Tuesday, 20 January 2026

Two qualitative centaurs

Two interpretations of a monster this time, fitting its dual nature I suppose.

Look, I think these primitive/savage sub-human creatures are often very boring. The Little Brown Books (LBB) are unfortunately no exception to this:

‘At worst these creatures are semi-intelligent, and therefore Centaurs will always carry some form of weapon: 50% of a group will carry clubs (equal to Morning Stars), 25% will carry lance-like spears, and the balance will be armed with bows (composite bow, foot-type). In Melee the Centaur will attack twice, once as a man and once as a medium horse. Centaurs will be found in hidden glens. It is there that both their females and young are and where their treasure is hidden. In the lair (glen) will be found from 1-6 additional males, females equal in number to twice the total number of males, and young equal to the number of males. Females are not generally armed and wiII not fight, and the young are also non-combatant, except in life-and-death situations.’ (Monsters and Treasure p.15)

Amount encountered: 2-20 (assuming 2d10, so 11 on average); AC: 5, Movement: 18; HD: 4; In Lair: 5%; treasure type A (i.e. an assortment of copper, silver, gold, gems and jewelry, and maps and magic items). (ibid. p.4 and p.22)

At worst we have some derogatory ‘primitive’ peoples (living in glens, fighting mostly with clubs, suggestion of either harems or a sexist ‘hunter-gatherer’ division of labour). But even a more charitable reading, which leans into the lack of a description of glen-life and interprets the staying behind of women in a more empowering way, it is just so boring. They are people with horse legs and it is implied they are somewhat primitive. Medium cavalry, except they can’t dismount and are thus presumably hindered in all the ways horses are. Yawn.

There is good reason for this. Centaurs in the western imagination are based primarily on the way they are depicted in ancient Greek and Latin sources, in which they are clearly a metaphor for barbarism, if not a straight up depiction of horseback-riding nomadic peoples as seen by the ancient Greeks: 

“We are also told that they [i.e. the centaurs] demanded of Peirithoos (Pirithous), on the ground of kinship, their share of their father's kingdom, and that when Peirithoos would not yield it to them they made war on both him and the Lapithes (Lapiths). At a later time, the account goes on to say, when they had made up their differences, Peirithoos married Hippodameia, the daughter of Boutes (Butes), and invited both Theseus and the Kentauroi to the wedding. The Kentauroi, however, becoming drunken assaulted the female guests and lay with them by violence, whereupon both Theseus and the Lapithes, incensed by such a display of lawlessness, slew not a few of them and drove the rest out of the city. Because of this the Kentauroi gathered all their forces, made a campaign against the Lapithes, and slew many of them, the survivors fleeing into Mount Pholoe in Arkadia (Arcadia) and ultimately escaping from there to Cape Malea, where they made their home. And the Kentauroi, elated by these successes, made Mt Pholoe the base of their operations, plundering the Greeks who passed by, and slew many of their neighbours.” (Diodorus Siculus, Library of History 4, 69, 4 via https://www.theoi.com/Georgikos/KentauroiThessalioi.html)

They are warmongering, entitled, and rude; they drink irresponsibly, don’t respect the laws of hospitality, and are unable to control their lust. Unlike us. In one of his fragments Theognis even claims the centaurs are ‘eaters of raw flesh’ (Fragments 541, via ibid.). Yuk. 
However, rather than lean into the barbarism, making the centaurs truly monstrous, the LBB instead gives us primitive horse people. A wasted opportunity in my opinion. 



These classical centaurs get featured in one other source I find fascinating: Dante’s Divine comedy, specifically in Inferno:

“Between that awful river and the steep cliffs we had descended we saw Centaurs galloping in a long line. As they did in our world, so here they were armed with bows and arrows as they hunted. ‘[…] There are thousands of them on this circle. They gallop around shooting any soul who dares to emerge from that bloody river above the level of his guilt.’” (Divine comedy, Inferno, Canto 13, via https://dantecomedy.com/welcome/inferno/inferno-canto-12/inferno-canto-12/)

Now, to be fair, these centaurs are still in literal hell as a punishment for their sinful lives. But, rather than boiling in the river Phlegethon they serve as guardians, ensuring the wicked get their just punishment. To repent for their sins they are condemned to serve the divine into perpetuity. This opens up a different interpretation of the centaur, not as a savage barbarian, but instead a repentant enforcer of justice: a paladin. To me, the interesting part of the paladin is less so the 'smite' ability, and more the concept of the oath, so that is what I will focus on. 

These are the two angles through which I want to adapt centaurs: As barbarous monsters who plunder and pillage, and as reformed criminals sworn to a holy cause.

Centaur (barbarous):

Traits: 

  • Large (like mounted horse), fast (like horse), strong (as a span of oxen).

Strengths: 

  • Frenzied Bloodlust: Once excited enters a ravenous frenzy in which they don’t feel pain or fatigue, but can’t stop fighting or pursuing their enemies. 
  • Shameless Liars: Will say whatever they need to in order to create an opening to attack or to survive, no matter how debasing. 

Weaknesses: 

  • Rash: Quick to jump to conclusions and into action, making them relatively easy to lure into traps.
  • Hollow Words: They’ll reference family, parents, children solely because it causes others to take mercy on them, but when pressed they have no idea what these concepts actually refer to. 

Ecology:

  • Group Hunters: They never go anywhere alone due to a lack of trust of one another, and the fact it increases the success rates of their hunts. 
  • True Antropovores: All they consume is raw human flesh. It is unclear if it is all they can stomach or it is simply what they are best at attaining.

Aside: Human-animal hybrid monsters. 

How do we make sense of these without them being stand-ins for horrible views on cultures deemed inferior from a perspective of superiorty? I think the centaur as barbarian works best if it is a straight-up monster. Not ‘human but less advanced’ but in some way completely inhumane. To achieve this let us take a lesson from the anime Frieren. In this show demons are human-like in appearance and capable of speech that sounds convincingly human. They passed the Turing-test. However, the show stresses that their ability for speech doesn’t mean you can reason with them. Rather, as a predator who preys on humans, they developed speech for the sole reason to make it easier to kill and consume, or as the show often puts it: Demons can speak, but only do so to deceive. So too will I treat the barbarous interpretation of the centaur. 

Centaur (repentant)

Traits: 

  • Large (like mounted horse), fast (like horse), devout (as saint). 

Strengths: 

  • Sharpshooters: Able to hit anything in their range, as long as they have line of sight of their target. 
  • Relentless hunters: While in the process of bringing someone to justice, they cannot cease their effort until they have completed this task. 

Weaknesses: 

  • Avengers only: Only allowed to act on their own accord in order to punish a crime they witnessed first hand. They’ll let you die in the streets, but at least they’ll slay your killer. 
  • Oath Bound: Forced to obey the divine oath that gave them their equine bodies. Have to obey all orders of representatives of the faith. 

Ecology:

  • Repentant Sinners: Candidates get recruited from among sinners by criteria opaque to anyone but representatives of the faith. 
  • Strict Hierarchy: Always beholden to someone above them, which is why they are never seen alone. Their minimum group-size consists of a commander and a disciple. 


Thursday, 15 January 2026

A qualitative Black Pudding

 Next monster by alphabetical order of the Little Brown Books is the black pudding:

‘Another member of the clean-up crew and nuisance monster, Black Puddings are not affected by cold, it is spread into smaller ones by chops or lightening bolts, but is killed by fire. Black Puddings dissolve wood, corrode metaI at a reasonably fast rate, have no effect on stone, and cause three dice of damage to exposed flesh. If an armored character runs through a Black Pudding the monster's corrosive power will eat away the foot and leg protection of the armor so that it will fall-away next turn. Black Puddings can pass through fairly small openings, and they can travel as easily on ceilings as on floors.’ (Monsters and Treasure p.19)

Amount encountered: 1; AC 6; Movement: 6; HD: 10; Never in a lair; Never has treasure (Ibid. p.4)

Information I find notable:

  • The LBB give us not only the functions of black puddings in their interactions with the environment (what it does and does not corrode, how it interacts with certain elements, how it moves), but also its function in the dungeon: ‘clean-up crew’ (its in-world ecological niche) and ‘nuisance monster’ (a suggestion for the referee for when and where to use it). 
  • We get some idea of what it looks like based on the description of what happens when an armoured character runs ‘through’ a black pudding (suggesting a literal pudding-like consistency and a height of about the knees of an average human). 
  • It is always encountered alone, which is interesting given that it is a scavenger. Rats and vultures congregate around a source of food, but the pudding is always alone. This makes it seem to me that black puddings can merge with each other, which makes sense to me given that they can be split.
  • I am surprised by how mobile it is. I expected the hole-squeezing and it makes sense to me that it can move on ceilings, but it is way faster than I would have thought. The fact that it can keep pace with a dwarf (even while on the ceiling) is disgustingly terrifying. 
  • This version of the pudding is also extremely hardy. Ten Hit Dice puts it in the same ballpark as Balrogs, Efreet, some Giants, and some Dragons. That is crazy for a ‘nuisance monster’. Its mediocre Armour Class means it will be hit more often, but it is still way more durable than I thought it would be.
  • Nowhere does it say that black puddings are not intelligent. Might mean nothing on the whole, but given that it was spelled out for the Basilisk it is surprising to me. Especially because (at least to my knowledge) this is a D&D original.

All in all, it's giving this:


 

‘This’ being a plasmodial slime mold, a single cellular organism that can merge with others of its kind, split apart, is surprisingly good at finding optimal solutions for problems, and is definitely part of nature’s ‘clean-up crew’. 
Considering the black pudding as a slime mold has some advantages as it allows us to take the rest of a slime mold’s qualities and apply them to black puddings to give them a bit of extra flair. 
For example, slime molds can survive prolonged periods of dehydration and malnourishment. Just add water to turn the grey shriveled film into a horrifying black goop. 
Their lifecycle is also quite interesting. The way they produce spores once they run out of food could be wonderful dungeon dressing, a classic hazard, and/or a warning to the players that this has relatively recently seen pudding activity. 
Finally, slime molds leave behind a residue which tells them where they have been. This too could be a fun way to indicate the presence of a black pudding and give you something to present to players when ‘tracks’ are rolled on an overloaded encounter dice. Additionally, as this is a way for the pudding to know where it has been (and where there probably won’t be any new food), it can also communicate relative safety from the pudding to savvy players. (source for info on slime molds)

So this is what I ended up with:

Black Pudding: 

Traits: 

  • wide (like carpet), amorphous (like water balloon), crawling (like spider). 

Strengths: 

  • Corrosive Touch: Contact will dissolve most metals and all organic matter. Residue needs to be washed off to prevent effect lingers after contact. 
  • Splitting: Attacks that would cause cutting or cleaving instead cause it to split in two independent puddings of appropriate size. 
  • Antifreeze: Able to withstand even extreme cold. 
  • Cunning: Adapt at coming up with optimal ways to safely secure food, including approaching from above, hiding in hollows, pretending to be ordinary muck in shallow puddles, prioritizing torchbearers, etc. 

Weaknesses: 

  • Flammable: Is only truly hurt by fire. Once set ablaze it will attempt to split in two and flee. 
  • Food motivated: All it cares about is nourishment, making it relatively easy to manipulate. 

Ecology:

  • One and Only: When two meet they will merge into a single, bigger specimen.  
  • Draft Migration: Once it has grown to sufficient size it will find a drafty area of the dungeon and create spores. The temporary forests that grow this way are both a hazard and a source of food for others in the dungeon.

 


Monday, 12 January 2026

A qualitative Basilisk

Roko's Basilisk - Martin Stellinga 

I’ve been meaning to do qualitative versions of the monsters from the Little Brown Books (LBB), but have been putting it off for almost three years. The idea was inspired by a community project that never went anywhere on a discord server I no longer frequent. For it, I wrote a gryphon and a centaur, but my perfectionist brain wants to get through these alphabetically (as if I will ever get around to doing all of them), so let's start with the basilisk:

‘Although this creature cannot fly, it has the power of turning to stone those whom it touches and those who meet its glance, but it in turn can be petrified by the reflection of its own eyes if the Iight is sufficient, and it looks at a good reflector. The Basilisk is not intelligent.’ (Monsters and Treasure p.10)

Amount encountered: 1 to 6; AC 4; Movement: 6; HD: 6+1; In Lair: 40%; treasure type: F (i.e. chance of silver, gold, gems/jewelry, and non-weapon magic). (Ibid. p.3 and p.22)


The LBB are delightfully vague about what a basilisk is. It is a monster, but so are ‘men’ when they are opponents. Instead it focuses more on what a basilisk can and cannot do:

It cannot fly (one assumes in reference to the cocatrice discussed directly before the basilisk). It can petrify by touch (any?) and eye contact (even with itself). It is unintelligent. More often than not it lives in groups (which it cannot make eye contact with and might not be able to touch at all), is decently armoured (the same as dwarfs), slowish (again, as dwarfs), on average can take a bit more punishment than a minotaur but less so than a troll, and spends about 9,5 hours a day at home (asleep?). 


What is interesting to me is how little this has to do with the basilisk as a historical entity. Compare the above to the description Pliny gives of the basilisk in Natural History book 8, chapter 33:

‘There is the same power also in the serpent called the basilisk. It is produced in the province of Cyrene, being not more than twelve fingers in length. It has a white spot on the head, strongly resembling a sort of a diadem. When it hisses, all the other serpents fly from it: and it does not advance its body, like the others, by a succession of folds, but moves along upright and erect upon the middle. It destroys all shrubs, not only by its contact, but those even that it has breathed upon; it burns up all the grass too, and breaks the stones, so tremendous is its noxious influence. It was formerly a general belief that if a man on horseback killed one of these animals with a spear, the poison would run up the weapon and kill, not only the rider, but the horse as well. To this dreadful monster the effluvium of the weasel is fatal, a thing that has been tried with success, for kings have often desired to see its body when killed; so true is it that it has pleased Nature that there should be nothing without its antidote. The animal is thrown into the hole of the basilisk, which is easily known from the soil around it being infected. The weasel destroys the basilisk by its odour, but dies itself in this struggle of nature against its own self.’


This is a tiny snake, so deadly it kills anything it touches, looks at or breathes upon, including the earth itself. Easy enough to stab to death, were it not for the fact that doing so will kill you in the process. The focus is again on how the creature functions, though more attention is given on how one can recognize whether a particular snake is or isn’t a basilisk. 

The basilisk from Natural History simply does not rhyme with what is described in the LBB, which means I have to make a choice: Which basilisk do I try to adapt: The petrifying beast, tough as minotaurs and trolls, or the small but deadly snake, an environmental catastrophe only difficult to kill because it would be hard to approach it without you or your weasel dying?

Let’s do both/neither in whatever distribution happens to strike my fancy: 

Basilisk: 

Traits: 

  • Large (like bull), heavy (like elephant), lumbering (like fat pig). 

Strengths: 

  • Petrifying gaze: Turns anything organic it gazes upon into stone, each material a corresponding mineral. 
  • Stony hide: Requires heavy blows with hammers or picks to be damaged. 

Weaknesses: 

  • Self-reflection: It turns to stone upon meeting its own gaze, and is blind to its own shortcomings.
  • Cold-blooded: The colder it gets, the more sluggish it becomes. Also, severely lacking in empathy. 

Ecology:

  • Picky eater: Though the nutritional value of all rock seems to be the same, they nonetheless pursue a varied diet, wreaking havoc in the process. 
  • Sovereign of One: They are absolute rulers of their habitat, due to a total absence of any other living creatures. None has even met another of its kind. Hence their name: Tiny King. 

 

Wednesday, 1 October 2025

Magic Rocks: d6 Diseases of Metal, Rock and Soil

My submission for the RPG blog carnaval. This month's topic is Magic Rocks - stones, crystals, weird metals

First, we need to understand disease. Following the Arnold Kemp, what we call diseases are actually spirits. Suffering a disease is the same as being possessed, to be cured requires the spirit to leave voluntarily or be exorcised. 

Second, we need to understand that humans aren't special. Just like we have a spirit, so do other beings in the world. Moreover, just like a human is made up of different parts, each with their own spirit, societies made up of different humans have collective spirits. Ergo, not only trees, but forests have spirits, both boulders and mountains. It is spirits all the way up and down.

Given these two facts it should be obvious that not only humans get sick. Other living beings can become ill, but also forests, mountains, fields. What we will concern ourselves with here are the diseases of various metals and minerals. 

D6 diseases of metal, rock and soil:

  1. Giltwither: Gold is oft deemed incorruptible. This is wrong, there is a spirit malign enough to sully even gold. Lead is the common name used for gold infected with Giltwither, a spirit so foul that exposure to lead quickly leads to horrible effects on most peoples health. Alchemists have spend many lifetimes attempting to cure Giltwither, but as of yet no known cure has been discovered. 
  2. Ironrot: Also known as rust, ironrot is is a common water spirit. The easiest way to cure it is by removing the infected metal, similar to amputation of rotting limbs, though it is also possible to cause it to leave the iron through exorcism or bargaining. Ironrot can be warded off by most oils.
  3. Glowstone: A condition which causes calcium rich minerals to emit a green glow, a pebble casting about as much light as a rushlight. Anything with bones and teeth that gets in sustained contact with the glow has these parts of their body become infected and start to glow green as well. Anything possessed with greenglow eventually crumbles into dust.  
  4. Brittlemold: This nasty spirit has won wars and ruined economies. It infects rocks, though it has a preference for crystals. Affected minerals become incredibly brittle, which is why Brittlemold has at times been used deliberately to infect large stone fortifications. The disease progresses slowly, but is sometimes faster than starving a besieged town or castle. 
  5. Saltcreep: Infects tilled soil, causing it to become as barren as salted earth. If not treated in time, the soil dies making it impossible for anything to grow from it. Flushing the soil with water is a possible treatment, though it is very labour intensive. Rituals for cure exist, but are prohibitively expensive.
  6. Zombiesoil: One of the reasons we burn our dead, earth infected by Zombiesoil reanimates anything that once lived. Decaying plants turn into shambling mounds, putrified beasts into black puddings, and as one would expect from the name, corpses into zombies. An attempt has been made to eradicate the disease, making it relatively rare these days. 

Saturday, 30 August 2025

AI and gaming: The fall and rise of amateurism

My submission for the RPG blog carnaval. This month's topic is Good morning, Dave: AI and gaming

 

There is a nice little comparison between two organisational structures made in the infamous first chapter of A thousand plateaus by Guattari and Deleuze. They use a lot of examples to illustrate this difference, the most famous one being that between tree-like and rhizome-like organisations. However, for the purposes of my argument I prefer the image of the difference between the fixed point and the line. 

Fixed points are goals, it is result oriented, and it is the way around which a big part of our life is structured. One needs to get specific grades to get a specific degree to get a specific job, make a specific amount of money, get a house, a spouse, etc. And the idea is that, once you have all of this, achieved these goal, got the desired result, that you are successful and thus should be happy. 

I suffer from this mode of thinking a lot. Though money isn't high on my priority list, I value my actions based almost completely on the result I achieved. The performance was fun because the singer managed to hit the note they didn't during rehearsal, the tournament was fun because I fought competently, a game was fun because the players told me they liked it and I didn't notice any skrewups I made while running it. 

Lines in comparison are, mathematically, unending. Lines are not so much the journey - as this still implies a starting point and goal, two fixed points we just happen to be at some point in between - but a directional movement we can follow. Experimentation is a nice concrete example of a line organisation, as there is change without some predefined goal this change is directed towards. 

I wish I could think more in this line-like way, which ironically is a very point-like way to frame that desire. Children are great at lines. They can start drawing, not something in particular, just drawing. Or playing. Or singing. But from a young age only my achievements were celebrated, only my failures punished, there was only ever attention for points, good or bad. Insecurity made me at an realy age begin to cling to the point and abandon the line. 

And I don't think I am alone.  

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One of the coolest things about DIY rpgs is that the production quality of a lot of these projects are higher than the market leaders once they finally get released. There is better lay-out, writing and art in something like Electric Bastionland than the 5e 2014 Players Handbook. Which feels really unique to the hobby. Though I often don't love big budget movies or video games, their bigger budgets are often reflected in the production quality of the product. Good looking CGI and graphics and what not. 

These great works of the hobby, often made by just a few people, righfully get a lot of praise and attention. They are milestone achievements, points to strive towards for anyone aspiring to make and share somerhing themselves. 

Blogs have since I started undergone a similar development. The great posts are nominated for awards, published in nicely layed out booklets, or even get hardcovers dedicated to the best work of a single author. More goals to work towards. 

As a point thinker it felt like the bar for quality content in DIY rpgs was higher than it was for homebrew 5e stuff, and the longer I have hung around here the more that bar seems to have been raised. Or at least that is how it feels to me. 

And I don't think I am alone.  

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Imagine, if you will, someone who thinks they have a good idea. They think others might think it is a good idea as well, so they want to share this result that they are proud of. But looking at the field in which they would like to share this idea they see things that look way better than anything they are able to make or commission. 

There might be some frustration here. This person might lament their lack of skill at designing or art, or their lack of capital both material and social. It might even feel unfair. Those with artistic skill have a leg up in the same way those with money and connections do. If only the playing field could be evened. 

I've seen this person. They exist. And they aren't alone. 

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This, I feel, is the context in which to place generative AI in rpgs. So often have I seen this technology be praised as the democratisation of creativity. Skill is no longer necessary, ideas will reign supreme. 

It seems to me that these people think they are creative, after all it is still their ideas the program is working from. Arguing about whether or not this counts as creativity or if the product is art is about as useful as discussions about when something counts as cooking and what is or isn't a sandwich. 

To me the main problem isn't with the tool itself, nor with the products created with it (though there are other reasons to critique the way most llms currently function as well as the impact mass produced slop has on our daily lives). The main problem I am interested in is the context, the obsession with points and the increasing unachievability of them that drives some to use tools such as these. 

If I had to give this problem a snappy name I would call it 'the fall of amateurism'. Amateuristic work is something that seems to be no longer tolerated. Even in more casual groups I see more and more that instead of a shitty picture of a character, people use something generated that looks 'better' than they can make themselves. 

But interestingly, in using generative tools like this while chasing these points, amateurism is also rising. Though work is less visibly amateuristic and, assuming these generative tools continue to improve, amateuristic work might become indistinguishable from genuine craft, outsourcing these skills makes one even less proficient in them. We can get an image or a piece of text that looks nicer than what we could have made without the use of generative AI, but we have no idea how it came about. The result is complete alienation from the product we 'made' this way. 

Bernard Stiegler call this loss of knowledge and skill through alienation of the product we make 'proleterasiation'. So lets say, with some tongue in cheek, that it is peasant amateurism that has fallen, but proletarian amateurism has risen through the increased use of generative AI. 

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Now I think this broader contextual issue with the use of AI is a shame. Alienation is miserable and performing labour while alienated from the product of that labour is unfulfilling. In our working lives we might necessarily have to expose ourselves to such conditions merely to survive, but it feels like such a waste to willingly endure that feeling during what should be a leisure activity. 

Though I have never used generative AI for rpg stuff (or much at all in general) I am very much a point thinker who fetishizes the greats. So I hope I will be able to stop chasing and celebrating points as much and instead try to enjoy the hobby as amateuristic craft: unabashedly shitty experiments, following a line to see where it goes. 

 

Posts my mind assocites with this topic:

This post from Dwiz about the OSR as DIY rpgs.

This post from Retired Adventurer, specifically the bit concerning the effect of expectations about what a game should be. 

Monday, 30 June 2025

Magic Shops and Their Alternatives: d6 distilled spirits

My submission for the RPG blog carnaval. This month's topic is Magic Shops and Their Alternatives.

 

 I like the idea of potions being distilled spirits in the broad sense of the word. So drinking them will get you drunk, and causes you to get 'possessed' by the spirit in question. Effects last as long as the buzz does. Here's d6 I though off:

1. Breeze Vodka:

Clear liquid, very low viscosity, smells of ozone, goes down smooth. 

Allows you to fly at the speed of a pleasant breeze. While possessed your body easily loses its shape, as if its made of smoke. Losing your shape completely causes you to loose your identity, effectively killing you. 

2. Blitz Mule:

Cloudy, dark grey liquid, very viscous, smells of summer rain, tastes sour

Allows you to quickly move towards a point you can see. On arival you'll cause a loud bang. Be wary of any grounded metal rods, as their presence causes you to arrive near them instead of your intended destination. 

3. Whisper Wiskey:

Purple liquid, water-like viscosity, smell sends shivers down spine, grassy taste

Allows you to project your voice, making it seem like it comes from any source of your choosing. While possessed you cannot say anything louder than a whisper. 

4. Blaze Palinka:

Amber liquid, wine-like viscosity, smokey, burns as it goes down

Turns your breath into fire once it exits your mouth. Watch your eyebrows. 

5. Absinth Fog:

Milky liquid, creamy viscosity, smells like wet dog, tastes salty

Causes your skin to emit enough fog to completely obscure you from normal vision. Initially quickly, then enough to maintain obscurity. The fog affects you the same as it does any surrounding you. 

6. Masticha Treeherd:

Mossy green liquid, mud-like viscosity, smells like moss, tastes like fallen leaves

Allows you to communicate with plantlife. Plants are surprisingly observant, but take their sweet time when communicating. 

Drunkenness

A swig of spirit will last you a dungeon turn and only gives you a slight buzz. Downing an entire spirit makes it last Ud6 (see Splitting the Overloaded Encounter Die) but causes you to function as if you're tired while it lasts (see Qualitative Harm and Encumbrance).

Mixing spirits 

Whether mixed before drinking, or in the stomach, mixing spirits is usually a bad idea.
All consumed spirits try to possess you, roll d6 for each spirit drank, the highest rolled spirit takes effect, Matching dice cause the spirits to mix, both with each other and with your own spirit. When the effects of the matching spirits subside you become catatonic. An exorcism is required to regain control over your body.

Wednesday, 11 June 2025

Downtime activity: Recovering from a wound

I like slow recovery, but I don't like HP as anything other than the way they are used in ITO and systems inspired by it. Slow recovery forces moments of downtime, which opens up the possibility for players to invest in the myriad of activities that don't fit in the regular game-play loop of adventure games. See Ben L.'s blogposts on downtime or his little booklet Downtime in Zyan to get an idea of what I mean. 

So why not make recovery a downtime activity in its own right?

Recovering a wound:

Wounds roughly come in three varieties (see this post for more detail): 

  • Scrapes and bruises
  • Serious wounds
  • Lethal injuries
When players don't have access to magical healing, they can spend downtime to recover from these.

Scrapes and bruises

  • Don't require dedicated rest (so you can perform a different downtime activity while you recover from these) 
  • Don't require supervision of someone skilled in healing
  • Take 1 downtime turn to recover 

Serious wounds

  • Require dedicated rest
  • Cause lasting inconveniance if not supervised by someone skilled in healing. 
  • Take 1 succesful downtime recovery action to heal. 

Lethal injuries

  • Require dedicated rest
  • Always cause lasting inconveniance
  • Are deadly if not supervised by someone skilled in healing
  • Take 1 succesful downtime recovery action to stabilize.
  • Take 1 succesful downtime recovery action when stable to heal. 

Recovery action

For each serious wound and lethal injury roll 2d6 
Modify based on circumstances: -1 if a major factor negatively impacts recovery up to a maximum of -3 (think supply shortages, no access to clean water, etc.), +1 if a major factor aids it up to a maximum of +3 (like a hospital, pressence expert in your ailment, etc.). 
Consult table:

6-: No significant progress
7-9: Standard recovery
10+: Recovery + if wound was suffered in the dungeon gain an adaptation: alter character in some way to reflect the mark the Underworld has made on them (think immunity to regular flames as they bow to the one who mastered them, a venomous bite gained after surviving the toxic of a giant spider, etc.)

Lasting consequences

These are not the same as adaptations, but serious wounds that didn't get the care required (think broken bones that didn't heal right, eyes lost due to infection), or lethal injuries the PC survived (like the loss of a limb, the shattering of a spine). 
Their impact on gameplay should make sense. The shitty leg means you are the slowest among the group when running away, the missing eye means you don't have depth perception and a massive blindspot, missing limbs speak for themselves.

Sunday, 1 June 2025

RPG blog carnival retrospective: Promises, oaths and vows

With the begining of a new month a new topic for the RPG Blog Carnival begins as well. It was my pleasure to host last month's carnival, and as host I am still due one post to properly end that topic: The retrospective.

Marineris honeymoon: Mechs

On the blog Carrion Gods aconspiracyofravens describes a neo-fudalist world where biomechs replace knights and coporations join the oldfashioned bloodline nobility and organised pious powers. Goes into detail about campaign ideas, rules for mechs of various sizes, multiple example mech builds with step by step overviews, a whole bunch of additional delta templates, and a pilot GLOG class.

The Boast ability of this pilot class is what ties all of this goodness to the carnival: 

"You can get a point of fame by making a boast, each must be more impressive and audacious. On a failed boast, you replace all your fame with infamy. You can use fame to reroll a social check or critical failure. Infamy does the opposite (dm controls). You may only have one pending boast."

The inherent escalation and raising of stakes that come with this ability are design genius and tempt even me, someone who doesn't really like meta-currencies, to gives something like this a try.

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Knight of oaths class

Nrdman over on the r/glog reddit page gives us another great GLOG class: the Knight of Oaths. Each template revolves around taking an oath as well as the consequences for breaking one and instructions on how to redeem yourself. I especially like Honored // Disgraced as it might function as a reputation mechanic on its own:

Honored: You are well regarded amongst the noble houses. You have a contact in every court of man, who will greet you as an honored guest. Guards, soldiers, and the like will assume you have the best of intentions if they can see your face. Flip to disgraced if you are arrested for a crime.

Disgraced: The high courts have spurned you, but there is a court below, the underworld crime lords. Over the next week, you gain contact with every crime organization. They will greet you as one of their contacts, and an exchange is expected. Guards, soldiers, and the like will assume you have the worst of intentions if they can see your face. Flip to honored if you are subject to the due punishment of all your known and outstanding crimes.

An outstanding rendition of the classic Knight if you ask me.

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Who hears your oath?

The titular question is exactly the sort of thing I was thinking of when coming up with last month's topic. Xoasseed on Seed of Worlds not only answers most a lot of the questions I ask in the initial prompt, but ties it all together in an understanding of divinity which matches very well with how dieties act in many stories: They may or may not listen as they are in fact very busy. 

Oaths of this kind are easily integrated into local custom, a great way to have your players interact with sacred shrines, divine days and pious pilgrimages. 

The 14 minor gods that the post ends with are a great illustration of what oaths could result both while kept and when broken. 'The hum of harmony' being my favourite of the bunch, as it seems like a great way to tie oaths to hirelings and other NPCs.

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To swear upon the mushrooms

Bjork's Blog gives us another post detailing the customs of oath taking: Oaths are taken before 'Saint's Cap' mushrooms, which grow in places that comemmorate a great deed done by individuals who have become enshrined in stories. 

I am really impressed by the marriage of materialism (go to a place where something grows and bring it a gift) and idealism (become a narrative in order to become divine; let people commune with everything). Personally I haven't seen it done like this before, but would love to see more examples of it.

The example shrine to 'Serenata of the Clean Waters' is evocative and really sells me on the premise.

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Why isn't every bride a paladin?

Another great question with a bunch of interesting answers is provided by Christian Hendriks on Advantage on Arcana. They break down a bunch of requirements for a satisfying answer and then goes on to provide three potential answers. 

This approach is one I am very fond of and will probably try to adopt more in the future. It makes the nature of the problem very clear and allows readers to quickly spot where they might agree and disagree, not only with the answer but with the formulation of the problem itself. 

For example, I am not as keen on the stipulation that 'A person who makes an oath can become a paladin unwittingly', though I understand the accompanied explanation. This makes evaluating the answers given in the post really easy, as I can see their merit regardless of whether or not I like the explanation myself (though I genuinely do really like the third one). Great stuff!

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Oaths of dragons and gods

The Sea of Stars gives us a truth bound Empress, always doing what she says, and the interesting ramifications it has her subjects. I like the offhand remark that the killing of the kin of whomever challenges her rule only became a vow to stop dramatic suicides. 

We also get two oaths which survived from before the Empress' reign: oaths upon the Sun and upon the Moon. They are a great way of telling us about lore particular to this world through information that is almost all gameable. 

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The promises of Joy of Dice

The carnival sparked Joy of Dice from Imagine me this! to write down a setting that revolves entirely around "social bonds, entanglement, and transformation". Four posts brimming with enthusiasm and creativity are explicitly part of the carnival. They are a lot, but I mean that in the best possible way.

A jubilous anouncement post, Join the Carnival, in freefall! , and three inhabitants of that world, the Human, the Fae, and the Demon.

I absolutely love how they have taken the often bland idea of humans being adaptive and turned it up to at least thirteen. From the play-aid: 

You are the mutable race.
You do not cast magic. You build it.
You change the world—and let the world change you.  

Human magic consists of performing rituals, symbolically crafting things, and making vows, which leave their mark in the form of chimerisms. Beautiful. 

This version of Fae is also wonderful. Especially fae courtesy intrigues me: "A forfeit is owed when someone near a fae strays from social or emotional norms." Forfeits can be given when one willingly does this or invoked against their will. This is peak fae-hood, fairy tale logic to the extreme, it is Rumpelstiltskin and Maleficent. Again, gorgeous.

And, as expected at this point, the Demon is pure bliss. A wound in the world given shape as it is understood is by far the coolest version of a demon I have seen. And the bargaining is especially good:

Demons trade not for the gold in the coin, but in metaphysical substance.
They reshape what is offered—turn desire to fire, memory to weapon, soul to contract.
And they need more demons.

I cannot do any of this justice in short summation. If this sounds interesting enough to go read these posts I have done my job, if not then you should still read them as I have done them disservice. 

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Edit 2: Fuck me, I missed one send directly to me... Sorry Vdonnut

Vows as Social Standing and Social Structure

This post in Vdonnut's Valley details what the function of vows is in a faux medieval context, outlining the classic estates, what vows of nobility to a liege and to their subjects might entail, what vows from subjects to the authorities and/ir the community consist of, and how oathbreakers fit in this equation. 

The way 'magic' is done in this setting is close to what I dream of for my own setting: You swear an oath to a diety/demon/spirit and for as long as they believe you to uphold it you get magical benefits. Break it in their eyes and, if they notice, they will act accordingly. 

Those little caveats are such a brilliant little addition, as they allow for so many interesting situations at the table. From player characters trying to break an oath behind the back of a mystical entity to trying to get such an entity to believe that an enemy of the player characters has broken theirs. So good.

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What a wonderful carnival this was. It took some time to write this up as I had postponed digging into some of the longer posts until now, but I am glad I did. 

I am sincere when I say that all of the above is better than I had imagined or could have made myself. Despite this, I will end by pointing out my own contributions to this month's topic:

In Oaths and other divine favours I suggest a system to use for interacting with the divine, including swearing oaths upon them. 

In Replacing charisma: Standing I suggest a system to use for stracking the party's standing with recurring NPCs and the impact breaking promises has on that standing. 

They are perhaps some of the least directly relevant posts of this carnival, but they are what came to mind when trying to engage with the topic so they will have to do.  

Thank you any and all who took the time to read any of this. Hopefully I will see you again on any of the future carnivals.

 Edit 1: Post launch expansion:

 Beguine/Beghard class for OSE and Shadowdark

A final post has been made on Leicester's Rambles by Vance A, detailing a class based on the beguines/beghards, people taking religious vows and often forming communities to live mostly independent. 

I only revently learned about the existence of beguines on a trip I made to the city of Breda (NL), but hadn't yet considered basing a class on them. 

The post goes into some of the details of what beguines/beghards were and makes good on the titular promise with a class for both OSE and Shadowdark. Great stuff! 

Friday, 23 May 2025

Replacing charisma: Standing

The title is a tad provocative. Charisma is often used for stuff I find it perfectly serviceable for, but currently also often used for something I'd rather do differently: how do people you frequently interact with regard you? 

This is after the charms, the first impressions, but not quite the notiriety or reputation that precedes a party as they move about. Both of these are about first impressions, standing is about how that first impression evolves.

Simply put: Standing is a social score used as a modifier when asking for favours of a particular NPC or when a secondary reaction roll to the actions of a group might be rolled. Each notable NPC that the party frequently interacts with but aren't especially close to, has a standing score to represent how they view the party. 

Why the party? Because people care about who you hang out with. If you associate with people committing horrible atrocities it will reflect poorly on you as well, whereas people might ocerlook the fact that you are an elf if you are hanging around with beloved heroes. 

Also bookkeeping. Imagine if each NPC of this kind had a score for each party member. It would be insane. 

This is how it works:

If an NPC interacts with the party on a regular basis, but isn't closely tied to the party, they jave a standing score representing how they regard the party. So these are recurring shopowners, leaders of dungeon factions you frequently deal with, the rival adventuring party, etc. 

Not hirelings, betrotheds or friends, nor strangers, unknown dungeon denizens, or wandering wizards you meet for the first time while on the road. 

Initial standing is determined by the reaction roll and the biases and prejudices of an NPC. Kids from the orphan gang don't like adults, the local smith has a thing for dwarfs, the dungeon merchant doesn't like people who wear hats, etc.

Hostile reaction means you start with standing -3, possibly hostile -1, neutral 0, possibly friendly 1, friendly 3. Subtract or add 2 per relevant bias and/or prejudice as appropriate. Don't double dip though, most people don't really care if you are hanging out with only the one grave robber or if there's two of them in the group. 

If you or any party member does something that offends or pleases the NPC standing changes by 1 accordingly. A good way to lose standing with everyone is breaking promises.

That's right, this was secretly a post for this month's blog carnival all along. Standing is my answer to the question: what happens when PCs break promises?


You use standing as a modifier when you need to roll to see if an NPC can be convinced. I like using reaction rolls for that, but use whatever floats your boat. 

In games where players have a town they use as a home base, I like it if the town responds to whatever the PCs have been up to instead of waiting passively for the PCs to come to them. For that Star's Prison game I keep prepping amd eternally procrastinating getting to a table, I want to use the following for this:

Downtime Reaction:

Between delves players have downtime in a way closely resembling the downtime rules from Downtime in Zyan. But, before they take their downtime actions the GM rolls a downtime reaction as follows:

Randomly determine which NPC's standing you will use. Roll 2d6 and modify with the standing score:

2 or less: Nasty rumor: unless adressed is negatively influences all standing and could escalate to actions against the party. Think on the level of 'They're eating the dogs'. 

3-5: Dampening scepticism: Whether you are trying to boast about an achievement, garner sympathy for a bad experience, or simply try to sell the spoils of your last delve, this NPC can't help but put it into question. Was it really that great/bad/valuable?

6-8: Showing interest: The NPC is interested in the party's latest delve. They claim it isn't for any specific reason, but if players want to pursue it and the GM can think of something that makes sense, it might lead to something. 

9-11: Fabourable impression: The NPC is well disposed to the party and offers them a minor convenience. Something on the level of lending a tool, sharing a meal or selling something on credit. 

12 or more: Invested: For whatever reason, they care. The NPC'll do you a solid, like speak on your behalf, sell at a discount, or walk back something negative they've done prior. 

I'm probably reinventing the wheel with standing, as well as with downtime reactions, so if anyone knows any other ways this has been handled I'd love to hear about it.