Showing posts with label GMing. Show all posts
Showing posts with label GMing. Show all posts

Wednesday, July 1, 2026

The Venger Satanis Method of TTRPGs and Game Mastering

"Consciousness is the phenomenon whereby the universe's very existence is made known." ~ Roger Penrose

Here it is, my narrative manifesto.  It's a revolution, y'all. 

While the narrative part is just that, part of the greater whole, it's usually the sticking point for many old-school, OSR, and traditional gamers... supposedly the VENGER CON crowd.  

Some bad GMs decided to write an awful fantasy novel and now the players are trapped in that Hell, their PCs moved around like pawns and told exactly what to do and how to do it.  No thanks!

And there are some who bristle at the idea of roleplaying games being both a game and story, where the game is about collaboratively creating the story that's lived, rather than simply watched as a spectator.  Those damn theater kids - get off my battle-maps!

After many, many rounds of argumentation on social media (lots of great tweets where I use Star Wars and The Matrix, among other things, to defend my positions), I've decided to clarify and codify my approach to the TTRPG hobby, in terms of running the game.  

While there are instruction manuals for Game Masters, the rule-books give you generalized advice and a few "best practices," but it's all fairly subjective.  This, too, is subjective.  I'm telling you what works for me based on what I want out of the game.  If you want to do something different, even the opposite, cool - go for it.  I wish you luck, hoss!

And what do I want out of the game?  That's the million-dollar question, because if you don't know what you want, how are you going to get it?  For most of us, you know it when you see it... and when you do see it, you grab hold, gaze, ponder, dissect, try to recreate, fail, try again, and somehow fashion exactly what you want.  Then, you have to be careful it doesn't get corrupted or thrown in the trash on the way to exalt the shiny new thing full of promise, hope, and novelty...

"You've had the entire universe explained to you and you're bored with it.  So now you want cheap thrills and plenty of them, and it don't matter how tawdry or vacuous they are as long as it's new, as long as it's new, as long as it flashes and fuckin' bleeps in forty fuckin' different colors." (Naked, 1993)

I want to simulate, emulate, and immerse myself in a - allow me to bold and all-cap this description so there's no subtly, no obfuscation, no hiding the ball whatsoever - PULP-FANTASY SWORD & SORCERY ADVENTURE.

The kind found in literature, TV, and movies.  Allow me to help you visualize - it's going to include plenty of action (Arnold as Conan decapitating people), skulking around temples and tombs (Indiana Jones seeking golden idols), and amusing banter (epitomized by the "jam scene" in live-action Aladdin).  Bottom line, that's what I'm looking for.  

Without further ado, let's proceed...

What am I calling this?  I can't think of a name or term that wouldn't require an in-depth explanation.  I was thinking about holistic gaming, then leaned towards esoteric; prior to this week I'd been using storygame-adjacent.  Also, people have liked narrative approach or narrative shift.  Maybe it's just the Venger Satanis method?  I don't know.  Yes, we're off to a rocky start.  Not great.  Hopefully, this is just a hiccup on the way to gold, glory, and great big... tracts of land!

Here are the following tenets of my Game Mastering philosophy according to the Venger Satanis method (sure, why not?)...


The Venger Satanis Method

"A Game Master can feel the force flow through him."

"You mean it controls your actions?"

"Partially, but it also obeys your commands." ~ Obi-wan and Luke Skywalker discussion on Game Mastering


1) Living World and Living Story - The Living World involves everything physical and mater-of-fact.  The Living Story focuses on the meaning and purpose behind what's there - emotion; how it feels.  Living Story deals with the anima mundi or soul of the world, the animating spirit that breathes life into the campaign setting.  It's like the force, "a mystical, invisible energy field created by all living things which binds the universe together." 

The TL;DR version is this - the Living World is the body; the Living Story is the soul.  Body and soul.  One without the other is like a peanut butter and jelly sandwich without either the peanut butter or jelly.


2) Narrative Structure - This is not a script, nor a railroad.  Nothing is set in stone; everything is malleable.  Surprises will inevitably happen.  However, the GM should have plot-points helping to guide the player-determined path towards something gameable that makes sense in terms of the story.  The story is happening as it's being created, moment to moment, encounter to encounter.  GMs should also be concerned with all manner of narrative tools such as pacing, Chekov's gun, the rule of 3 (including clues), call-backs, dramatic irony, comedy relief, characters talking about their emotions, spotlighting the PCs, montage, negative space (breathing room), climax, and so many things!

I wasn't sure where to include Unifying Theme because it could stand on its own, or be included in either the Living Story or Aesthetic-Keys, but since stories have themes, I'll put it here.  Vibes, basically.  What's the game about, the central idea?  If you can't say anything about the tone, atmosphere or mood, the motif, then you probably don't have a unifying theme, yet. 


3) Aesthetic-Keys - What's the genre?  What are the conventions, expectations, and tropes appropriate to that genre... the milieu-nodes?  Furthermore, pay attention to what makes this campaign setting, the one you're using, special, unlike the others.  Why Cha'alt and not World of the Last Sun or Forgotten Realms?  I like to call them aesthetic-keys.  If the GM isn't constantly pinging the world's milieu-nodes (if you don't have a specific campaign setting, these are even more important) and aesthetic-keys throughout campaign, then why bother having a campaign setting at all?

The 8 aesthetic-keys for Cha'alt are eldritch, gonzo, science-fantasy, post-apocalypse, humor, sleaze, pop-culture, and grindhouse exploitation.  Each one is like a slice of eclectic pie that makes up the whole.  If I'm neglecting a player's favorite aesthetic-key, they can nudge the GM by stimulating a Cha'alt X-Card.


4) Demonize Masculinity - I hesitated to include this one, but we're no longer in the 20th century. We were spoiled in the 70s and 80s with pop-culture entertainment.  If we keep fighting back, those days shall return!   

Men have been robbed.  In the times we're living in, you can see it plain as day.  All the stuff that was made by men for men has been feminized, softened, weakened... sharp edges sanded down, adapted for modern audiences.  Everything that's inappropriate, problematic, and way too gory, pornographic, offensive, horrific, sexist, funny, etc. has been removed until all that's left is pink, plastic mush with child-safety locks, ensuring nothing awesome ever happens at the table.  

Well, fuck all that!  Cha'alt is a middle-finger to the woke scolds who'd love to parent-teacher conference our hobby after letting a DEI committee of sensitivity readers decide how much raw masculinity we're allowed to have?  Spoiler alert - none!  Reject modernity; embrace tradition.  

Not only should we create for the male gaze, but adventures should focus on the masculine experience because this is a hobby for men (of course, women who like what we like are more than welcome to join us, assuming they aren't doing so in order to change TTRPGs from within).  If your session has more shopping than exploring, start cramming sizzling gypsies, tentacle-wrestling competitions, fighting cosmic battles for supremacy, and journeying to strange lands to conquer them!  

Celebrate your masculinity, don't shrink from it.  "There is a beast in man that should be exercised, not exorcized." ~ Anton Szandor LaVey

____________________


Well, there you have it.  4 tenets of the Venger Satanis method.  While I'm not the first to incorporate these principles into their Game Mastering, perhaps the way I put all of it together is unique.

Regardless, now they're here.  I can point to them... or, more likely, post a link to this blog post, and let people know my play-style before they try ripping it to shreds.  While I've been GMing since 1982 with the Erol Otus / Tom Moldvay "magenta box" set of Basic D&D, the full extent of my TTRPG philosophy or school of thought hadn't coalesced until 2018.

Thanks for reading, critiquing, supporting, sharing, commenting, and all that good stuff!

VS

p.s.  Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power.  Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  


Tuesday, June 17, 2025

Opportunities & Complications

 

As mentioned in my latest video, I'm trying out this new "narrative die" game mechanic in our upcoming session (Cha'alt 3.12).  

Well, it's new to me.  Apparently, this has been around for a long time and is used by several RPGs already.

Basically, you roll a d6 along with your d20.  If the d6 results in a 1, there's a complication.  If it's a 6, there's an opportunity.  And the d20 decides if you (crit) succeed or (crit) fail, as usual.

As the GM, I'll be rolling this narrative die, as well, for monsters, NPCs, and whatever else.

After this trial session, the opportunity / complication d6 - I need to come up with a catchy name for it; ironically, "narrative die" doesn't really tell any kind of a story - will become optional for whoever wants to continue the practice.  I'll probably award a bonus Divine Favor for those who keep up with it each session, to mitigate the potential downside the game mechanic yields.

In preparation, I thought it would be handy to come up with a few default suggestions for both opportunities and complications.  Obviously, these things are situational and depend on the condition, context, and present circumstances.  But in the moment, it's also nice to have a go-to narrative detail.


Opportunity

  • Some sort of feat, mighty deed, or stunt is possible.
  • An additional 6 points of damage during an attack.
  • If the attack was unsuccessful, a mere 6 points of damage is done via glancing blow or skin-deep cut.
  • You have a moment of clarity, and are able to see things for what they really are.
  • You notice your opponent is standing under a precarious stalactite. 
  • If already successful, the attack becomes a crit.
  • You get an attack of opportunity.
  • If a saving throw is required, it's rolled with Advantage for you or Disadvantage for your opponent.
  • Advantage on your next action.
  • A PC or NPC is able to provide support, help, or aid.
  • A weakness, flaw, tell, or new understanding appears.
  • "A plan comes together" - if the PCs have a plan in place, the necessary missing piece of the puzzle suddenly falls into place.
  • A resource renews or becomes available for the first time.
  • Massive hit knocks opponent unconscious.
  • If it's a weaker opponent, the attack outright kills them.
  • PC's ferocity makes one or more opponents run away.
  • You make it look easy.
  • Someone watching becomes enamored of you.
  • Your grace, skill, or ridicule unsteadies an opponent, giving them Disadvantage.
  • You happen to be at a ley-line crossroads that rejuvenate, heal, or strengthen magic.
  • Opponent's weapon, device, instrument, or whatever breaks, runs out of ammo, juice, charges, etc.
  • There's a substantial crystal within view.
  • They planned to spring a trap, but you either saw right through it or it failed.
  • The Gods smile on you once again... that Orion whore you laid with did not have space herpes.
  • Your belt is slashed and your pants fall down - red heart underwear activated!

Complication

  • Reinforcements enter the fray.
  • An ally runs away.
  • If a saving throw is required, it's rolled at a Disadvantage to you or Advantage to your opponent.
  • Your fazed by the sheer strength of their attack and get Disadvantage on your next action.
  • You drop something.
  • You have an allergic reaction to something nearby.
  • You suddenly realize this isn't your enemy's final form.
  • The enemy gets an attack of opportunity on you.
  • One of your companions pulls a "wild card" on your group.
  • Ammo, energy, fuel, juice, magic, or mojo runs out.
  • Your war-scream has lured a wandering monster into environment.
  • Just before dealing the killing-blow, your opponent uses his "one time," get out of jail free card, ring of teleportation, cloak of invisibility, or Predator camouflage armor to slip away and fight another day.
  • Your opponent is immune to that form of attack, or has learned how to counter it, or adapted in order to make such attacks ineffective.
  • Your mind plays tricks, you have a moment of confusion, or you're just getting old.
  • An environmental hazard like a Cha'alt-quake, volcanic eruption, cave-in, or poisonous gas happens.
  • Your opponent somehow knows something about you, an important detail that could lead to your undoing.
  • Your bad back, knee, hip, elbow, or fractured tibula is flaring up again.  You're gonna need to sit out for a few minutes.
  • You happen to be your opponent's favored enemy - they get Advantage when attacking you.
  • The thing you need to protect is (almost) destroyed.
  • A random NPC appears through a portal and smacks you across the face with a fish.  You're dazed for one round.
  • Your weapon, device, or whatever you're carrying vibrates, ricochets, recoils, spits, chirps, reverbs, glistens, pulses, explodes, echoes, thrums, or belches fire and it somehow negatively impacts you.
  • Whoops, that blade is poisoned... make your save or nighty-night.
  • A trap was laid for you, and now it has sprung. 
  • That three-breasted hooker has a dead-eye pimp who walks around with a thermal detonator.

____________

So, yeah... those are just some things that occurred to me as I sat down to type this blog post out.  I tried to come up with both in-combat and out-of-combat ideas.

You can use Divine Favor or say the phrase "By His loathsome tentacles" once per session to reroll or bump your d6 narrative die, respectively.  Speaking of "By His loathsome tentacle," I'll allow players to shout "Cha'alt!" instead, if they'd rather say that in order to get a +1 on a die result.

If your a Daggerheart or Genesys RPG player and get some use out of this, remember to support small-time, independent content creators.

Enjoy,

VS

p.s. Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  Want to join the Kort'thalis mailing list to stay up-to-date on what's going on in the skinematic Vengerverse?  This is it!!  Last but not least, I'm organizing a based-as-fuck RPG convention in Madison, WI this July (Sandy Petersen will be joining us as VENGER CON's Guest of Honor).  Grab your weekend badge for VENGER CON IV: Post-Modern Apocalypse!!!

Saturday, July 16, 2022

Cha'alt Character Sheets

 

While Monstark is creating something for GMs running Cha'alt, I hand-drew some character sheets for Cha'alt players... 

At the moment, the only way to download both versions is a $5 a month subscription to my SubscribeStar account.  I'll have plenty of blank character sheets available at VENGER CON.

Make your Lovecraftian entity come to life!!!

Want to see more variations on that theme?  Just let me know!

For both VENGER CON attendees and those at home wanting some eldritch, gonzo, science-fantasy, post-apocalyptic action, I'm creating a d100 table for GMs running Cha'alt.  The more ideas from the list you include in your game, the more you win!  There's no prize, it's just for fun... unless you count making reality that much more awesome.

If you can think of other virtual, remote options for those who wanted to attend but couldn't, please let me know.  Also, if you can help facilitate whatever your suggestion is, such as running one or more Cha'alt sessions yourself on Roll20 or Discord or wherever, even better!

Book 3 of the Cha'alt trilogy, Chartreuse Shadows, is being printed now and will hopefully ship next week.  In the meantime, I'm still running a ridiculously insane 50% off sale on just the original Cha'alt hardcovers.  See details here.

Ok, I've got to get back to organizing the convention since it's next weekend.  I still want to have some playtest material for the new Encounter Critical, and that won't write itself.

Have a good one, hoss!

VS

p.s. The top (orange) entity's name is Zeefyma'ath.  The bottom (yellow-green) entity shall be called Queba'a.  


Friday, August 13, 2021

3-Sentence Opener Contest

 

I'm running a tasty little contest from now until midnight of H.P. Lovecraft's birthday, August 20th.  That gives you seven days!

Ok, how do you play / win?  First, let me dribble unto thee with some unsolicited Game Mastering advice.

You don't need much to start off an RPG session.  In fact, you shouldn't have much at all.  

What you should have is a tight three-sentence opener that 1) grabs the players attention, 2) motivates the characters to get off their asses to do something, and 3) involves some kind of worldbuilding, genre emphasis, and/or foreshadowing of what's about to happen.

No easy task!

In my opinion, every GM worth his essential salts should have a few of these in his back-pocket... just in case the opportunity should arise yet inspiration falls short.


THE RULES

Comment below with one or more of your own openers (feel free to post as many as you want).  They have to be exactly three sentences, and you should be mindful of the above criteria.

Your opener does NOT have to be setting or world specific, so don't feel like you have to make yours fit Cha'alt.  However, I AM partial to the eldritch, gonzo, science-fantasy, and post-apocalypse...

I'm the only judge (but feel free to comment with your own hot-take), and the contest closes at midnight on August 20th.


THE PRIZES

First Prize will receive both gorgeous Cha'alt and Cha'alt: Fuchsia Malaise hardcovers [USA residents don't have to pay shipping.  Canadian residents must pay $30; other international residents must pay $45... or they can choose to take the 2nd place prize, instead.]

Second Prize will receive every Cha'alt PDF.

Third Prize will receive any one Kort'thalis Publishing PDF of their choosing.


THE FINE PRINT

I may compile the submitted entries into a FREE PDF sometime down the road.  Your submission grants me the right to include it, but you can also freely use your submission yourself at any point in the future.  Credit will be given if accompanied with the author's name or pseudonym.  

____

Good luck and thanks for playing!

VS

p.s. Yes, I'm still selling the aforementioned luxury hardcovers.  Ordering details can be found here.  If you haven't secured your ticket to next July's VENGER CON, do it now!


Sunday, January 11, 2015

GMing (general discussion)


Today I just want to throw out a bunch of questions and see what responses I get, letting the discussion branch out from there...


  • On average, how satisfied do you feel about your GMing?  Does that feeling or your perception change when you're at the table running (in the moment), hours after, days after, months or years after?
  • Have you ever had a (you assumed) moderately satisfied player from the past come up to you months or years later and tell you how much he appreciated your GMing or that you were a great GM compared to what he encountered later?  Ever had a player tell you how much you sucked?
  • Does grumbling, complaining, whining, etc. bother you when it comes to either house rules or a particular ruling vs. book rules (RAW)?
  • Do you ever feel that you don't receive enough credit, recognition, accolades, understanding, or appreciation for your GMing?
  • As a GM, do you feel the need to "entertain" players beyond your usual GM duties?
  • Do you think it's best to keep yourself separate or apart from the group to some degree, similar to an employer around his employees?  Or are you just "one of the guys" and completely informal and chummy with the players when you're not actually GMing?  What about when you are GMing?
  • How often do you get one or more players in your group asking if he (or she) can GM soon?  How do you feel about that?  Do you generally take it as a compliment because obviously you make it look easy and fun?  Or do you take it as an insult for encroaching upon your turf?
  • How often (if ever) do you wonder how much players are enjoying the game, each session, the campaign, and your GMing?  Do you regularly ask for feedback?  If you do, are changes ever implemented?
  • What are the three most important qualities for a GM to have?
  • Do you have a particular word, phrase, question, or statement that you frequently employ during the adventures you run?  What is it?
  • How long, generally, before you start to feel GM burnout?  

VS