I've made another adventure!
You can order a physical copy and PDF from Cairn Press
HERE Or you can get a PDF from my itch
HERE Fellow Australians (and others) may notice the shipping is pretty steep at the moment. I believe other distribution options are on the way. I'll update this blog as they become available.
So what's it about?
In
The Theatre of Bones players explore an underground/underworld theatre full of skeletons.
The skeletons are there to see the show (or perform in it) and the party are there to find a lost adventurer, or end a curse, or possibly stop the Skeleton Queen's un-ssassination.
If a design process is the kind of the thing that interests you and you're not planning on being a player in this adventure anytime soon, I unpack a bit of how I went about making it below.
SPOILERS AHEAD!
How I went about making this dungeon:
This started as an attempt to make a quick dungeon for an itch jam. I can't find the original jam page because I left it when it became apparent that this project was ballooning outwards and wouldn't be anywhere near done in time. For a title I rolled on a dungeon name generator I made years ago and got, "The Hidden Theatre of Bones".
As the focus of the original jam was DIY art, I was focused on sketching out the dungeon first. So I googled some cross sections of The Globe theatre and began trying to map it out.
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| Developmental sketch based on Shakespeare's Globe Theatre |
I often let my drawing lead the design process: rooms come into being because that's where there's space for a room, a squiggle suggests a detail or a monster and so I resolve it into one etc. Eventually I turn things sideways, at which point I know I've committed to a double page spread and some kind of zine similar to my last project.
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Work in progress - rooms and details are becoming more distinct At the same time as building the map I was busy populating it with NPC's and different threads. I find it can be fruitful to merge two broad themes and then riff on those in combination. In this case I had Elizabethan theatre meets the undead. I find it easier to work with stuff when it's visual so I a built a relationship map in parallel with the dungeon map:  | | NPC relationship map |
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I thought of including a polished version of this relationship map in the adventure, but it was competing for space with a
Dramatis Personae (which felt more on theme). In the end I opted for deeper written descriptions of characters, to paint a slightly fuller picture of them, over a tool to clarify the interconnections between characters.
It was around this time that the,
We Read The Bloggies, project was happening and
Sean Mcoy's blog post about writing rooms in pairs (with related content in them), had me revisiting both my Dungeon map and my NPC map to ensure the characters and places were nicely enmeshed. I love dungeon ecology - thinking of this imaginary space as a living, moving thing. To that end, in addition to having rooms relate to other rooms, I like to ensure everything on the encounter table connects to a place, person or quest thread in the dungeon. The hope is that these encounters push, pull and point players towards undiscovered elements of the adventure.
Things start taking shape
As I work through the details and run play tests, I continue drawing the map. Each time a group goes through the theatre I make adjustments to iron out issues and hopefully make engaging with the dungeon easier (for players not PC's). I'm working digitally so it's relatively easy to swap ideas in and out. By the end I have a map that looks like this:
Changes that emerged through play testing were:
- A prologue section so that PC's could gather info on what they were walking into. Being confronted by a 9ft demon straight away really intimidated my first group.
- A second tunnel from the starting area down to the underground forest. I like that area and it has some fun tools to help the party explore. However it was getting missed, because of the interactive elements in front of it. I didn't want to force parties to interact with it but I did want it to be a little easier to end up there.
- A secret passage to The Play of The Dead. I felt the dungeon needed a big treasure and also more out of the way places to create some space and reward exploration.
- Making the Queen and her consort harder to reach by making a royal box with guards at the stairs (seems obvious but sometimes you ignore the obvious stuff at first).
- Making the Crones kinda friendly: There's so much stuff to 'repel' the players in the dungeon (demonic bouncers, locked doors, cagey conspirators). I needed something that said 'come here' rather than 'go away'. The witches could fill that role by being on the look out for outsiders to help prevent Lacrimosa's un-ssassination and then their entry on the encounter table (a floating. eyeball) could point the party in helpful directions (like the fairy in Zelda games).
Getting help
I had a lot of help as I fleshed out the Theatre and its occupants. Each of my playtesters had great advice to offer and other friends and family helped me weed out typos and asked important questions.
Eventually I had a PDF I was ready to show someone beyond my immediate circle of friends.
Yochai Gal had expressed an interest in seeing what I was working on and we got talking about the possibility of publishing through Cairn Press.
I want to say here that it's really great that Yochai is out there doing what he's doing. He seems to have a LOT of drive and energy to create momentum for Cairn and a commitment to supporting independent artists and adventure writers as part of that. There seems to be a vibe in the NSR/Cairn ecosystem of open minded collaboration and a lack of insularity and gate-keeping and that's a very good thing.
After chatting with Yochai, I made some changes in line with his input.
- I changed the title, dropping the 'Hidden'
- I reworked the 'Break The Curse' hook so it better foreshadowed the Witches.
- I reworked the prologue a bit to make the path into the dungeon less linear. The upshot of this was that I got to add a giant mud skipper eating a zombie.
Through Cairn Press I also worked with Yossi Krausz as a copy editor who helped polish the wording and the final details. It was invaluable having Yossi poke at my phrasing to ensure that the adventure was as clear as it could be.
Oh I almost forgot!
The biggest change I made after talking with Yochai was that I shifted the whole project from Canva to Affinity. The end result is better for it but this was a minor nightmare, with missing fonts and eldritch kerning issues that drove me up the wall. If you don't know what kerning is, don't worry, neither did I (but now I wake up screaming it at 3am). The biggest issue in the switch was that, across all 40 pages of the document, each line of text was split into individual text boxes. I had to go through and cut and paste them all back together one at a time. I'm sure there's some professional affinity users out there thinking 'that's easy to fix'. Well, where were you when I needed you?
I don't share this to complain. More to point out that, in my experience, any creative project puts you on a collision course with your own limitations. That the path between a vision and its execution runs through a thorny morass of incompetence before reaching a more solid footing on the other side. Thankfully I seem to be able to get excited enough by an idea to charge off naively each time thinking I'm equipped before finding out I'm not and having to do the learning as I go. The OSR adventure writing sphere can be intimidating, populated as it is with professional designers, illustrators, and writers but I think it is mostly built on an ethic of hacking away in the weeds rather than gliding above them.
What's next?
Now that The Theatre of Bones is out there I'm turning back to a larger dungeon idea I've been tinkering with. I want to make something that's a little more classically dungeon crawly, with mastery of the environment being the key to surviving and progressing. I hope it will have more of the 'empty rooms and poking things' feel of classic dungeons. My last two modules have been full of NPC's and highly interactive on that front. I'd like this one to feel more spacious and focused on exploration.
I'd also like to try and develop a small, ticking clock, tournament style offering partially inspired by Pokemon.
I'll post about those when they become a thing.