Monday, 12 May 2025

Harken (Beholder bandwagon)

Fleshy coils folding into each other forming loops and a single giant spiral. Two holes, one circular and one oval, seem not so much to gaze at you, as to do the auditary equivelent. They harken.  

They are the manifestation of single-minded obsession. The only way they show themselves is in their complete and total intollerance for anything other than the object of their monomania. What is clear that they listen, as they seem to have no visible sensory organs other than auditory orifices. What isn't clear is what it is they are listening for. 

Though it is uncertain how exactly they do it, they are able to eliminate specific sounds. Wherever you find them ominously hovering they seem to be envelopped by something close to total silence. Close to, because, according to those who managed to survive their encounter with these beings, there seems to be something presenting itself to the ear that the mind cannot fully grasp. The inclination of a sound that is even drowned out by ordinairy silence. 

In a perfectly predictable world these creature would be docile curiosities, perhaps even sought after by those who crave some peace and quiet, or those fascinated by the strange almost sound as an object of study or worship. But alas, either our world knows irregualrities impossible to predict or the expansive minds these beings must possess isn't without limit. Whenever a sudden sound is uttered near it, the monstrous orifice goes on a sonic rampage, weaponizing the sounds surrounding it. 

Durings its offence rung steel continues ringing louder and louder until it shatters, voices boom with such strength it strains vocal cords and ruptures eardrums, the clacking of harsh boot heels causes leg-crippling sonic booms, an whole orchestra of horrors is unleashed upon the unsuspecting victim or foolish daredevil who disturbed its quiet. 






Friday, 9 May 2025

Oaths and other divine favours

Something I want to try regarding swearing oaths and asking for divine favours.

The blog carnival this month is On my word: Making and breaking promises, vows and oaths hosted by me, so consider this my own contribution to the carnival.

There is also a conclave bandwagon thingy going on, but seeing how the pope got elected yesterday, I don't think this still qualifies.

Anyway, if Gods are real, swearing upon one seems like a big ask. You're basically saying 'I promise I'll do this thing, and if I don't this other unrelated guy will beat me up.' If someone gave me that responsibility I'd be quite annoyed. 

It is, however, also iconic and I would love for all PCs to have the option to interact with the divine in this way. So what to do?

Reaction rolls seem like an obvious answer to me: They are an easy way to elide all the variables that might make a God feel inclined to aid you, tell you to sod off or just ignore you alltogether. So here is a way to implement the reaction roll as a way to determine divine favour. 

Procedure

1. Roll dice

Whenever a character swears upon a God or invokes them roll 2d6.

2. Modify the roll 

Apply the lower modifier of the one for Level of Sacrifice and the one for Relevance of Sacrifice.

Level of Sacrifice 

-3 Nothing (you greedy bastard)

+0 Symbolic offering (doesn't cost you anything or is easily replaced)

+1 Significant offering (this isn't easily replaced either because it is rare or valuable to you)

+3 Lasting offering (this is irreplacable and important to you)

Relevance of Sacrifice

-3 Sacriligious offering (like if Achilles would have sullied the river Scamander and then been like 'here's an offering for you'.)

-1 Unrelated offering (like if you'd sacrifice a sword to a harvest diety.)

+1 Relevant offering (like giving the harvest diety boring ass grain.) 

+3 Favoured offering (like sacrificing a virgin and a bunch of animals in a giant wicker man to a harvest diety that is really into that shit.)

3. Consult chart

Compare the result of the 2d6 roll after applying the lower of the modifiers for Level of Sacrifice and Relevance of Sacrifice.

2 or less: God has it out for you, think Poseidon's hatred for Odysseus, or the river Scamander trying to kill Achilles. This is why you don't swear oaths lightly.

3-5: God punishes you, imagine if instead of being denied passage home for 10 years, Odysseus only had to deal with one of his many trials, or maybe Scamander doesn't outright try to drown Achilles, but does cause him to trip, giving one of his enemies an opportunity to hurt him. Nothing different here for oaths.

6-8: God ignores you. What it says on the tin. 

9-11: God aids you, like Athena causing terror in the hearts of the suitors Odysseus attacks for squandering his wealth and courting his wife, or Aphrodite breaking Menelaos' sword on Paris' helmet. For oaths you'll get a positive omen and God will actually fuck you up if you break the oath.

12 or more: God's got your back, like Athena continuously aiding Odysseus on his trip, or Aphrodite breaking the helmet strap when Menelaos grapples Paris and then spiriting Paris away when even after all that help Menelaos proves too much for Paris to defeat. In the case of swearing an oath, you'll get a physical mark to show God will ensure you keep your word. Like stigmata if you're into that. 

Application

I envision using this procedure with the sort of animistic world I described in my Animism and Dungeons post. So the domains of various Gods are more physical like locations (e.g. the riverbed of the river Scamander), so a dungeon would be the domain of the dungeon god (like one of the six wonderful ones in this Nothic's Eye post).

The implied worldbuilding, that swearing on like a tree spirit is a lot less impressive then swearing upon the Light of Day, is in my opinion a bonus. Being effectively exiled from, e.g. the valley a village is in, because you broke an oath sworn upon the diety

After initial contact gives me the first reaction, I would probably use that for the entire duration of the interaction, which in this animism case would mean while you are within their domain. 

Sam Dobler suggested in a comment on that Animism and Dungeons post to use reaction rolls for dungeons when players initially enter them, to determine how hostile the dungeon is. Certain actions within the dungeon could then cause hostility to increase or decrease. I would probably do the same with interactions with Gods in their domains in general. 

Legwork

While working on the Star's Prison I am using the free 'Designing Dungeons' course by Josh McCrowell and Warren D. to help me structure this massive project. In chapter 3 of that course they talk about potentially adding a dungeon lord to you dungeon, a concept nicely similar to a dungeon god. So I made one for the first three levels of the Star's Prison: The Sovereign Tree, a giant tree growing on the arena floor of Level 2, whose branches cover part of the arena stands of Level 1 and whose roots have bored into level 3 below. 

(c) t_kok, alle rechten voorbehouden

The Sovereign Tree, Bloodvine, Old Strangler, Redding Root

Domain: Levels 1, 2 and 3 of the Star's Prison

Favoured Offering: Fresh blood, your sworn devotion 

Taboo: Harming plantlife, disobediance

Sacrament: Eating raw meat, respecting hierarchy

Stigmata: Cords originating from the name of your neck wrapping around your body beneath your skin, as if roots grow underneath.

Who should rule? The greatest, and I'll prove that to any who dare challenge me on that.

A gigantic strangler fig, having usurped a whatever grew beneath it. Their shrine is bowl of roots within the hollow left by after its predecessor decayed into fertile ground. A benevolent ruler, to all who respect their authority, though completely uncompromising and controlling. 

Laws depending on disposition:

2 or less: Your presence is unacceptable. If you touch a plant the Sovereign Tree will know of your location and try to strangle you with its roots. They might take a while to get to you, are slower than you can run, but approach you from everywhere that is reasonable (so from above or the sides on Level 3, from below or above (aerial roots) on Level 2 and from below or the sides on Level 1).

3-5: Don't run near vegetation. Everything that grows here gets constantly in your way: roots trip feet, equipment snags behind branches. If you run you are guaranteed to fall and get momentarily stuck. 

6-8: Mind the Taboos. Other than that you're good. 

9-11: Any opponent of yours has to abide the law 'Don't run near vegetation'. 

12 or more: You are an honoured guest and are under the protection of the Sovereign Tree. 

Disposition is 2d6 upon entering the dungeon with relevant modifiers (so -3 is they do so without sacrificing anything). Goes up 1 with each unique instance of a sacrament (so you can't get points each and every time you respect the Emperor Chick, just the one time) goes down 1 for each unique instance of a taboo.

Thursday, 1 May 2025

On my word - Making and breaking promises, vows and oaths for RPG Blog Carnival

 The RPG Blog Carnival

I am honored to be hosting this month's RPG blog Carnival. The topic I would like to invite you to explore is that of the making and breaking of promises, vows and oaths in all the ways you can think of. From mundane promises you forgot to keep, to swearing upon g_d that you will save the dragon from the kingdom. From breaking marrital vows of made to a fey you thought it wise to marry, to refusing to uphold your end of the bargain you made with your hirelings. 

Anything you can think of that fits the theme is what I want to read about, but for those who appreciate that kind of thing, here are some questions you can consider answering:

  • Is there an inherent power to a promise, oath or vow, like some kind of minor magic? Does it matter if they are made under duress? Does it matter if you unintentionally break one of these? Are they personal or do they get passed down to your kin? Are they part of your inheritance?

  • How do you repair a promise, oath or vow once broken? Is atonement proportionate to the content of the broken promise? Can you still hold a broken promise/oath/vow against someone after they have atoned?

  • What legal status does a promise hold? What if it is made in the presence of a neutral witness? What if it is written down? What if the claimant has a good reputation? When does the party have a sufficiently good reputation to start making (false) claims of broken promises?

  • Do NPCs talk about whether or not the party pays people back wat they owe? Are there any systems you (could) use to track the credit of the party? Is credit NPC bound? location bound? a modifier on a roll? a boolean binary?

  • Are oaths sworn upon dieties especially binding? Do the gods mind when a random mortal starts taking oaths in their name? What kind of punishments do gods bestow upon oathbreakers? Can oathbreakers still benefit from divine magics?

  • Can you break a promise made to the fey? Can a fey break a promise they made to you? How do you get out of a deal made with the fey? And what about demons, do they function the same as the fey?

  • What protections do hirelings have to get what they're promised? Does anyone keep track of that one party who's hirelings never come back alive? Is there a patron saint or minor god for hirelings that they can force you to swear upon?

  • Does any of this affect how people deal with the law? Are testimonies of any importance when it comes to determining guilt? Are demon judges sought after due to the power of their contracts? Are trials only possible on the holydays of the gods to which oaths of truthfullness are sworn to?

I am really looking forward to see what you all come up with. 

Wednesday, 30 April 2025

Magic and the city: Magic-users in Traenendahl

My second submission for the RPG blog carnaval. This month's topic is Magic and the City

The town is surrounded by water, a clear sign of its former use during the Fallen Empire's rule. Except for the massive bridge and the monolythic walls, the buildings are all shabbily made on top of ancient ruins, temporary lodgings whose use got extended for longer than intended. 

What guards patrol the walls stare off into the distance, dreaming of elsewhere. Some long for home, others for places more exciting. The blacksmith polishes one of many near identical crude swords again, she gave up trying to look for new buyers years ago. Traders of various kinds spend evenings doing the math which always tells them they should have already left, even if ir meant leaving merchandise behind. 

A strange absence cuts through the typical ambiance of towns everywhere. The sounds of carts, chattering locals, barking dogs, yowling cats and general busy-ness is all drowned out by a severe lack of children playing, laughing, crying, being scolded or running away from trouble they caused. 

Just another day of shattered hopes and dreams in Traenendahl. 

The town: Traenendahl

As mentioned in the last post, I want to experiment with disparate magic: rather than a single unifying magic system, magics are diverse both in how they work in-universe as well as their resolution. This with the goal of emphasizing magic as arcane.

The main settlement I am making for the Star's Prison thing isn't quite big enough that it qualifies as a city, but I want to use this month's blog carnival as an excuse to think of magics that are being practiced by NPCs living in the town of Traenendahl. 

Traenendahl is sort of like a post-gold-rush town: When folks learned of the location of the Star Prison many adventurers flocked to it aiming to get their hands on that wish. Even more people thought they would be able to make bank off of selling shit to these adventurers. Now that the general consensus is that the prison is very dangerous, only the most daring and desperate still delve it, nowhere nearly enough people to sustain the many traders trying to sell shoddy rope, suspect rations and arms and armour that fell off a dead soldier on some battlefield. 

This history means that Traenendahl has a surprising number of different magical traditions given its relatively conservative size.

These traditions are separate from the player options I am still fleshing out (this project js taking way longer than I intended...), but if a player showed the desire to I would allow them to play as any of these as well. 

Magic services: local traditions

Soul forging 

Hilde is one of the few dwarves born with soul sense. All dwarves can identify metals and minerals by merely being near them through their stone sense, but those like Hilde are able to sense the spirits of all things. 

This allows her to forge these spirits into the things she makes. Give her something containing the essence of a creature or structure and she can make you a metal object infused with that essence. With one minor condition: Hilde doesn't like to waste her time. She only does ambitious projects and never the same more than once. Which inevitably drives up the time it takes to make her creations as well as the price she asks for them.

Wound rushing 

When you are wounded and in a rush you can use the services of Mohib. He has a cabinet in which time flows faster, allowing recovery time to be cut down significantly. 

There are some caveats. For one, you'll be bored as hell, as time flows as normal to the person inside of the cabinet. Second, you better not need regular care cause only one person fits inside. And finally, you have to make sure to bring enough food and water to last the time you'll spend in there. 

Mohib doesn't require payment for use of his cabinet. He also hasn't aged since moving into town a couple of decades ago. So you might want to take a moment to think about how you feel about that as well. 

Spirit distillation 

Sometimes while exploring you require a drink with some extra oomph. Dion's spirits can give you all that and more. No one but him knows how it works, not for a lack of effort on his account though. He will keep going on about alcohol opening up the mind, the different kinds of possession, which aromatics pair well with which spirits, and probably a lot more but at this point most people have started to tune him out. 

Distilation is his passion, and thus his wares are surprisingly cheap in terms of coinage. The real price for any significant amount of a particular spirit are ingredients. Offering him harder to come by ingredients makes him willing to part with even the more exclusive bottles in his collection. 

Rope training

Reliable rope is important to anyone attempting to delve the Star Prison. Fnan's ropes are more reliable than any. Not only are they able to withstand a lot of weight and wear, but Fnan is able to train rope to perform specific tasks when a command is spoken. 

Each rope can do only a single trick as, in the words of Fnan, rope isn't very bright. They come in a wide variety though, from rope that stiffens, rope that climbs, rope that binds, to rope that ignites. They also each have a name that they respond to.

Fnan really cares about her former protégés and will ask after them whenever she meets a former customer. If she finds out you have mistreated one of her ropes, she'll refuse to sell any more to you or your party in the future. 

Also, she's an elf. Completely unaffiliated with the Fallen Empire, but given what those elves have done some might feel strongly about dealing with one.

Thoughts

I think this covers most services players would usually seek out, i.e. enchanted items, magical healing, and magic potions. 

Some of these might be open to exploitation, but I think I can make all of these work at the table. 

It is also a pretty decent amount of magic for a relatively smallish town and feels sufficiently disparate to me. 

Some more leg work would probably be nice (some examples of trained ropes, distilled spirits and forged souls, estimates for how long wounds take to heal + how long it would take for them to heal in the cabinet), but this is all stuff players would probably only be interested in after the first delve, so I feel comfortable postponing that legwork until after I have started up a table for this game. 

Friday, 18 April 2025

Magic and the City: a Sewer witch

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

A sewer witch

In the still of night, broken only by her footsteps, Mildred thought she heard something behind her. 'It is probably nothing,' she wished to herself as she quickened her pace. Probably nothing lingered a moment in the gutter, watching Mildred walk-run-walk down the street. 'Poor thing', he thought 'Something must have given her a start.'

Once the night was truly still again, probably nothing, unaware he had been something, crossed the street and continued skulking home. While his feet mindlessly tread the familiar cobbles, his thoughts went down equally well-trodden paths. Iconic verses such as '... stupid fucking waste of time...', '... all the way across this damned pisstain of a city...', and of course '... shitgulping idiots...', with a steady refrain of 'should've just stayed the fuck home' would at regular intervals escape his mind through his mouth.

The welcoming smell and familiar drip, drip of the outfall pipe that gave entry to his abode stirred him from his grumbling murmurings. He performed the ritualistic darting look to make sure he wasn't seen before climbing into the pipe which had to be growing a bit taller each year. Either that or the ground was beginning to sag.

'Are you up Felps, you sad sack of bones?' his cloak squelched to the ground. 'You wouldn't believe the mind blistering ordeal that was this sabath meet,' and hat flung ontop a pile of trash. His hands sifting through empty bottles looking for one that wasn't. 'Why did I even join their dumbass coven?' The pop of a cork and eager gulps, the hands had been succesful. 'Bunch of stinking, blabbering fools.' He looked around blinking. Something wasn't quite right. 'Did anything happen when I was...' his words falling out of his mouth into the now glaring absence of both scaly snores and toothless attempts to rip off his legs. 'Felps?' his voice asked while his free hand began to slowly lift up his gown. 

A heavy bootstep thumped from the dark of the inner sewers. 'I am sorry Alistar, but we will have to politely ask you to come with us,' said the harsh face as it came into the light. Various heavy bootsteps underlined that last 'us' by also stepping forward, bolts glittering from the ends of crossbows to make sure he would understand the nature of the request. She hated this part of the job. Not that she felt anything for the gross little man, his death would be just. But trudging through these godforsaken sewers to snuff out his kind was disgusting and the tenacious smell of the place would continue to disgust her for days afterwards. 

'You sure got me now Agnes, don't I feel like a shitbrained fool. No use in fighting it, so I might as well turn myself in,' as he finished his sentence he started running towards them, lifting his knees awkwardly high. As his left leg came up she saw it, whatever it was. Instinctively she reeled back, her entire squad involuntary making way as they too were taking aback by what they saw. When she tried to describe it afterwards, the words that kept coming back to her were 'oozing', 'throbbing', and 'greenish', though her mind refused to recollect the image of that disgusting knee.

By the time she had got herself back together and dared look in the direction he had high kneed off to, Alistar was gone. She commanded her squad to pursue him, knowing full well it was in vain. No one would dare to encounter that horror again and the pursuit following her order was more symbolic than anything else.

Magic and the city

The city doesn't abide magic. Urbanisation is an organising force and the arcane inherently resists such organisation. That is not to say there is no magic in the city, just that unlike rural areas where magic is part of daily life, it is forced into the absolute margins. 

The primary magic-users of cities are the sewer witches. They excel at manipulation of that which society can't get rid off, but would rather pretend wasn't there. Each sewer witch specialises in a different area of profanity. From wielding disgust to embracing the relative trashness of everything, from endearing themselves to the discarded to dispelling decorum. 

The few other magic-users that manage to survive the city tend to despise sewer witches, as they don't help the public image of magial arts. Some merely avoid them, others actively try to out them to the relevant authorities. 

Playing a sewer witch

Just like the fighter variants, the sewer witch is intended to be a background/class thing to use in the mega-dungeon game I am still slowly trying to get off of the ground. If you get a 1 and a 2 on your d6 rolls for HP and GP respectively this is what you end up with:

Sewer Witch (1HP 2GP)

If you open yourself to what disgust tries to suppres, profane secrets reveal themselves: You are a master of the stuff most people rather avoid. 

Take:

  • Disgusting robes
  • Familiar  (rat, bat, frog, or similar)
  • Soggy notes on fecal distribution (somehow always wet)
  • Stinking sack of some kind of waste 
  • Piece of chalk (UD4)
  • Bottle of moonshine

What is your profanity of expertise?

  1. Disgust is your mouldy bread and cheesy butter. (One of your bodyparts is incredibly offputting. Showing it to an unsuspecting person makes them reel, keeping it exposed makes it hard for anyone to look at you).
  2. You have a knack for sending shivers down spines. (Your touch is simultaneously uncomfortably sensual and strangly remeniscent of insect legs. Touching someone stopts them in their tracks for as long as you actively touch them).
  3. Morning breath is an alien concept to you. Why limit such a gift to only part of the day? (Your breath is absolutely rancid. A whiff is enough to get nauseous, a full gulp of it will cause even the strongest stomach to empty itself.)
  4. Your love for the discarded endears you to them. (You can rally the spirits of broken objects. No matter the state it is in, as long as it is still recognizable you can use something one more time before it permanently breaks.)
  5. There is nothing wrong with being trash, but folks can't seem to wrap their heads around that idea. (You can tell the self worth of a person at a glance. Given enough time you can convince even the most confident person they are no different than trash). 
  6. Polite society is nothing but a dream. It takes only a prick to wake up from it. (If you draw blood, the bleeding creature loses all sense of decorum and all of their inhibitions until the wound is healed.)

What made you go look for the Star?

  1. Regret: You assumed they wouldn't understand and broke it off before they found out. Now you can't help wondering what could have been.
  2. Ambition: Urbanisation is an inevitability. If only you could rule one of these future mega-cities from the shadows.
  3. Loss: Your alligator sewermate meant the world to you. Losing them was the single biggest loss of your life. 
  4. Vengeance: You offered them wisdom and they laughed in you face. They'll see who has the last laugh.
  5. Fear: If persecution of your arts continues you fear it won't be long before there are none who will carry on the tradition.
  6. Idealism: The ideal world is like an open sewer: Nothing hidden away; acceptance of all parts of life. 

Thoughts

First of all I would like to credit Cosmic Orrery, as I am pretty sure I got the idea for magic having no unifying principle from them. Regardless whether or not I am remembering it correctly, just go and check out their stuff, it is super rad. 

The micro-fiction at the start of the post is something I want to experiment with. Not sure if I am going to keep it at the start of the post, but definitely want to try to do a little scene like this for every background I am making. 

I have a rough version of a total of 36 backgrounds, each with a concept and an ability. However, I want to do some more legwork, so I plan to give each a unique d6 table to give them a bit more detail and a d6 table with random motivations. It is something I saw in GLOG character creations rules Arnold shared in 2016 and I really like providing it for players that just want to quickly roll up a character and play. 

The fighter variants don't have these tables yet, but I'll be sure to add them once I get around to it. 

Thinking about how magic would work in 'the city' when the game I want to run doesn't take place near a propper city was a bit of a challenge. I ended up reversing the trope that cities are the place to go if you want to find magic. Faux medieval cities seem to exist primarily for the purpose of commerce, and the unpredictability of magic seems like a poor fit for that. Also, I went to university in Rotterdam and that city is a prime example of intolerance of anything weird in the name of productivity, so it might have been an unconscious inspiration. 

It does feel a bit like cheating to use this for this month's blog carnaval, so I might try my hand at another post later this month. 

Saturday, 29 March 2025

Beyond the OSR: Education scaffolding for tRPGs

My submission for the RPG blog carnaval. This month's topic is Over the garden wall - Beyond the OSR.

My job is being a teacher, a philosophy teacher to be specific. The course I teach is very language heavy and the answers I want my students to produce are very specific in how they should be formulated. One of the biggest frustrations I encounter at work are the poorly worded answers my students produce and their inability to read texts efficiently and comprehensively. From not answering the question itself and solely providing justification for an implied answer, to asking me to clarify the meaning of a word that is explained in the very next part of the sentence, the current generation of teens are particularly bad at dealing with academic language.

There are times when I run RPGs where something similar happens, especially when running games for people who are completely new to the OSR playstyle. They word their actions poorly and ask questions in inefficient or ineffective ways. 

Monday, 17 March 2025

Fighter variants (Star's Prison)

For this GLOG hack I am making I want to do something like Electric Bastionland in approach to character options. This is because I have found that they are a great way to communicate a setting and get players excited. A large number of them isn't as overwhelming to newcomers because they are relatvely simple, having no advancement. 

Now, I do not think myself capable of coming up with 100+ unique and interesting backgrounds, so instead I'll settle for 36. This way you can generate a background by rolling HP and something else (for now I am thinking starting wealth, but I might end up changing that). 

These first six are variations of 6 HP characters, i.e. those who are at home on a battlefield.

Design principles:

  • Players should be excited to play as one of these.
  • Abilities should be incomparable rather than numerical.
  • Abilities should expand player options rather than function as bonusses to what they can already do.
  • Any further growth happens as a result of play through weird encounters, chance survivals, and otherworldly rewards.

Sword squire (6 HP, 1 GP)

It is difficult to imagine a better instructor: You are linked to a magical sword. Your bond allows you to communicate with each other silently and use eachother's senses.  

  • Ragged clothes
  • Day to day sword (d6)
  • Magical, sentient sword (your master, d8)
  • Sword oil
  • Whetstone 
  • Book of poetry (composed by your master)

Battlefield heretic (6 HP, 2 GP) 

You deny the orthodoxy of canonical combat: Change one common sense rule of combat for your exchanges, something like 'duller edges cut better' or 'heavier armor increases speed'.

  • Stained clothes
  • Spear
  • Dagger
  • Shield
  • Pistol (d10, on use: loud and creates smoke)
  • Itching powder

Unbreathing templar (6 HP, 3 GP)

Through sheer force of will you refuse to breath your last breath: You cannot die as long as you hold your breath, but your body can no longer heal its wounds.  

  • Moth-eaten clothes.
  • Battered curas
  • Dented helmet
  • Faded shield
  • Old-fashioned sword
  • Sewing kit

Thornlancer (6 HP, 4 GP)

You engage your foes on your moss charger, thorn lance and pineshield in hand: Given enough time you can shape plants in accordance with their nature to create mounts, arms and armor.  

  • Regal clothes
  • Moss Charger (3 HP, protection against blunt force)
  • Thorn lance (d12 when charging, otherwise d4)
  • Pine shield
  • Willow sapling
  • Fertilizer

Witchhunter (6 HP, 5 GP)

All magic has a verbal component, so you learned to still their voice: When you wound someone you can take away someone's ability to speak. Lasts until they drink something. 

  • Solemn clothes
  • Crossbow (d8) 
  • Bolts (10 steel, 3 silvered)
  • Axe (d6)
  • Fireproof rope
  • Bundle of fire wood

Despised Champion (6 HP, 6 GP)

Winning is so much more fun if everyone hopes you lose: You know exactly what to do and say to draw everyone's attention and ire. 

  • Gaudy clothes
  • Quarterstaff (d6)
  • Black gauntlets
  • Black curas 
  • Winner's laurels 
  • Rotten eggs

Thoughts

I am pretty happy with these. 

Some of them might require a bit of extra legwork to better communicate to players what is possible. For example, a little table of d20 battlefield exceptions for the Battlefield heretic might be nice. Same for the Thornlancer, but with some example manipulations of common plants. 
Whether or not I make those probably depends on whether or not players end up playing as either of those. 
I also refer to magic rules without having a clear magic system in place. 

Some of the inventory could be a bit more interesting I think. I don't like overpowered, but I do like weird and whimsicle. Maybe a bit more Troika!-esque items could be a good sollution. 

Finally, some tables to help you flush out the character a bit might be nice, as it allows players to quickly roll up a random character to rejoin the party with. Something like 'd6 reasons you are risking your life for a potentially non existent wish.'?

Wednesday, 26 February 2025

Dragon Neighbours: The infectious dreams of dragons

My submission for the RPG blog carnaval. This month's topic is Dragon Neighbours.

Dragons are like natural disasters: unpredictable, destructive and devilishly difficult to kill. Thus the best way to do away with a dragon threat is to placate it with offerings until it falls asleep. As long as the hoard remains sufficiently big, the dragon will not wake and calamity can be kept at bay. 

Monday, 24 February 2025

One roll: to hit + damage + death and dismemberment (Star's Prison)

For the Star's Prison, a megadungeon game I want to get going sometime soon.

Inspired by Electric Bastionland's scar table and the following design principle from the 2016 GLOG: 

"Consolidate ruthlessly. Turn two  rolls into one, turn one roll into none.  Turn tables into formulas, turn formulas into static numbers."

Saturday, 22 February 2025

The Star's Prison: Risk Economy

Making a GLOG hack to run the megadungeon I started during for dungeon23. Hopefully having folks play in it will motivate me to continue working on it, but in order to do that I need a ruleset. 

Reading Gus L.'s wonderful advice on dungeon crawling over on his blog All Dead Generations, made me realise that for a dungeon crawl type game, Risk Economy is the most important thing to figure out, i.e. how do you track time and have the passing of time be meaningful. Anything else (resolution mechanics, combat systems, magic systems etc.) functions within and is there dependent upon the Risk Economy, so that stuff will come later.

The tl;dr of his wonderfully insightful posts on Risk Economy is: Exploration benefits from risk. Risk in exploration is best tied to time: the longer you spent exploring the bigger the risk bad things happen. Also, if resources like light are a prerequisite for exploring, spending more time should eat up more resources. In sum, to run a meaningful dungeon exploration game you need a way to track time, a way to make spending time risky and a way to make spending time costly. 

So here is my take on a risk economy for my Star Prison game.

Time

When inside the dungeon time is abstracted. Gus L.'s argument for why this makes sense in the fiction is compelling to me: 

'Imagine that you had grown up in a society without a distinct concept of the second, where hours or other portions of the day were tracked for most only by the sound of church bells, market bells or calls to prayer. Perhaps the wealthy have access to sundials, candle and water clocks. None of these methods of timekeeping prepares one to break actions down into ten minute intervals, let alone six second ones - if the fantasy quasi-medieval culture even had a modern conception of the second, and time is an imprecise thing.'

And his argument for why this is beneficial for running games is salient to me as well: If actions take an abstract dungeon turn, there is no need to get into discussions about how many actions would realistically fit in that amount of time. 

Basically we invert the relation between time and action: A turn isn't a set amount of time you can fill with actions, an action takes a turn which takes however long it takes. 

So this is how I will formulate it in the ruleset: 

When in the prison, any significant action such as moving to the next room, searching a room, filling a bag with treasure or taking a breather takes a turn. After each turn the GM will roll to see if a random encounter occurs, if light sources deplete, if a magical effect runs out and if exhaustion sets in. 

Movement Speed

Abstract time automatically does away with movement speeds, but I notice that I think that is a shame. Mainly for the following reason: I would like fights to have potentially significant impact even if there is no death. Injuries slow a group down, which is to me way more fun than the fine-until-you-are-dead we see in most HP based systems. 

Same with hauling around something really heavy or cumbersome, or even just being really tired. In a game where exploring is the focus, and risk increases with time spent, getting slowed down seems like it should be the most meaningful impact there is.

Fortunately, a suggestion by Eviltables over on the Tabletop Adventure Games forum gave me an idea for making movement speed matter if you use abstracted time: Going slower increases the odds of bad things happening. 

Basically, if a turn is the time it takes to perform an action, a slower action doesn't take more turns, the turn is more likely to be costly. So if normally the chance of a random encounter is 1-in-6, when you are weighed down by a heavy sack, an injury or fatigue the chance increases to 2-in-6, or in severe cases even 3-in-6. 

Finally, I would like movement speed to be somewhat of a choice. The base movement speed in dungeon crawlers is very slow, which is why it is described as a crawl. When crawling you are being as careful as you can, noticing traps and focussed on any sound that might be a sign of danger. 

But what if you want to hurry, not a full blown sprint that you would only be able to keep up for a few minutes, or less if you're carrying a bunch of shit, but making haste. This should allow you to go faster but at the expense of noticing traps and oncomming danger. 

Lets combine all of this the following way:

When exploring the prison, your encumbrance and approach determine how long your actions take. If you go slower the chance of a random encounter occurring, light sources depleting, ongoing magical effects running out and exhaustion setting in will increase. 

Your approach can be careful or hurried. 

  • While moving carefully you'll notice all traps, notable features (which might hint at secrets) and most oncomming danger (such as monsters behind a door). 
  • While moving hurried you are faster, but eill fail to notice traps, notable features and most oncomming danger. 

Your encumbrance can be unburdened, trudging along, staggering or collapsed. 

  • You are unburdened when you are uninjured, fit and carrying little more than arms and armor. 
  • You are trudging when you are battered and bruised, tired or carrying a significant burden such as a bag filled with treasure or supplies.
  •  You are staggering when you are seriously injured, exhausted or carrying something you can barely lift due to its weight or cumbersome size. 
  • You are collapsed when you are lethally injured, spent, or stuck underneath something you cannot lift. 

For the GM: 

Careful and unburdened is the assumed default speed. The odds of random encounters at that speed are 1-in-6. Increase the odds with 1 for each level of encumbrance and reduce it with 1 if the party hurries. 

So a staggering party hurrying to get out of the prison has a chance of random encounters of 2-in-6 and won't notice traps and has an increased chance to be surprised by random encounters.

When hurrying unburdened (which I would assume to happen rarely), roll for random encounters once every other turn. 

Supply 

Finally, we need to determine when torches burn up, ongoing magical effects deplete and exhaustion sets in. 

Gus L. suggests using the famous overloaded encounter dice, popularized by necropraxis. Though I can see what he means when he says that the somewhat weird situations that can arise from this mechanic (such as three consecutive turns of torches depleting) are great ways to create emergent stories, I find them a little bit annoying and have argued before that it is a shame that it means only one thing can ever happen at a time. 

My proposed solution in that post I refered to is what I would like to use still: Seperate dice for each thing you would normally put on the overloaded encounter dice, with the duration of torches, time until exhaustion exhaustion and magical effects treated as usage dice: Go down one dice size when rolling a 1. 

The nice thing about this little system is that it ties in neatly with the increased odds when moving slower. A torch will go down on a 1 when careful and unburdened, but on a 1-3 when carefully staggering. 

So in the document it will say something like:

The duration of supplies such as torches and ongoing magical effects is variable. Quality of such supplies is inconsistent and magic is inherently fickle. 

To track the duration of these each is assigned a usage dice (as per the Black Hack): You roll the assigned dice each turn, if you roll low enough to trigger depletion you swap out the dice for a dice one size smaller (so a d6 depletes to a d4). If a d4 depletes the resource or magical effect has run out. 

What number counts as low enough for depletion depends on the speed with which you go through the prison, with 1 being the baseline. 

Closing thoughts

I'm aware that if I want granularity such as movement speed I could just use numbers. However, I find tracking all these numbers rather fiddly in a way that keeping track of which dice to roll and what numbers to look out for isn't to me. Personal preference, but one I'd rather design for than trying to get myself to track movement in feet and time in minutes.

I tried out the split encounter dice thing with solo play and it seemed to work well. Adding variability in odds based on movement speed seems like it would be fun to me, but I'd have to give it a go at a table to see how players will like it. 

What these rules heavily encourage is the use of porters. If you only carry arms and armor you are agile enough to out up a fight or respond to a trap, but if you are weighed down by loot or supplies not so much. 

To get players on the same page I'd probably liken the expeditions the party goes on to what you see in movies like Atlantis: The Lost Empire: A few named characters doing the special stuff, with a host of mercenaries and hirelings helping out with the more mundane stuff. 

Currently how much stuff counts as unburdened vs trudging or staggering is vague. I might keep it that way, as I tend to believe you can use less rules to do more. However, during play testing I might end up using a slot based system. Slots, being numbered, allow for fun little mechanics like roll over equipment as seen in Troika! to grab items during combat, but which could also be used to see if you can climb a thing, stay afloat in water or run away from someone of about equal speed (e.g. human vs human). If I use slots I'd probably go with 6 or less for unburdened, up to 12 for trudging, up to 18 for staggering and anything more than that means you're collapsed, as a start and adjust based on play testing from there.