Saturday, 21 March 2026

Paper vs Electronic Notes

 OK, for real: paper is extremely hard to beat. Paper has specific qualities: it has a higher energy cost to commit things to paper or rewrite them and you are always constrained by physical space. These might seem like disadvantages but the effects are positive: I am a firm believer in the effort principle (it's shown that students that write things down retain information better than those that write electronic notes), and you are naturally encouraged to be concise and clear.

Physical material can be physically organised - less-used stuff can be moved completely out of your field of view, you can quickly learn a specific and natural sequence of movements to access the information you need. The workflow of annotating paper notes is also just.... nicer. A mouse can never be as dextrous as the pencil. Going keyboard-only helps but maybe we don't want to learn Vim just to run elfgames.

If you're going to go electronic it needs to be because paper either isn't an option at all (impractical to physically bring the stuff with you) or you need electronic features like hypertext, word-search, indexing, file-linking, or versioning.

So personally: I'm leaning into the electronic stuff but with the mindset that you need to invest heavily in the underlying skillset+tools to make it good.

Levers, not Buttons: non-combat resolution doctrine and how to prep for that

Pressing buttons on the character sheet

 There's a standing complaint against the mindset of seeing the contents of a character sheet as a set of UI buttons with hard-coded effects and specific appropriate contexts for use for a player to press to create effects ingame.

The mindset is artificially confining, turning an infinitely open-ended activity into an analog computer game that also forces you to be in a room for 4 hours with other people arguing semantics. Sometimes fun if the argument is stupid enough but we should aim higher.

The thing that pains me the most is the the TTRPG genre flows from following the golden rule: "that anything may be attempted". Of course, the sticky bit is being able to actually adjudicate what happens generally. I judge systems on whether they provide efficient and flexible tools for resolving the most common gameplay situations satisfactorily and how well they equip you to step beyond them.

People run/play games adhering strictly to RAW for multiple reasons:

  • the game is functionally a contest, which must be fair
  • players must be able to move between different tables and get consistent rulings
  • the GM, the players, and the system designers aren't operating on the same fundamental assumptions on how the game works, and possibly are all aiming to play different games
  • sometimes the different game that they're trying to play is "win at system mastery so I will be the Alpha Nerd"
  • the system breaks catastrophically or leaves you with no useful tools if you don't keep to the safe processes it provides
  • habitual thought; GMs and players are trained to expect that things will just go badly and awkwardly if they step outside the safety of the clear printed rule. Happens a lot when people enter the hobby from reading game theorycrafting online.

Attempting to overturn this framework is one of the big banners that the OSR rallies under. But you can't just "remove" a habit (including a way of habitual way of thinking); you must replace it.

Alternatives to the button-based mindset (which can be combined in varying amounts):

  • roll for skills as they are attempted - repeated successes "reveals" (permanently) that you "have" the skill and don't need to keep rolling. Repeated failures proves the opposite. (Tim Kask described this in one of his videos but I'm sure I muddled it.)
  • rule of cool (I hate it)
  • total loosey-goosey; whatever makes sense for the character, which is defined only in relation to several (hopefully shared) cultural touchstones. Requires a firm grip on the ideas in question and a good memory to resolve things quickly and consistently. My memory sucks, I usually play with really creative people who are trying to push the limits of the system, and I like to chew on problems, so this doesn't work for me.
  • The tag is the definition: if you have the word on your sheet you Have The Thing (to a useful, consistent degree). A short step from loosey-goosey. Glog does this kind of thing.
  • No- or few-keyword definitions: phrase abilities in natural language with abstract phrases that may be fitted to the game fiction and as few keywords as is necessary to make it meaningful. Glog does this for most class features, and it's my current go-to.
  • (Special) Take a -2: Player wants to do something clearly related (but different) to their printed ability. DM tells them to use their normal rules with a -2 penalty. I remember seeing this frequently playing PF1, it seems practically universal. Works fine to extend rules-heavy high-granularity systems while preserving meaningful character building choices.

My current Glog-descended WIP hack, Strange Moons, is based on using "tag as definition" for skills, and classes provide "no- or few-keyword definitions". The class bit is fine, but actually using open-ended skills in a game needs a bit of structure; GMs need clear intuitions and processes that can accept them, players need to be taught how they can use them.

Firstly, do not name skills as a verb (e.g. "fishing") but from origin ("swamp fisherman"). The term is effectively a pin connecting backstory (or played history) to a sphere of implied skills; you know your way around a boat in calm conditions, you know how to maintain and use normal fishing gear, you know how to navigate a swamp. We can assume that a character will simply succeed at those things under normal and unhurried conditions (that framing is important).

If you are what you repeatedly do, you can repeatedly do what you are!

My mental model is to not see the elements of your sheet as "buttons" but as "levers". You're still ultimately looking at your sheet for things to use but now you're thinking about how to creatively and appropriately apply them to the situation - approach must be specified and gives the GM information for resolving things. "I want to do X thing, using my skills from Y."

Like a real physical lever, it lets you apply your energy more efficiently and effectively to the situation than if you lacked it (often making the difference as to whether you can do the task at all). It can be more or less appropriate for the job at hand. You can combine multiple levers (multiple different semi-appropriate skills) on the same job, but there are limits - you can't lift a truck with a crowbar, and having 20 crowbars doesn't help much.

Prepped materials and game processes that are compatible with that mindset

You make playable material with reusable components and maintain a library of those components that is optimised for quick access - and preferably committed to memory.

Locked Door toy example (untested).

  • The "locked door" idea is decomposed into two different tables; the door and the lock, since you can have many ways of securing a door that aren't locks, and you can have locks on many things and different ways of putting locks on them. This makes each table more reusable.
  • The door doesn't have a row for "open unlocked door" or "knock on door politely" or "cast disintegrate"; the lock doesn't have a row for "use key". The tables are for both preparing and running material when the component presents an obstacle and how it responds to obvious approaches. If the door is unlocked or the players have the key, it's not an obstacle and you don't need the table!
    • Obstacle == risk or resource cost (usually time) and some kind of meaningful choice between options. Free options shouldn't be listed unless you're likely to forget they are possible, and there should never be an option that is 100% better than another.
  • to assist in prep (including sneaky-during-the-game prep), add flavour text, links to inspiring material, other tools, perchance rollers, hp-vs-break-time-vs-material-vs-size calculators, whatever
  • to assist in running the game ongoing, they need to accept game notes to evolve with you over time. Include blank rows. In-game annotations are simulated with italics here. Include links to critical rules. Ensure that what you're writing is compatible with those. If you foresee that you'll be referring to multiple different pages regularly, try to combine them into a single quick lookup / flowchart document.
  • The reusable component table suggests defaults, but specific examples always override these. You could say that the goblin hideout is filled with 10-second doors, secured with random rotting crossbars that contain biting grubs.

Door

Doors! They promise passage through the wall and block you from simply doing it. They may be locked or not, barred, barricaded, stuck, secret, big or small, trapped, squeaky or quiet, and perhaps talkative.
Listed values represent a strong door intended to slow down an attacker.

Approach During Then Notes
Schmuck (bash, targeting lock) 6DR, 24HP / 5 minutes
Noisy!
Flesh vs. fatigue

Groups don't reduce time but do eliminate fatigue 

breaking down the whole door (no identifiable weakpoint) takes twice the effort

Massive damage: Breach, battering ram/explosion as action Noisy!
Bypass security / reach the unlocked side 5 minutes to make tool, 1 minute per blind attempt, Hard
wrong guesses about the other side make this Fruitless
normal door 3DR, 12HP, 1 minute no fatigue HEEERE'S JOHNNY!




In trying to make this I realised that I had made a silent assumption (that the door is strong) and that there was a lot of variation there. My personal solution was to add that fact to the top clearly, and then force an additional door type as its own row since it almost the entire rest of the table was reusable as-is. You could make multiple tables, multi-level tables, pull that information into a header block.... this one seemed good enough.
Now here's another problem I've created for myself: I've asserted that with these concrete (high-granularity) DR and HP values it will take the average adventurer to break through (good for quick resolution), but I have no actual rules to substantiate that.
The DR and HP is the part that I don't know, and the expected time is the part I do know; the times have been left in place, and the DR/HP model for them can be added back in when I'm able to do the math.
In fact, it's possible to draw a direct link between expected time needed, a default weapon, and a specific DR and HP. That can be its own general-purpose chart!

Lock

Every lock was made with its keys. The gods have thus far kept the secrets of perfect security all to themselves, via self-explanatory means.

Approach During Then Notes
Rogue, pick lock 3x (finesse vs. DC 10), 1 turn per attempt -
Strike off (padlock) 1 Action, flesh, DC 10

Break out of object object's normal destroy time
This is the normal way




Writing this one forced me to re-examine how doors break and being distinct about whether an attacker is chopping the lock out of a door, or if they're breaking the whole thing down (e.g. in the case that it has a couple of bars securing it).

Finally, seeing this all in action

Player, faced with obstacle, suggests some plan for getting through it.

GM asks themselves:
"What's the expected skillset for solving this problem in this way?" (the prepared material might tell me)
"How much of the appropriate skillset is overlapped by what is being used?"
Finally, decide:

  • pick a row on the table and use it directly
  • pick a row and adjust it to be better or worse (consider annotating that line in the notes)
  • create a new row and write it in
  • interpolate between two existing rows  

Then you just do that. You resolved the situation consistently and flexibly and retained information to keep doing that consistently. Mission complete. 

 

Q: Where's the post introducing this obstacle-table thing properly?
A: It doesn't exist. I invented it and then refined it on the fly while writing this post. This is where it it is introduced. The top-level doctrine, the process for how it is carried out, and a material implementation of that process are too connected - they must be explained together and in relation to each other to be meaningful and useful.

Q: What's your stats and resolution system?
A: I'll tell you when I know :)

Q: Are you meant to do this with electronic or paper notes?
A: You actually run games?

Prepping from first principles, OR, I wrote this meandering advice post so that I could get the ideas out of my head and focus on writing a completely different post

 

General Advice

  • Own your game. Hack, modify, extend, and experiment. Almost all the published stuff is crap. Most of the blog and youtube stuff is crap too. The best system is the one you will make.
  • Time, both ingame and out of game, is the most precious resource of all. Usually, we have better things to do than spend our lives prepping games: we work on it to learn to do it better so that we can do less of it. However, if you enjoy some element of it, you can spend as long as you like; if you want to write an entire setting guide, go for it.
  • GMing should not be seen as taking your turn in the barrel. You should like doing it!
  • The GM's three game duties are: to keep track of what is true, to resolve what players do, and to communicate the current situation to the players... and doing these things should be an enjoyable social activity.
    • Your processes, material, and skills can be tested by how quickly and how enjoyably you can perform these three things. See prioritisation below.
  • Reading blogposts and watching videos on how to run games is useful but you should never spend more time reading and watching things than prepping a game, running it, and thinking about it afterwards. After the first couple sessions, no more than 10% of your system (your entire toolkit) should be new to you at any time.
    • Three overlapping processes (can be used for the same situation) is a problem, not a solution.
  • Go take a walk. It will help you think.
  • What is impressive to you probably seems that way because it seems difficult. However, forcing yourself to work in difficult and unnatural ways and use content you don't understand does not give good results. Experienced GMs pick tools that work well in their own tool ecosystem: you cannot just transplant them. You cannot satisfactorily use anything not properly integrated with the rest of your kit.
  • Simpler processes are better than complex ones. Less notes is better than more. Delete steps. Going faster usually means doing less.
  • The Quantum Ogre, the Rule of Cool, and Skill Challenges are bad tools to reach for first, and should only be used in situations where the results really don't matter.
    • They break coherence. They are disconnected from the rest of the work, robbing you of value that you should be getting from that work. They create new information (partial information) without foundation, without examining what is implied by new established fact.
    • I believe that it's fine to decide that some things should just happen, but when a player asks "why did that happen" the answer they give themselves should never be "because the GM wanted it that way" or "because the GM rolled on a chart and that's what came up"
  • There's an amazingly large amount of overlap between GMing effectively and being good at lying. Be bold and confident. 

 

The priority chart: doing less when you run games

The way that you use your system and processes, what you prepare and how; when the game is on, you must make judgements, resolve actions, and supply information, and better tools let you do this faster, by involving less steps.

Zero steps: Immediately Knowing
One step: Instant Lookup; Improvise; Lie
Two steps: Fill information (all immediately known) into memorised process, resolve
Three steps: Getting a player to give you the answer
Four steps: Look up right process, look up right information, fill it in, resolve
More: Rolling on charts, nested processes, undisguised generating new content
Failure: Searching your materials for the information that you don't know the location of; searching materials for information that may or may not even exist; doing a google search; asking chatgpt; trying to work out what the text means; trying to work out where an error happened

Special: creating things when the players know that the results will be exciting is still engaging (anticipation). Curate your random tables carefully.

Effective prep is whatever makes you able to operate higher on that chart more often.

Trying to prep everything to instant lookup (effectively, scripted content) is the obvious solution to the novice, and it only works as long as you can still navigate instantly it on the fly; the failure mode of this style is having to search it and work out what it means.
Instead, aim to adopt a toolset that lets you operate across 0-3 steps 95% of the time; material that is instantly usable for generating things as you need it is often just as good or better than the thing itself.

Do not just think about whether your processes will help you solve one step in isolation, but whether they continue to be good after an hour of using them ingame and you have a mountain of results and new information that also needs to be tracked: ongoing informational load needs to stay low.

Surprisingly, writing static material (stuff that is written for one specific sequence of events) can be effective prep, as it forces you to get more specific about the underlying facts of the material. Steal "acting is reacting" and practice how characters and factions will react to different situations.

 

 

Make a copy of this chart and empty it. Try to work out how you will achieve each of the three goals with your processes, material, and skills. This lets you identify where you have gaps in your toolkit and you can look for things that complement the parts you do have.


Processes Material Skills
Keep track of truth (especially new / evolving truth) (Goal: Simulate a world that naturally puts the players in Situations, while tracking as little player-unknown information as possible) Game-dated searchable notes. Calendars, weather flowers, random tables, moodboards. Creating efficiently both before and during the game. Keep information organised.
Resolve what players do Reusable, non-overlapping, quick, believable. Clear, concise reference information; current situation is a direct lookup to get required info. Able to perform (Situation x Process x Material => Resolution) smoothly, seamlessly, without hesitating
Communicate effectively with players (the one, two, many technique is a good one) Player-visible maps (tactical mats) Entire books have been written about this.

Paper vs Electronic Notes

 OK, for real: paper is extremely hard to beat. Paper has specific qualities: it has a higher energy cost to commit things to paper or rewri...