runs long or you have leftovers the next day. Comes in a box that doubles as a DM screen. And when you're done with the box, you can make terrain out of it.



Someone very kindly bought me pizza recently, so I'm showing appreciation by using every part of the animal. Pizza box cardboard has great to-scale corrugation for 28mm games, just peel the outer layer off and cut n stick a few bits to another box. Then coat in rusty brown and oranges, drybrush with a bit of metallic paint and maybe pick out some detail.

You can go more elaborate, but I stuck with a nice simple shack for my next Necromunda game. Or I also kept it nondescript enough that I can use it as a riser for other terrain bits if I need to play with elevation. Doesn't have to look pretty - on a cluttered table it'll helpfully fade into the background

Very simple but super useful terrain project, give it a go x

Monday, 5 January 2026

GRAVEROBBERS 2026

 Happy new year! 🐎 clip clop motherfuckers


2025 was a challenge. No other sources of income meant that for the first time I had to pay all my bills with rpg work. Somehow I managed it (barely! current bank account balance: £1.17). To everyone who I worked with last year, sincerest thanks.

In 2026, the struggle continues. Same as it ever was. We move. If you're looking for someone to write or edit adventures and other ttrpg bits for a project, zine quest, etc - now is the time to get in touch. I've worked for games big and small, for indie giants and first time self-publishers, and I've always done it well. The email is graverobbersguide [at] gmail [dot] com


As for the Guide:

All my rpg writing being done for hire these days means that I'm not really doing much of the kinds of odds and ends that would once bedight these pages. Don't feel like spending my free time doing my job but unpaid, tbh! However! The blogs remain.

This is, as it always has been, a hobby blog, and my free time these days is spent in fiction writing and miniatures games. That means more Straturdays, more from Nettle & Thorn, and more besides. Various projects I've been lucky enough to work on will also be releasing, so you'll be hearing about those too. Some real doozies in the pipeline, oh baby

A merry twelfth night to thee. Thank you for being here. All the best for another year.