Virtual Front Porch Pages

Showing posts with label Torchlight. Show all posts
Showing posts with label Torchlight. Show all posts

Tuesday, September 15, 2026

Cartography Woes

After no small amount of frustration and way more hours than I would have expected, the Torchlight campaign setting at last has a complete world map. Now we just need to find the time to play the actual campaign...

Thursday, September 10, 2026

Torchlight Ignited

This month should see the release of some cool new Blade Runner-themed Lumibricks that will enhance my growing city of Vesper. I want the city to look and feel epic in scope before we start the campaign. I'm also not in any great hurry to begin because, well, the new edition of Cypher doesn't include cyberpunk info in the core rulebooks! MCG maintains a cyberpunk campaign setting, however, so I'm hopeful we'll see cyberpunk content in the upcoming player supplement that was part of the Backerkit campaign for the second edition. That book likely won't be in our hands until early in the new year. 

In the meantime, we'll test out Cypher 2 with a return to the Torchlight setting. Nathaniel and Amy will play in person, while Matthew will participate remotely and asynchronously from his distant outpost in Indiana. Torchlight was an easy call because I already have a campaign written for it -- something I drafted back in the days of Covid but never got around to using.

Sunday, April 19, 2026

Cypher Musings

With a new edition of the Cypher System on the way this summer, I thought it would be interesting to reflect on how it's worked out in Front Porch campaigns over the past year. The first thing to note, however, is the small sample size. To date, we've done one in-person Cypher campaign (Vanguard Saga, with three players) and two email-based campaigns (another Vanguard Saga storyline and the revamped Torchlight, each with one player); compare those numbers to decades of D&D -- Druid CycleShattered Realm, and so much more. That said, I think I have enough experience with Cypher to make some general observations about the rules and how we're using them. 

The most important point is that I'm very satisfied with Cypher as the default game system for the Front Porch multiverse. It's fast and easy, very flexible across genres, and well suited for narrative games. Long-running campaigns like the Druid Cycle setting will always be D&D, but at this moment I can't really imagine starting a new campaign that didn't use Cypher. My upcoming Vesper project, for example, is going to be our test run for the new Cypher edition.

So what else have I learned about Cypher from a year's worth of gaming? Below are some observations about how the experience at our table differs from the rules as written. 
  • Back when I was just getting started with Cypher, Matt suggested a minor house rule to help ensure that ranged attacks at close range were not unequivocally superior to melee attacks. This house rule has worked out very well.
  • In our family Vanguard campaign, Nathaniel created an android speedster whose many ways to ease Speed defense rolls has made him virtually untouchable by conventional attacks. Not everyone is out there trying to break the system, of course, but Nathaniel showed that even with a system designed by the best of the best in the gaming industry, it's quite possible to build unbalanced characters. 
  • To help address the aforementioned problem, I created a house rule that enables certain low-level characters (such as troops who are part of a unit) to "gang up" on a single target more effectively. Nathaniel's android still runs circles around everyone, but at least now he has to be wary of large groups of foes taking aim at him all at once.
  • No one remembers cyphers. I know it's supposed to be a big deal in the Cypher System, and it's right there in the name of the game, but cyphers still feel like a clunky add-on and not a core part of the game mechanics. 
  • I love coming up with nasty GM Intrusions when players roll a 1 on their d20 checks, but all other GM Intrusions feel forced. When should something be an Intrusion rather than just a regular challenge for the PCs to overcome? Maybe I should think about Intrusions as "optional" encounters that players can either take on for the XP, or pay XP to avoid? Well, I guess, but that leads me to the final point...
  • Players only use XP for advancement. In Cypher, players can spend XP for rerolls, for Player Intrusions, to avoid GM Intrusions, etc., but in practice, I've found that players don't use XP for any of these things. Only once -- and quite memorably -- did a player spend XP on a Player Intrusion, and that was when an NPC's life was at stake. Similarly, I think we've only had one or two instances when a player spent XP on a reroll. I guess it's nice to have these options in your pocket, but our experience is that players hoard XP for advancement. That realization, of course, has changed how I hand out XP; when players don't use it for all these other purposes, I have to slow down the XP rate or the characters will advance too quickly.
What changes will the new edition bring? I'm eager to find out. Here's to another year of Cypher gaming!

Saturday, October 4, 2025

Torchlight 3.5

As I've probably shared in the past, the Torchlight campaign setting -- originally known by the more evocative title Woden's Gallows -- was my submission to Wizards for their big contest to create a new D&D setting. (Ultimately, the winner was Eberron. How could anyone top magic robots?!) I'll call that one Torchlight 1.0. 

A few years later, I ended up using Torchlight as the setting for a couple of early 4e campaigns, one in-person and one chat-based. This world was not a great fit for 4e, however, because of the new dragonborn and tiefling PC races introduced in the PHB for that edition. Incorporating those races and their cultures into the world resulted in Torchlight 2.0, which I felt was a pretty boring place. It had lost much of its unique Anglo-Saxon flavor. I didn't use Torchlight at all in the early days of 5e, since by that time my kids were  already playing in the Shattered Realm setting. 

In 2020, when we were all spending a lot of time by ourselves for some reason, I decided to resurrect Torchlight. I did a lot of world-building, but it was not system-specific. I scrapped all the D&D 4e nonsense and got back to the setting's roots in Anglo-Saxon poems like The Battle of Maldon, The Wanderer, and, of course, Beowulf. Now I had a great setting again -- Torchlight 3.0 -- but with no real plans to use it in a campaign, primarily because it still just didn't feel right as a D&D setting.

Enter the Cypher System. That was really the (Torch)light bulb moment in which I realized that Cypher was a far better system for this world. It quickly became the default fantasy setting in my growing Front Porch Multiverse spreadsheet that brings together all the (non-Druid Cycle and non-Shattered Realm) campaigns of my gamemastering career. Recently, I felt inspired to flesh out the world even more, adding a whole new continent and hundreds of new characters and locations. It's not a revamp of what preceded it, but there are some pretty big geographical and historical changes, so I'm calling it Torchlight 3.5. I can't wait for an opportunity to bring it to life with players!

Friday, February 7, 2025

Phase 2 -- Stat Blocks

I now have a pretty comprehensive spreadsheet compiling the names, places, factions, etc., from non-5e D&D campaigns of today and yesteryear. These campaigns include:
  • Alien 
  • Cyberwars (with all of its prequels, sequels, and spinoffs)
  • Dark Enigma
  • Doctor Who
  • Earth Commanders
  • The Ladder
  • The Other World
  • Project Descartes
  • Tales of the Ternion
  • Torchlight
  • The Vanguard Saga
Putting the spreadsheet together was the main objective of this phase of my project. However, in order to create a true multiverse where characters from various campaigns can cross over and interact with each other, the characters all need compatible game stats. The list above reflects a wide range of rules systems, from the Alien RPG (Alien) to TinyD6 (Dark Enigma) to 4e D&D (Torchlight). As I noted in a previous post, I've opted for the Cypher System as the common platform for the Front Porch multiverse. As such, my last step for Phase 2 is to assign a Cypher System level and stat block to all the characters in the spreadsheet. The core rulebook is a huge help, but I also picked up a copy of the Cypher System Bestiary, which looks like it will give me enough examples to balance characters from such wildly different genres.

Monday, July 26, 2021

Druid Cycle Matrix

For years -- see this blog post from almost exactly seven years ago! -- I've wanted to create a spreadsheet to track all of my Druid Cycle campaign information, such as the names of people, places, etc. The sheer scope of the project put me off, despite having created similar spreadsheets for my Shattered Realm and Torchlight settings. The truth is that Druid Cycle is bigger than everything else put together, with threads that go as far back as 1991. That's thirty years ago, people!

I've been chipping away at a Druid Cycle spreadsheet for a while, and now I'm pleased to report that I've completed a first draft. As of this writing, there are 742 named characters, 67 groups, and 342 unique locations. What's next? Lots of review, for one thing. The stat blocks are a major issue for this review. Every non-immortal NPC in the character list, no matter how minor, is tied to a stat block from the Monster Manual or another D&D reference book from the current edition of the game. If he's got a name, he's got a stat block. However, I'm not entirely confident that the characters are "ranked" properly. The flat math of Fifth Edition really compresses the power curve between the least- and most-powerful characters (especially compared to the previous-edition-that-shall-not-be-named), but I still need to be able to show meaningful distinctions between the abilities of characters. I'll also need to deal with the game's most prominent characters, for whom generic stat blocks just don't work. I'll probably create full-fledged character sheets for the likes of Cyfrinach and Iskander, but that's a project for another day.

Friday, August 4, 2017

Our Visit to Eberron

Whether as a player or as a DM, I've never participated in an adventure set in Eberron. I must admit a somewhat fraught relationship with that campaign setting. Maybe it's the magic robots, or the fact that the main continent of Khorvaire makes me think of an old-time Chevy, but it's probably the history of the setting itself.

Eberron was created as the result of a contest held back in 2002, when thousands of gamers submitted ideas for the next great D&D campaign setting. Naturally, I jumped on that opportunity as well. The Shattered Realm setting was in its infancy, and the Druid Cycle world seemed too hard to distill into a one-page overview sheet, so I opted to submit the setting now called Torchlight, which in those days was known as Woden's Gallows. For those who haven't seen it, Torchlight is a low-magic, dark fantasy world based on the literature and mythology of Anglo-Saxon England (the focus of my graduate studies). I still can't believe I (and so many others) lost to a setting whose primary "hook" was magic robots, but...whatever.

Anyway, as the boys are crazy for D&D these days, I've cracked open a free Eberron adventure that I picked up years ago. I'm ignoring all the stuff about Dragonmarked houses and whatnot, and pretty much running it as if it's in a generic D&D setting. Even so, the boys want to take a ride on Eberron's infamous magic train, but I told them it doesn't have any stops in the Shadow Marches...

Monday, June 13, 2016

Local History

Our Druid Cycle storylines these days tend to have a strong historical component -- connections to the actual adventures played out over the 23 years that this game world has existed, as well as connections to the world's fictional history that stretches back for centuries more. In fact, when I design new D&D adventures, I'm always looking for ways to tie them into both "real" and "fictional" campaign history. (The same goes for other Front Porch multiverse campaign settings, such as Torchlight and Shattered Realm.)

There's already a lot of material from which to draw, but that hasn't stopped me from trying to generate even more. My new policy for world-building is that each community on the map needs to have at least one historical figure (in the form of a named NPC) associated with it -- the founder of the town, a legendary hero or villain from the past, or whatever. I'm not quite there yet with a historical connection for every community in every campaign setting, but I'm well on my way, and I'm seeing a lot of cool opportunities for future adventures. So the next time your characters are passing through Such-and-Such town, be sure to stop and study that crumbling old statue of Sir So-and-So!

Wednesday, January 14, 2015

NPC Census

Lately I've been working on expanding the Shattered Realm setting, adding new NPCs and whatnot. This time around, I'm keeping track of everything in a spreadsheet rather than a simple text file. A spreadsheet allows me to sort and filter quickly, and because each row corresponds to a single entry, I always know how many NPCs (or locations or organizations, depending on the tab) exist in the game world. So far, Shattered Realm is up to 165 named characters, which is roughly 50 more than in the Torchlight setting. Not surprisingly, the largest number of NPCs in the Front Porch multiverse can be found in the Druid Cycle setting, where I estimate about 650 unique NPCs. Damn. That is a lot of NPCs!

Thursday, August 14, 2014

Blast From the Past: Reavers of Harkenwold

Today is our final Blast From the Past post on the great adventures of yesteryear, and we've reached the problematic, polarizing Fourth Edition era. I spent most of this period DMing Druid Cycle and Torchlight adventures, but I did run a couple of published modules, including the first D&D Encounters adventure and the surprisingly fun Revenge of the Giants, which I adapted for the Druid Cycle setting. Overall, I found the Fourth Edition adventure modules to be far too formulaic and linear -- a mind-numbing slog through overly long combat encounters.


Reavers of Harkenwold (2010) stands in stark contrast to the rest. Included in The Dungeon Master's Kit -- the DM-focused product that was part of the short-lived Essentials line -- this brief adventure (contained in two thin booklets) is refreshingly open-ended. The characters' choices drive the plot, which focuses on their involvement in a revolt against the cruel marauders who have taken over a peaceful little province. I haven't participated in this adventure either as a player or as a DM, but I'd have to say that it ranks first on my list of adventures I'd love to run.

Monday, August 11, 2014

Online Action?

The email-based Druid Cycle games have been pretty slow lately, as a lot of folks have been busy with other stuff. Any interest in switching gears and doing a bit of online real-time gaming for a while? The last time we had a big real-time campaign was Torchlight back in the 2009-2010 timeframe. Perhaps we could try out 5e. We could do a mini-campaign and run through The Lost Mine of Phandelver, or even a shorter two- or three-session adventure. Let me know!

Tuesday, July 22, 2014

Spreadsheet Action

As a kind of "proof concept," I recently transferred my notes about the Shattered Realm campaign setting from a word processor document into a spreadsheet. With a spreadsheet, I can sort and filter the entries so that, for example, I can quickly compare the number of elves and dwarves in the world (we try to ensure racial diversity here at the Front Porch), or list all the members of a specific organization, or whatever. Thus far, the Shattered Realm setting has 101 named characters, 10 organizations, 46 named locations, and 20 items of "culture" (a catch-all term for artifacts, important texts, famous historical events, etc.). I think this setting has surpassed the Torchlight world in terms of the sheer amount of named stuff, but it's still an order of magnitude less (I'm not exaggerating) than the Druid Cycle world. It would be extremely handy to get my Druid Cycle notes into a spreadsheet, but that's rather too large a project to tackle at the moment!

Friday, November 1, 2013

Home Stretch

It's the first of November, so we're heading into the home stretch of our twenty-fifth year of the Front Porch and twentieth of the Druid Cycle campaign world. Time for a quick recap of the year so far.

Our first big event was "When Last We Left Our Intrepid Heroes," a short story that spawned the Front Porch "multiverse" -- a formalized structure linking virtually all of our previous campaigns into a single but multi-layered narrative environment. With input from a dozen players on the characters and campaigns (including those run by Scott, Timothy, Matt, and Chris) of a quarter-century of tabletop and online gaming (special shout-out to Timothy for the treasure trove of early documents he sent me), this multiverse is not just a pleasant stroll down memory lane, but a springboard for future storytelling. As a direct result of "When Last We Left," I now have fully fleshed-out settings for mid-twentieth century Earth, twenty-first century Earth (with or without superheroes), and post-apocalyptic Earth (with or without crazy powered-up mutants), along with all-new settings like the Old West and the far future. Add these to fantasy settings like The Druid Cycle, Torchlight, and Shattered Realm, and we've got a lot of toys to play with.

Much of the rest of the year has focused on The Druid Cycle and the war against the immortal trickster Ekhis. Several epic-tier characters, heroes and villains alike, perished in the climactic battle (thanks to Jason for agreeing to sacrifice Sir Roberts!), and the fallout from the heroes' Pyrrhic victory (a term derived from the name "Pyrrhus," but not the same Pyrrhus as the namesake of our own beloved rogue who died in this battle. But I digress...), has perhaps been even more interesting than the battle itself. That wasn't the only highlight. We also resurrected (literally) some long-lost characters from an earlier Druid Cycle storyline (featuring Tim B, Chris, Kevin, and Tim W) and integrated their new adventures into the Ekhis plot. Scott (Hachulors) and Timothy (Scyld) brought back characters from the '90s, and Kevin earned a well deserved promotion for his hero Senchan, who may be the most highly respected man on the continent of First Home.

Where is this all headed? In the next post, I'll give you a glimpse of some plans for the rest of our dual-anniversary year.

Wednesday, May 22, 2013

Nomenclature

When I design a new game setting, I like it to have a reasonably consistent nomenclature.* I may well be the only one of us who cares about stuff like this, and that's fine, but I'm just not satisfied with a setting that I've created unless I make sure there's internal consistency in how people and places are named. (In fact, probably 90% of the retconning I've done over the years, in The Druid Cycle in particular, has been to "fix" names that didn't quite work.)

Most often my game setting nomenclature takes the form of proper nouns derived from everyday words in other languages. The names in Torchlight, for instance, are entirely from Anglo-Saxon (Old English). The Druid Cycle is a mix of language traditions: Ancient Greek and Latin (Troya Nova), Welsh and Irish (Teyrnas and Annuvin), medieval Italian and German (Southern Principalities), ancient Egyptian (Tadjeser), etc.

The upcoming Shattered Realm revamp will be based on obscure or antiquated English words. Again, because this is a shared world intended for multiple gamemasters, I don't want to burden everyone with a bunch of weird names that they may not want to use. The archaic words I've chosen have a nice fantastical ring to them, but they're generic enough to remain in keeping with my design goals for the campaign setting. I don't want to reveal too much at the moment, but I can say that one of the major NPC heroes is named Caitiff, after one of my all-time favorite English words of yesteryear. Look it up!


* - Dagnabbit! "Nomenclature" is a word with a very specific and idiosyncratic meaning in Front Porch lore, and yet I somehow failed to include it in "When Last We Left Our Intrepid Heroes," which is filled with many such tidbits to amuse long-time Porch players. I apologize, especially to Scott, for this egregious omission!

Tuesday, April 9, 2013

Ymbstocc

Many of you know that prior to my current career in the corporate world, I was a scholar of Anglo-Saxon (Old English) language and literature. In all the years I studied Anglo-Saxon, however, not once did I come across the word ymbstocc. It means "a stump containing a swarm of bees." Fellow Porch player Matt discovered this delightful word a couple of years ago while he was searching for possible names for his Torchlight character. Matt mentioned the word to me, and in due course Ymbstocc became a minor NPC in the Torchlight world, but he never really got his moment to shine. Well, today I had reason to create a surly dwarf D&D character, so of course I named him Ymbstocc. What better name for a surly dwarf than a word meaning a stump full of bees?

Tuesday, February 19, 2013

When Last We Left...

After a lengthy and exhausting business trip, I'm now back in action and continuing work on the multiverse project that will either be the prelude to the Harbingers campaign or simply an amusing tale to celebrate twenty-five years of Porch games. The title of the story is "When Last We Left Our Intrepid Heroes," and I've divided it up into seven sections, with each section corresponding to a set of campaigns from our long history.

  • Prologue: The Cyberwars / Ragnarok family of campaigns.
  • Chapter 1: The Torchlight campaign setting.
  • Chapter 2: The Druid Cycle campaign setting.
  • Chapter 3: Shattered Realm and all the other fantasy campaigns from over the years.
  • Chapter 4: 1930s and World War II campaigns.
  • Chapter 5: The Other World, Earth Commanders, and the other modern-era campaigns, taking place in the Tales of the Ternion setting of Demeter.
  • Epilogue: A return to the Cyberwars Ragnarok campaigns.

So that's the basic outline. If you've played in a Front Porch campaign, you're very likely to see your character(s) mentioned in the story, or even show up in person! I've used Timothy's archives, as well as my own resources, to piece together as much of our history as possible. The finished product is still a couple of weeks away, but I'm excited about how it's coming along!