Wednesday, May 13, 2026

Legends of Alba: A 5E Player's Guide

A couple of months ago I wrote about Custom Backgrounds, what a difference they can make to 5E games, and what they might look like for the Legends of Alba setting.

I've since written Legends of Alba: A 5E Player's Guide for use in my home games. I'm pleased with how this has turned out and very grateful to my players for their engagement and encouragement.

Having run two separate groups through this guide, one for a campaign, one for a one-shot, it's made a huge difference to the feeling of the game. The Characters that have emerged are Legends of Alba Characters, and have hit the ground running. This is Mythic 5E!

I've not much more to say that's not in the guide so I'll keep this one short.

Till next time!

Thursday, April 23, 2026

Player Character Progression

I've been thinking about how to handle Player Character progression in Legends of Alba. My initial inclination had been to pretty much ignore it. This stance mostly came from my personal preference (as a player or a GM) for low-level play. A group of Player Characters are equal to the challenge of, say, half a dozen bandits. If those bandits are backed up by a heavy hitter, an ogre or a ferocious beast, the PCs are going to have to get creative. Facing a dragon head on is certain death, but defeating one is definitely possible: You'll need to make the most of what's on your character sheet but you also need a plan.

I desperately want to avoid what I've seen in plenty of 5E games where PCs get up to Level 10+ and it's  as though each Character is lugging around a heavy chest full of highly situational, minor, or otherwise forgettable 'ride-along' abilities. The game feels heavy, and everything takes ages. It actually breaks the core loop of the game in which the GM describes the situation, the players describe their Characters' actions, then the GM narrates the result. I've been in the situation as a player myself where, between the first 2 steps, when the GM throws it over to the players "What Do You Do?", I'm looking down in panic at this Character sheet crammed with abilities and bonusses and asterixis and page references thinking "What can I do?". I've stepped out of the fiction of the game. For Legends of Alba, I want to stay in the fiction as much as possible.

So why am I thinking about progression? I've had a chance to play a few different systems over the last year: Mork Borg (through Cy-borg); Into The Odd (through Mythic Bastionland); and Break!!. All three of them take a different approach to progression:

Mork Borg, as you'd expect, is super minimal. The rules for progression take up less than half an A5 page! There's actually a decent chance your Character gets worse when you level up, because of course there is. It's Mork Borg! Are you actually expecting your Character to live long enough to level up?!

Into The Odd doesn't really have progression, but Mythic Bastionland sorta does. Knights have Glory, which is more a reflection of their standing in the world than a mechanical benefit. I quite like Glory (keeping it in the fiction). They might get more Guard through scars. They also age, which usually sees young Knights improve as they reach maturity but with their Virtues failing as they cross into old age. I liked what this brought to the story of our game and its very fitting for a game about Knights in which part of being a Knight is considering your legacy.

Break!! has progression through the Callings, which are that game's take on classes. They go as far as Level 10, and although each Calling uses a different advancement table, they all get something each Level. Usually it's an Attribute increase or select an Ability from their Calling. 

So it's been interesting trying these out, seeing how they went down around the table and catching up with my players during and after games about it. I think most players in my group would look for some progression if they were playing a system for anything more than a couple of sessions. I know as well that players definitely notice the shift of how light a Mork Borg Character is to a 5E one. Hardly surprising - these are totally different games. These games that have lighter Characters don't expect you to be with a Character for long, so it's no problem if they feel a bit thin or one-dimensional and if a player is not writing pages of background lore for their Character between sessions. But it's made me think about what sort of experience is Legends of Alba closer to, and it's closer to 5E than I thought. I want players to invest in their Character, use them an an anchor to the setting, and go on a weird long mythic journey with them. 

So I'm starting to think more along the lines of something like Break!! (also looking to Shadowdark though I've not played that one yet!) for progression in Legends of Alba. 10 levels is plenty, and alternating level up rewards between getting a new ability and 'number go up' feels like a good starting point. So I've been messing around with a few ideas in that vein, and will post them here if I get them into a decent shape!

-Till next time.

Thursday, April 9, 2026

Armour in Alba

 Talking about Armour today!

Along with Weapons, which I made some changes to the rules for recently, Armour is part of a Character's wargear. Wargear isn't a formal term in the game (maybe it should be!) but if I'm playing an RPG in which my Character is expected to do some fighting, I want to know what they fight with, and how they protect themselves.

As with Weapons though, the Iron Age (-ish) setting has an impact on how I want to handle this. While Armour is a thing - an important thing - in Legends of Alba, your Character is not a Knight in full plate. A fully armoured Character in Alba might wear a helm, chainmail shirt and carry a shield, but probably only starts out with one of these. So I want Armour to be itemised, and to have a cap on how much a Character can equip. Three slots seems reasonable: You can wear a helmet on your head; you can protect your body with mail or padding; you can carry a shield.

In Other Games

So what does armour do? I've been thinking about examples from different games, e.g.

In 5E games, Armour makes you harder for your enemy to hit. Or rather, to land a telling blow. AC incorporates both Dexterity and Armour to account for a fast Character dodging the blow; or a heavily armoured Character being hit but protected by their armour. I like this system but it requires enemies to be rolling against the Characters, which is not a thing in Legends of Alba.

In Into The Odd style games, and Mork Borg, Armour reduces incoming damage. This makes sense but having played with this mechanic I don't really like it. It never feels good to be subtracting from a number you roll and it makes a low damage roll - already a disappointment - even worse. Both of these systems have quite brisk combat compared to 5E but the impact that armour can have on bogging it down is actually one of the reasons I haven't used either of those games as the basis for Legends of Alba.

In 24xx games, any equipment can be Armour. If your Character would take damage, you can always describe how something in your inventory is broken or lost to avoid the damage completely. I like how straightforward this is. My only issue with it is the implicit survivability of Characters with deep pockets. The rule of common sense is an important part of 24xx games but personally I'd want to be a bit more specific about this.

Looking outside of RPGs, wargames often allow for an Armour Save. If your Warhammer 40K Space Marine has Power Armour, he avoids damage on a roll of 3 or more on a D6. It might just be familiarity but I do like this and have thought pretty seriously about just doing this for Armour in Legends of Alba (e.g. Characters have a base 6+ Save, that improves by one for each item of Armour they wear). But I don't like the introduction of this extra step to combat with the Armour Save. It also introduces of a completely new concept of 'saves' more generally: If a Character gets an Armour Save, can they get other types of Saves? I'm trying to keep this rules light, so no thank you.

In Legends of Alba

Here's the current rules for Armour in Legends of Alba:

Armour

Protects Characters from Wounds. When a Character suffers a Wound, they may instead break an Armour [A] item they have equipped and ignore the Wound.

Broken Armour must be repaired to be used again.

So of the options mentioned above it's mostly a constrained version of the 24xx approach. 

How much of a drag is it to have your equipment break? It's easy enough to repair equipment at a Settlement but you'd be without it till you reach one. That could lead to some interesting decisions, or just be annoying. Something to focus on with playtesting.

Why are we breaking armour at all? Well, this piece of equipment has taken a blow that otherwise might have killed you. How likely is it to be in a decent state after that? When I was a teenager I once cycled out in front of car and went head first into the windshield. Luckily I was wearing my helmet, so I was fine. My helmet was not. I certainly wouldn't have wanted to rely on it to protect my skull from a second impact. So it seems more of a stretch of the imagination that your armour is completely fine after a battle, than completely trashed and in need of repair or replacement. 

Other Ideas

A slightly more forgiving version of this would that instead of breaking your Armour to avoid the damage, you 'Check' it but putting an 'X' next to it on your Character Sheet. You can't use Checked Armour. When the fighting stops, you check your gear: Roll a dice for each Checked item. The roll could be based on the item's quality or a flat value, but on a Success you'd refresh the item by removing the 'X' from it on your Character Sheet. A Failure would indicate that, on inspection, you find the item too badly damaged to rely on. It's now Broken, as above. I don't mind this, but as with the Armour Save discussed above it's an extra step, so it's going to have to fight for its place.

A slightly different direction to go with Armour is to lean into how it almost functions like HP (protecting you from life-threatening damage) and have each item of Armour contribute +1 to a stat e.g. Defence (or Guard?). Whenever you'd suffer a Wound, you subtract from this value. If you're at 0 Defence and suffer a Wound, that's it, you suffer the full effect of the Wound. Your Defence would recover either after the battle, or as part of making camp (as you rest and repair your gear). 

I quite like the abstraction of 'Defence'. Your Character has some protection from harm, but this will get worn down the more they rely on it and, the longer a fight goes on, the more chance there is they'll be seriously hurt. It adds an extra stat, yes, but there's no rules or procedural overhead. This actually provides some scope for cutting rules because with Defence I could maybe be do away with the different types of Wound (Minor, Major, Mortal) and just have them all be bad?

The idea of 'Defence' stat also allows for things other than armour to protect your Character. For instance a Hunter's Sharp Reflexes might contribute +1 to this value, or a Druid might be able to conjure a Spirit Ward to achieve the same effect.

Hmm this is definitely one to think about!

-Till next time!

Thursday, March 26, 2026

The Clans of Alba

The word clan carries a lot of unwelcome baggage. Historically, in Scotland, it's a better metric for dividing people than uniting them. Nowadays they're a cultural relic, with as much fiction remembered as fact, if anything is remembered at all. So I want to talk about what I'm talking about when I talk about Clans in Legends of Alba.

This is All Made Up

Before I ever started working on Legends of Alba, I was on a sustained deep dive into Scottish folklore, trying to get to the roots that surely lay beneath the Christianised tales that made it into the books. After a year or so I started to realise that this is an almost impossible task. Or at least, it's certainly one that sits more appropriately in the realm of academia than the kind of armchair archaeology I'm up to here. So I put this fixation on finding "The Source" to one side and tried instead to pull what I liked from I'd learned and write about that. 

For the folklore side of it, the actual "Legends" of the Legends of Alba, this has already provided many hours of fun, suspenseful and silly gameplay in my games. For that alone it's already been a huge success.

So I've stayed with this approach, doing enough research to get inspiration, then using that as a jumping off point, when it came to the Clans. So this is not by any means how I think it actually was. This is all fiction inspired by how I imagine it could have been.

Bound by Oath, Not by Blood

This is probably the most important thing - so important I put it second in the list. Clans are not families, they are communities. They exist because Alba is a harsh and dangerous place to live and folk survive more successfully if they work together. And folk work together more effectively if they share common values. These are the virtues that bind the members of a clan together. Concepts like honesty, justice, generosity, courage, wisdom, integrity: Ideals that facilitate community. Each Clan holds one of these as sacred, and this forms the basis of the oath that new members swear to join the Clan. 

Birth does not guarantee a place in a Clan, commitment must be demonstrated and the place must be earned. If a person is born into a Clan whose ideology does not match their own, that's a strong motivation to set out on their own and find their people, with no ill will on either side. So if the Clans are any sort of family, they're found family.


Chiefs Are Not Born

Each Clan is ruled by a Chief. The process of appointing a Chief varies from Clan to Clan but just as above, where being born into a Clan does not guarantee your position therein, being born to a Chief does not give you right to rule.

Chiefs Do Not Rule Alone

While the Chief has final say on all matters of Clan business, there's a common wisdom that a Chief is only as good as the Council they keep. Amongst the Chief's advisors might be found:

Clan Nobility (with titles varying between Kingdoms), living and working among the folk of the Clan, ensuring the Chief stays well in touch with their needs, and that the folk in turn feel safe, heard and valued.

The Archdruid, leading the Clan's Druidic Circle, providing spiritual guidance, acting as a conduit between the folk and the land on which they live, and upholding the unwritten Law of The Land.

The Storyteller, responsible for promoting the bardic arts, by which the Clan's deeds are immortalised for future generations. They speak with authority on Clan history, as well their standing and relations with other Clans. 

The Storemaster, linking hunters, farmers, miners, loggers and anyone else who brings resources into the Clan. They ensure that there's always enough to go round, and enough put away to see folk through the hard Winters.

The Warlord, leading The Chief's warband in battle. In peaceful times they are devoted to improving the stronghold's defences, training warriors, and co-ordinating scouting missions to stay one step ahead of approaching threats. 

The Clans Are Just Folk

Well, if everybody holds the same values and agrees on everything, and there's no nepotism, and the Chiefs always keep and listen to good council, then this must be a utopian society where nothing bad ever happens, right? Wrong! Everybody in the Clan, whatever their role, is a person. Everybody is capable of greatness, of upholding and exemplifying the virtues of their people. By the same token, everybody is also susceptible to ambition, corruption, cowardice, hubris, or any of the many vices that make life messy, that make a story interesting, and that make the Clans of Alba an essential part of the game. Against the surreal backdrop of The Otherworld and The Legends, it's the mundane dramas between people make the thing feel real.

At least, that's the hope.

-Till next time!

Thursday, March 12, 2026

Custom Backgrounds

We're at an exciting time in my local gaming group, talking about starting a new campaign! There's a few options on the table, one of them being to run something in the Legends of Alba setting again. The rules I've been writing for the setting could do with some (a lot?) of playtesting before diving into a long-term game with people, so we'd be looking to run it in 5E again.

As a player in 5E games, I've been impressed by how big an impact Custom Backgrounds can make on getting into the mindset for a setting. So I've been thinking about writing some Custom Backgrounds for Legends of Alba!

...And immediately ran into trouble, haha. In 5E the backgrounds usually represent a profession, what your Character did for a living before becoming an adventurer. This is relevant in LoA, but so is a Character's Homeland and Clan. And then I start thinking about Species and how they fit into it all, and it'd probably be a good idea to review the Equipment list and make sure players don't end up with tools that would either not exist or serve no purpose in an Iron Age setting, and suddenly the task of writing some fun and evocative Custom Backgrounds has become completely lost in the weeds of noodling with the Character Creation system for 5E. Time to simplify things.

What's in a Background? 
Here's what you get from a background as per the 5.2.1 SRD :
  • An Ability Score boost (either +2/+1 or +1/+1/+1) and a choice of 3 Abilities to spend them on
  • An Origin Feat
  • 2 Skill Proficiencies
  • 1 Tool Proficiency
  • Equipment
I'm trying to cram a Homeland, Profession and Clan into there.
Let's take Clan out of the mix - the benefits of being in a Clan are mostly non-mechanical. I could offer Heroic Inspiration for players going out of their way to honour the Oath of their Clan. OR have it replace Alignment...

So that leaves Homeland and Profession. Can we split a background between those?

Homeland
  • Ability Score boost
  • Origin Feat
Profession
  • 2 Skill Proficiencies
  • 1 Tool Proficiency
  • Equipment
That maps pretty neatly IMO! I'm slightly concerned that I've taken an aspect of the 5E Character Creation system, already one of the most granular and fussy ones out there, and subdivided it further. But there's an intention to this. It is really important for Characters in Legends of Alba to start the game with a tie to the land itself. Alba makes it's mark on Characters, just by living there, and having that on the Character sheet will help convey that connection to players. Similarly the Professions are not just providing Characters with tools for adventuring. The Clans of Alba are each a community, and if Characters are to get anything from those communities, they need to bring something to the table. Some downtime helping out the local smith, or foraging in the nearby woods, or sharing stories round a hearth fire is more valuable to most communities than gold, and such acts will be rewarded in kind.

So that's it, problem solved. Now I just need to write these backgrounds!

-Till Next Time!


Thursday, February 26, 2026

I can forge weapons for you...

Brightsmiths

Smiths who learned their trade in The Otherworld can imbue mortal weapons with power. Bring them a Smithing Stone and they'll do it for the love of the craft.

Smithing Stones

Found in The Barrowdeeps, the power of these stones can enhance mortal weaponry. Seek a Brightsmith to fortify a weapon with a Smithing Stone.

Example Stones and their effects on a fortified weapon:
  • Hardstone: Add MIG to Attack Bonus
  • Sharpstone: Add AGI to Attack Bonus
  • Clearstone: Add AWA to Attack Bonus
  • Spiritstone: Add CHA to Attack Bonus
  • Flamestone: On causing a Wound, all nearby enemies suffer a Wound as well.
  • Brightstone: On causing a Wound, also blinds enemies who saw it for one Round.
  • Coldstone: The attacked enemy can’t move for one Round.
  • Venomstone: On causing a Wound, the target suffers an additional Wound next Round.
  • Lightningstone: On causing a Wound, make a Ranged Attack against an enemy you can see.
  • Thunderstone: On causing a Wound, enemies next to you are flung in a direction you choose. 
  • Bloodstone: Attack with help, then take one fatigue.
  • Thornstone: Attack an enemy, gain +1 to Attack Bonus vs the same enemy next Round (stacks).
  • Moonstone: Weapon gains the Ranged [R] property.
  • Shadowstone: Wounds cannot be avoided using Armour.

Thursday, February 19, 2026

Black Sands

 

One of my intentions for this year has been to get back into a writing habit. How's that been going? Mixed. I've been doing some writing. I've developed a bad habit of justifying RPG related stuff as writing. Although, in fairness to myself, it kind of is. I've read so many more RPGs than I've played, and I don't read anything I don't enjoy. So good writing belongs in RPGs. But let's not get ahead of ourselves, we're not aiming for good. We're just aiming for writing, whatever writing is. So I wanted to bite the bullet with this post. Sit down, write something, post it. So here it is.

-Till next time!

Black Sands

You wake upon a dark shore.

Pale fires light the sky.

The lake is flat calm

The surface swirls iridescent.


A tuneless song hums from

A tiny tent, wax canvas

A fishing rod rests on

A bone tripod


The angler asks

What brought you here

You think


but 


can’t 


remember.


They laugh as they tell you

That the palace lies over the hills

Beyond this beach you see

The high and rocky round-topped hills.


The screech

Of a terrible bird

Echoes unseen across the lake.

You’d best be on your way.

But, of course, you still have questions.


What do you do?

Legends of Alba: A 5E Player's Guide

A couple of months ago I wrote about Custom Backgrounds , what a difference they can make to 5E games, and what they might look like for the...