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Saturday, February 14, 2026

Factions in the OSR - Dungeons/Urban/Wilderness 


Original Video: https://youtu.be/npZHmv9OeNU


THE THREE QUESTIONS THAT BUILD A FACTION FAST

Whenever you make a faction—dungeon or wilderness or city—ask three questions:

What do they want?

Not “what do they believe.” Not “their backstory.”

What do they want this week?

What do they have?

Soldiers, gold, information, magic, a monster, a legal charter, the only clean well in town—something real.

What are they afraid of?

Because fear creates urgency. Urgency creates action. Action creates play.

Write those three answers on an index card and you are 80% done.

Now you add the one thing.

Who do they hate… and who do they need?


Faction Card Template (steal this):

Name (short, usable at the table)

Want (one sentence)

Have (one sentence)                                                                  

Fear (one sentence)

Tell (how the players recognize them fast)

Then add:

One ally

One enemy

One job they’d pay for

Sunday, February 8, 2026

Turn Your Hex Crawl Into a Real Game (Steal Dungeon Procedures)

 Highlights from the named video:



Watch Length

Pick a watch length that matches the kind of game you want:

If you want it tight and gritty, use 2-hour watches.

If you want classic “cover ground but still feel pressure,” use 4-hour watches.

If you want it looser and faster, use half-day watches.


The three travel modes 

Normal travel

standard movement

standard navigation

standard encounter risk

Cautious travel

slower movement

better chance to spot trouble first

better chance to stay on course

Fast travel

more distance

more likely to get lost

higher fatigue risk

more likely to blunder into trouble


Wilderness actions

foraging or hunting

scouting ahead

searching for a feature

mapping carefully

moving stealthily

hiding your trail

setting an ambush

building shelter early because the weather is turning nasty


For wilderness travel to matter, you need:

a time unit (watches)

a risk roll (encounters)

navigation consequences (lost, drift, time)

resource pressure (supplies, fatigue, exposure)

and a feature per chunk (so there are actual decisions)




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